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4th International Conference on e-Learning and e-Teaching (ICELET 2013)最新文献

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Identifying and ranking factors in evaluating the Web 2.0-based educational simulation games 基于Web 2.0的教育模拟游戏评估因素的识别和排序
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681638
K. Davood, Salehi Afsaneh
Today, modern methods of training are developed with the aid of information technology to help learners better understand the circumstances of real organizations and increase the power of relating between classroom theoretical concepts and practical concepts in the real world. Training by simulation games is one of the training tools that due to the rapid development of network technology is significantly developed and if used correctly highly influences teaching and learning. The general aim of this research is to identify and rank the evaluation factors of training simulation games for optimum designing or selecting the best simulation game in training. For this purpose after reviewing the literature and studying the models and frameworks presented about the development and design of serious and simulation games, their main elements and components were identified. Then by using The Delphi method and opinions of 15 Training and simulation games experts, Factors that had the greatest deal of emphasis were presented in the form of 3 Psychological, Educational, and Technical dimensions and 30 evaluation factors and after comparing and rating the factors by the experts the answers were analyzed and ranked. Ranking the evaluation factors in this research shows that technical and educational factors had higher importance in the experts' view than the psychological factors. Also the high rank of web2.0 factors among the technical factors shows the high importance of educational simulation games in web context 2.0 in experts' view.
今天,现代培训方法是在信息技术的帮助下发展起来的,以帮助学习者更好地了解真实组织的情况,并增加课堂理论概念与现实世界中实践概念之间的联系能力。模拟游戏训练是随着网络技术的迅速发展而得到显著发展的一种训练工具,它的正确使用对教学有很大的影响。本研究的总体目的是对训练模拟游戏的评价因素进行识别和排序,以优化设计或选择最佳的训练模拟游戏。为此,在回顾文献并研究了关于严肃游戏和模拟游戏的开发和设计的模型和框架后,我们确定了它们的主要元素和组件。然后运用德尔菲法,结合15位训练与模拟游戏专家的意见,以心理、教育、技术3个维度和30个评价因素的形式呈现出最强调的因素,由专家对这些因素进行比较评分后,对答案进行分析和排序。对本研究的评价因素进行排序,专家认为技术因素和教育因素的重要性高于心理因素。此外,web2.0因素在技术因素中的高排名也显示了专家认为在web2.0环境下教育模拟游戏的高度重要性。
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引用次数: 0
A novel adaptive learning path method 一种新的自适应学习路径方法
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681639
K. Ahmad, Bahojb Imani Maryam, Ale Ebrahim Molood
Finding an appropriate learning path and content is an important issue to achieve learning goal especially in e-learning systems. The main challenge of these systems is providing courses suitable to different learners with different knowledge background. Such systems should be efficient and adaptive. Furthermore, an optimal adaptive learning path can help the learners in reducing the cognitive overload and disorientation. In this paper, a novel two stages adaptive learning path algorithm, which is called ACO-Map is proposed. Discovering groups of learners according to their knowledge patterns is performed in first stage. Then in second stage ant colony optimization as a metaheuristic method is applied to find learning path based on Ausubel Meaningful Learning Theory. The output of this algorithm is a concept map for each group of learners according to their needs.
寻找合适的学习路径和学习内容是实现学习目标的重要问题,尤其是在电子学习系统中。这些系统的主要挑战是提供适合不同知识背景的不同学习者的课程。这种系统应该是有效的和适应性强的。此外,最优的自适应学习路径可以帮助学习者减少认知超载和定向障碍。本文提出了一种新的两阶段自适应学习路径算法——ACO-Map。根据学习者的知识模式发现学习者群体是第一阶段。第二阶段,基于奥苏贝尔有意义学习理论,采用蚁群优化作为一种元启发式方法寻找学习路径。该算法的输出是根据每组学习者的需求绘制的概念图。
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引用次数: 11
The power of ICT-based social networks in higher education 基于信息通信技术的社会网络在高等教育中的作用
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681649
Akbari Elham, Ahmadi-Ashtiani Hamidreza, Mohsenpourkebria Hossein
Today, social networks are becoming ubiquitous in an increasing rate throughout the world; they particularly attract the younger generation, becoming an inseparable part of their daily lives. Among the various kinds of these networks (Facebook, MySpace, YouTube, Flicker, Twitter, blogs, and del.ici.us) Facebook is the best known and the most popular network with the incredible number of 400 million users who spend a significant part of their day in Facebook. In fact, results of various studies indicate that on average, the rate of Facebook usage by the young university students exceeds one hour a day. It seems that given the high rate of its usage among university students and its unique features (email, bulletin boards, instant messaging, posting videos, pictures and personal information), the claim can be made that Facebook has a high potential for educational use, especially in higher education, and can be regarded as a big classroom with many facilities and equipments which let users publish notes, share information, communicate and, of course, learn. In fact, experts and teachers should regard social network as an opportunity in the higher education and try to make the best use its popularity as well as its rich and entertaining features in order to enhance their teaching, thus the need to further study and investigate this social network and all it has to offer to higher education. Given this need in today's fast growing educational world, and based on the Technology Acceptance Model, in this research we try to assess and investigate the possible potentials of the social networks for learning through analyzing students' and instructors' attitudes towards using the social networks for higher education.
