the purpose of this study is to explore the effect of applying game-based learning (GBL) in Chinese language learning for elementary school students in Taiwan. this study used the Millionaire Language Game was the res...
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Traditionally, college students always use flash cards as a tool to remember massive knowledge, such as nomenclature, structures, and reactions in chemistry. Educational and information technology have enabled flashca...
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ISBN:
(纸本)9780819489913
Traditionally, college students always use flash cards as a tool to remember massive knowledge, such as nomenclature, structures, and reactions in chemistry. Educational and information technology have enabled flashcards viewed on computers, like Slides and PowerPoint, works as tunnels of drilling and feedback for the learners. the current generation of students is more capable of information technology and mobile computing devices. For example, they use their Mobile phones much more intensively everyday day. Trends of using Mobile phone as an educational tool is analyzed and a educational technology initiative is proposed, which use Mobile phone flash cards applications to help students learn biology and chemistry. Experiments show that users responded positively to these mobile flash cards.
the proceedings contain 21 papers. the topics discussed include: mobile augmented reality for cultural heritage;WMIN-MOBILE: a mobile learning platform for information and service provision;extending the power of mobi...
ISBN:
(纸本)9783642306068
the proceedings contain 21 papers. the topics discussed include: mobile augmented reality for cultural heritage;WMIN-MOBILE: a mobile learning platform for information and service provision;extending the power of mobile phone using service oriented computing;an autonomous middleware model for essential services in distributed mobile applications;peer-to-peer cooperative networking for cellular mobile devices;satcom access in the evolved packet core;a packet reassembly and segmentation protocol for low rate applications in Bluetooth sniff mode;running android applications without a virtual machine;a framework for building and operating context-aware mobile applications;secure middleware for mobile phones and UICC applications;an investigation of different computing sources for mobile application outsourcing on the road;and mobility-tolerant, efficient multicast in mobile cloud applications.
the concept of collaborative learning has been researched for many years. the idea of computer Supported Collaborative learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based ap...
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ISBN:
(纸本)9789898565068
the concept of collaborative learning has been researched for many years. the idea of computer Supported Collaborative learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. the combination of game-based learning concepts and collaborative learning may enable new application areas of CSCL. However, the design of such games is very complex. the gameplay has to fulfill requirements of traditional single player games (fun, narration, immersion, graphics, sound), challenges of multiplayer games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning have to be considered, like group goals, positive interdependence, and individual accountability. In this paper we describe an approach for game-based collaborative learning using multiplayer Serious Games. We developed an approach for a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for collaborative learning in teams using games. First evaluations of a prototype for 3-4 players showed that the game enables a collaborative gameplay and fosters collaborative behavior. this may allow us to use a game-based CSCL approach to combine the advantages of game-based learning withthose of collaborative learning in future.
the main objectives of the research presented in this paper are to explore online interactions and engagement of students who are using a learning Management System (LMS) for the first time in their studies, and the i...
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ISBN:
(纸本)9789898565068
the main objectives of the research presented in this paper are to explore online interactions and engagement of students who are using a learning Management System (LMS) for the first time in their studies, and the impact of different types of students' online interactions on their learning outcomes. To answer our research questions, we have conducted a semester-long study with 88 undergraduate students enrolled in the Quality Engineering course taught in the blended learning mode. Our findings show that the students perceived interaction as a dominant aspect of the online part of the course (done using the Moodle LMS). Our findings also provide evidence that different types of interactions can influences different levels of learning outcomes. If the acquisition of factual knowledge is desired, then interaction withlearning content is the most influential. However, if higher levels of learning outcomes are to be achieved, then more interactive online communication is needed. the need for interaction is rising with increasing levels of learning objectives (outcomes). Our findings also show that students' involvement in more challenging activities, in order to fulfil more demanding learning objectives (like application of knowledge or analysis, synthesis and evaluation) increase their need for student-teacher and student-student interaction.
this paper shows a benchmarking of different e-learning tools based on the definition of a set of criteria which are useful and desirable characteristics of learning management systems. the final results show the eval...
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ISBN:
(纸本)9789898565068
this paper shows a benchmarking of different e-learning tools based on the definition of a set of criteria which are useful and desirable characteristics of learning management systems. the final results show the evaluation from different perspectives. the evaluation is carried out using a methodology based on such set of criteria as well as a mixture of Multi-Criteria Decision Making methods to evaluate different modern technologies applied in training and e-learning systems. the criteria are grouped in a three-dimensional model in accordance withtheir use and application in training processes. the proposed model organises the set of criteria in three axes according to their functional scope, the Management, the Technological and the Instructional axes. Applying this methodology we evaluated different learning technologies and then we compare them from different points of view. the objective of this work is to help e-learning users and developers make good decisions about which tools have the best features for developing a system for management of resources, courses and learning objects.
this paper presents an application of evolutionary fuzzy classifier design to a road accident data analysis. A fuzzy classifier evolved by the genetic programming was used to learn the labeling of data in a real world...
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this paper presents a novel approach for learner self-Assessment. the aim of this approach is to offer to learners an evaluation tool as a CEHL (Computing Environment for Human learning) allowing comparing their produ...
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ISBN:
(纸本)9789898565068
this paper presents a novel approach for learner self-Assessment. the aim of this approach is to offer to learners an evaluation tool as a CEHL (Computing Environment for Human learning) allowing comparing their productions (C++ object-oriented programs) withthose elaborated by teacher. Considered as part of our platform E-TéléTP@AALP (Environnement des TéléTP Appliqués A l'Apprentissage des Languages de Programmation), the tool we are developing allows essentially: (1) generating two UML diagrams (UML class diagram and communication diagram) from the learner's program, and (2) applying some matching algorithms for measuring degrees of similarity and dissimilarity between learner's diagrams and teacher's diagrams.
We propose a novel approach using Complete Local Binary Pattern feature generation method for facial expression recognition withthe help of Multi-Class Support Vector machine. Complete Local Binary Pattern method is ...
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ISBN:
(纸本)9781467343695;9781467343671
We propose a novel approach using Complete Local Binary Pattern feature generation method for facial expression recognition withthe help of Multi-Class Support Vector machine. Complete Local Binary Pattern method is an extended version of Local Binary Pattern method with a little difference. LBP feature considers only signs of local differences, whereas CLBP feature considers both signs and magnitude of local differences as well as original center gray level value. CLBP and LBP have same computational complexity while CLBP performs better facial expression recognition over LBP using SVM training and multiclass classification with binary SVM classifiers. the experimental result demonstrate the average efficiency of recognition of propose method (35 images) with CLBP is 86.4%, while with LBP and CCV is 84.1255% and 75.83% in the JAFFE database.
the main purpose of this study is to develop an useful technique for the military fire training and first person shooting (FPS) game, and obtains the solution of the man-machine interface for its interactive operation...
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