今天,社交网络正以越来越快的速度在世界各地变得无处不在;它们尤其吸引年轻一代,成为他们日常生活中不可分割的一部分。在这些网络(Facebook, MySpace, YouTube, Flicker, Twitter,博客和del.ici.us)中,Facebook是最知名和最受欢迎的网络,拥有4亿用户,他们每天大部分时间都在Facebook上度过。事实上,各种研究结果表明,平均而言,年轻大学生每天使用Facebook的时间超过一个小时。鉴于其在大学生中的使用率很高及其独特的功能(电子邮件,公告板,即时通讯,发布视频,图片和个人信息),可以声称Facebook具有很高的教育用途潜力,特别是在高等教育中,可以被视为一个拥有许多设施和设备的大教室,让用户发布笔记,分享信息,交流,当然还有学习。事实上,专家和教师应该把社交网络作为高等教育的一个机会,尽量利用它的知名度,以及它的丰富和娱乐的特点,以提高他们的教学,因此有必要进一步研究和调查这个社交网络及其对高等教育的贡献。鉴于当今快速发展的教育界的这一需求,在本研究中,我们试图通过分析学生和教师对高等教育使用社交网络的态度来评估和调查社交网络对学习的可能潜力。
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引用次数: 5
Mobile learning: The introduction of online and offline mobile learning systems based on cellular phones 移动学习:基于手机的线上和线下移动学习系统的引入
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681642
A. Roshan, Noroozi Daryush, Mohamadi Bahareh
The development of new technologies and the advent of mobile learning systems have created a significant breakthrough in education towards comprehensive learning, for individuals in any time and place. This has attracted the attention of the industry owners and mobile technologies. In this paper, having studied different views towards mobile learning definition, we have provided a comprehensive definition of such a learning system given the present needs and expectations of learning forums. Having categorized the mobile learning systems into online, connected to Internet; and offline, without Internet connection,the necessary theoretical foundation in designing systems based on the learning theories are studied. Afterwards, the mobile-partner intelligent electronic system as an online sample is proposed. In addition, an offline system, needless of Internet connection, and just based on the capability to send and receive text, voice and multimedia messages is proposed considering the limited Internet facilities available on the mobile systems in Iran.
新技术的发展和移动学习系统的出现,为个人在任何时间和地点的全面学习创造了重大的教育突破。这引起了行业所有者和移动技术的注意。在本文中,我们研究了对移动学习定义的不同观点,并根据当前学习论坛的需求和期望,对这种学习系统进行了全面的定义。将移动学习系统分为在线、联网;离线,没有互联网连接,研究了基于学习理论设计系统的必要理论基础。然后,提出了移动伙伴智能电子系统作为在线样本。此外,考虑到伊朗移动系统有限的互联网设施,建议建立离线系统,无需互联网连接,仅基于发送和接收文本、语音和多媒体信息的能力。
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引用次数: 5
Equipping children elearning systems with a hybrid personality type indicator 为儿童电子学习系统配备混合人格类型指示器
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681636
Mosharraf Maedeh, Taghiyareh Fattaneh, Kharrat Mahmood
Providing adaptivity for eLearning systems may be accomplished through incorporating learning style, which may be supposed non-stable characteristic in case of children. This paper presents a hybrid model for initiating and updating personality type of children in eLearning systems. A modified MMTIC (Murphy-Meisgeier Type Indicator for Children) questionnaire has been applied in start-up phase of system to recognize children personality type. This questionnaire is made based on MBTI (Myers-Briggs Type Indicator). Patterns of children behaviors are extracted by monitoring the details of their interaction with system. Using clustering algorithms and sequential pattern mining, system updates the personality type of children. The proposed approach is used in 81 fourth-grade children in elementary school. Delivery results suggest that this method provides good precision in diagnosing children personality type and can be an appropriate solution for non-stability in children learning style.
为电子学习系统提供适应性可以通过结合学习风格来完成,而学习风格在儿童的情况下可能被认为是不稳定的特征。本文提出了一个在线学习系统中儿童人格类型初始化和更新的混合模型。在系统启动阶段采用修正的MMTIC (Murphy-Meisgeier Type Indicator for Children)问卷来识别儿童的人格类型。本问卷是根据MBTI (Myers-Briggs Type Indicator)量表制作的。通过监测儿童与系统互动的细节,提取儿童的行为模式。采用聚类算法和顺序模式挖掘,更新了儿童的个性类型。该方法在81名小学四年级儿童中使用。交付结果表明,该方法对儿童人格类型的诊断具有较好的准确性,可以较好地解决儿童学习风格不稳定的问题。
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引用次数: 4
Using Kinect in teaching children with hearing and visual impairment 用Kinect教有听力和视觉障碍的孩子
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681651
Kamfiroozie Armin, Zohari Mehrana, Dehbozorgi Fatemeh
In developed societies, training of disabled people is regarded important and there are different plans for teaching them since childhood. One of the most common types of disability, which are genetically prevalent, is sensory disability particularly visual impairment, hearing and speech impairment. In this paper, attempt was made to present a strategy for training these children in two deaf children and blind children educational sections considering different advances of e-learning using motion detection technologies in Kinect device and objects recognition methods in 3D environments so that even very young children are able to receive basic and effective training and communicate with the surrounding world without knowing sign language or reading and writing skills.
在发达社会,对残疾人的培训是很重要的,从小就有不同的教育计划。最常见的残疾类型之一是感觉残疾,特别是视觉障碍,听力和语言障碍,这是遗传上普遍存在的。在本文中,我们尝试在两个聋哑儿童和盲童教育部分中,结合Kinect设备的运动检测技术和3D环境中的物体识别方法的不同进步,提出一种训练这些孩子的策略,使即使是很小的孩子也能在不懂手语和读写技能的情况下接受基本有效的训练,并与周围的世界进行交流。
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引用次数: 12
Design and implementation of a recommender system to introducing experts in an online forums 一个在线论坛推荐专家系统的设计与实现
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681635
A. Kardan, Aghahadi Zeinab
Online communities as a main element in local electronic training are a place to share questions and different opinions. One of the main objectives of online communities is to find the best solution in the least possible time. However, the high number of questions submitted in time prevents us from achieving the goal. In this paper, recommendation system is designed to filter out respondents range by applying an expert finding algorithm so that each user will receive question within his or her own level of knowledge. Making use of an expert finding algorithm, all users will be classified based upon their level of knowledge and then filtering will be applied on the set of derived dataset. The recommender system assessment shows that the operation of experts has been improved. Therefore, this utility can be used to help improve e-learning.
在线社区作为本地电子培训的主要元素,是一个分享问题和不同意见的地方。在线社区的主要目标之一是在尽可能短的时间内找到最佳解决方案。然而,及时提交的大量问题阻碍了我们实现目标。在本文中,推荐系统的设计是通过专家搜索算法来过滤被调查者的范围,使每个用户都能收到在他或她自己的知识水平范围内的问题。利用专家搜索算法,根据用户的知识水平对所有用户进行分类,然后对派生的数据集进行过滤。推荐系统的评估表明,专家的操作得到了改善。因此,此实用程序可用于帮助改进电子学习。
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引用次数: 2
E-learners grouping in uncertain environment using fuzzy ART-Snap-Drift neural network 基于模糊ART-Snap-Drift神经网络的不确定环境下网络学习者分组
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681656
G. Montazer, Sadegh Rezaei Mohammad
Personalizing the learning contents and programs to each learner is one of the most important goals of e-learning. So, a system should be designed for assigning appropriate learning objects to each learner based on his/her needs abilities and preferences. Automatically grouping the learners in homogeneous groups is an important subject in designing the adaptive learning system. In this paper a new method based on Fuzzy neural network for e-learners grouping is proposed. This new neural network is like to ART network in architecture and Snap-Drift network in learning mechanism. The performance of the network is monitored by a new defined energy-like function. Then, an appropriate learning mechanism is selected in each epoch. Consequently, a high performance network in non-stationary environment is designed. For evaluation of this method, E-Learners of the C programming course are grouped by the proposed method based on Felder-Silverman learning style index. The result of this evaluation shows that our method has appropriate performance in P&G indexes. According to the experimental results, this method has a good performance in uncertain and noisy input environment.
为每个学习者提供个性化的学习内容和计划是电子学习的重要目标之一。因此,应该设计一个系统,根据每个学习者的需求、能力和偏好,为他们分配合适的学习对象。将学习者自动分组为同构组是自适应学习系统设计中的一个重要课题。本文提出了一种基于模糊神经网络的在线学习者分组方法。这种神经网络在结构上类似于ART网络,在学习机制上类似于Snap-Drift网络。网络的性能由一个新定义的类能量函数来监控。然后,在每个epoch选择合适的学习机制。因此,设计了一个非平稳环境下的高性能网络。为了评价该方法,基于Felder-Silverman学习风格指数对C编程课程的e -学习者进行了分组。评价结果表明,该方法在宝洁指标上有较好的表现。实验结果表明,该方法在不确定和噪声输入环境下具有良好的性能。
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引用次数: 3
Encouraging students' experience-based learning through their studies in an e-learning environment: Two Schematic Storyboards 在电子学习环境中鼓励学生以体验为基础的学习:两个示意图故事板
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681654
R. Morteza, Z. Abbasali, B. Cleary, J. O'Reilly, M. Hogan, E. Murphy
This paper addresses the importance of students' experience-based learning in virtual settings of higher education and some practical approaches for fostering their experiential learning facilitated by e-learning platforms. These practical approaches try to extend students' learning beyond the theoretical disciplinary focus inside the universities and engage them in acquiring knowledge and more importantly skills they will need in their professional life. To do so, two schematic storyboards have been drawn based on the experiences of some Iranian experts including students, entrepreneurs and academics represented through some focus groups. The titles of these storyboards are: “Business Plan Writing”, and “Tentative start-up of a business”. Our primary focus is on defining some technical and pedagogical capabilities in an e-learning platform based on the three groups of experts' experiences as well as principals of experience-based learning, enabling both students and tutors to use them for creating a more practical, real and effective teaching-learning environment. Before drawing each storyboard four descriptive components named Functional Specifications (FS) have been written, trying for defining different aspects of the storyboards. These components have been generated based on the participants' experiences and then supports from the literature has been extracted and added to these FSs. While the paper is written from an e-learning perspective, the issues and processes raised are applicable to any higher education system that seeks to value and reward practical and experience-based education.
本文阐述了高等教育虚拟环境中学生体验式学习的重要性,以及通过电子学习平台促进学生体验式学习的一些实用方法。这些实用的方法试图将学生的学习扩展到大学内部的理论学科之外,并使他们获得他们在职业生涯中所需的知识和更重要的技能。为此,根据一些伊朗专家的经验,包括通过一些焦点小组代表的学生、企业家和学者,绘制了两个概要故事板。这些故事板的标题是:“商业计划写作”和“试探性创业”。我们的主要重点是根据三组专家的经验以及基于经验的学习原则,在电子学习平台上定义一些技术和教学能力,使学生和导师都能使用它们来创造一个更实用、真实和有效的教学环境。在绘制每个故事板之前,已经编写了四个称为功能规范(FS)的描述性组件,试图定义故事板的不同方面。这些组成部分是根据参与者的经验生成的,然后从文献中提取支持并添加到这些fs中。虽然本文是从电子学习的角度出发,但所提出的问题和过程适用于任何寻求重视和奖励实践和经验为基础的教育的高等教育系统。
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引用次数: 2
A Longest Common Subsequence based genetic algorithm for courseware design 基于最长公共子序列的遗传算法在课件设计中的应用
Pub Date : 2013-12-12 DOI: 10.1109/ICELET.2013.6681643
B. Mahdi, Taghiyareh Fattaneh
Personalizing learning is one of the high priority tasks in e-learning. Because of the tremendous importance of Learning Object (LO) in learning process, the attention of many researchers has been attracted to the personalization of LOs. The two main entities in learning are students and educational resources, so the educational activities should give high priority to these entities. In this study, a genetic based algorithm for personalizing the educational slides as an important learning material in traditional and e-learning environments is introduced. Slides and relations between them are showed in form of a graph. The proposed algorithm is applicable to all types of LOs. To evaluate the proposed method, the required data were collected with questionnaires from 36 students that enrolled in Bio Computing course. Analysis of the results shows that the proposed algorithm has been very successful in personalizing the educational slides. It can use to enhance the teaching and learning in traditional and electronic learning environments.
个性化学习是网络学习的重中之重。由于学习对象在学习过程中的重要作用,学习对象的个性化已经引起了许多研究者的关注。学习的两大主体是学生和教育资源,因此教育活动应优先考虑这两大主体。本文介绍了一种基于遗传算法的教学幻灯片个性化算法,该算法在传统和电子学习环境中都是重要的学习材料。幻灯片和它们之间的关系以图表的形式显示。该算法适用于所有类型的LOs。为了评估所提出的方法,我们对36名生物计算课程的学生进行了问卷调查。分析结果表明,该算法在教学课件个性化制作中取得了很好的效果。它可以用于提高传统和电子学习环境中的教与学。
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引用次数: 3
期刊
4th International Conference on e-Learning and e-Teaching (ICELET 2013)
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