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Evaluation of engineering laboratories 工程实验室评价
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360621
M. Rashid, I. Tasadduq, Y. Zia, M. Al-Turkistany, S. Rashid
Engineering studies consist of two parts: theory lectures and laboratory practices. Effectiveness of laboratories plays an important role in providing necessary design skills. However, evaluation of laboratories can be subjective and inconsistent. Consequently, a criterion is required to evaluate the engineering laboratories. This paper proposes an evaluation criterion for assessing the effectiveness of engineering laboratories in terms of pedagogic aspects. The identified pedagogic aspects in this paper are: relationship between theory and laboratory practice, content level, activity level, learning environment and laboratory manual. We evaluated seven different laboratories and generated recommendations based on our evaluation results.
工程研究包括两个部分:理论讲座和实验实践。实验室的有效性在提供必要的设计技能方面起着重要作用。然而,对实验室的评价可能是主观的和不一致的。因此,需要一个标准来评价工程实验室。本文提出了一种评价工程实验室教学效果的评价标准。本文确定的教学方面是:理论与实验室实践的关系、内容水平、活动水平、学习环境和实验室手册。我们评估了7个不同的实验室,并根据评估结果提出了建议。
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引用次数: 4
LMS INTTIC system using mobile technology and podcasting in blended learning LMS INTTIC系统在混合学习中使用移动技术和播客
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360593
B. Kouninef, R. Tlemsani, S. Rerbal, A. Lotfi
Social technology intersection indicates how a mobile device could facilitate communication and collaboration with many individuals and systems - the options available for social interaction using the technical capabilities of the mobile device to send SMS, call a friend, access the internet, etc. Mobile device is the beginning of something new in blended learning. Technology progress in the field of learning has evolved especially with the use of e-learning and now with the emergence of a new concept called m-learning due to mobile technologies, which are probably the most influential technology for teaching and learning in the next decade. Internet access remains inaccessible to most of our students. But almost all students have access to mobile technology. Nevertheless, the m-learning has some constraints in the use of mobile technologies such as the size of the screen which is too small for reading, battery life that is in constant progress but still low for e-learning applications, user interfaces that are not user-friendly on most mobile phones and diversity of mobile devices and the rapidly changing trends suggest producing “LMS mobiles” adaptable to a wide range of mobiles. To avoid redundancy in the reproduction of content that exists in the e-learning environment, we combined in this approach the use of mobile device in the blended learning to offer to our students the opportunity to be mobile and use the mobile as the medium of information. In this paper the benefits of mobile-learning and its use in the INTTIC's Moodle platform are presented. A new way to send information to different learners is developed, relying on the multimedia podcasting technology. This latter is still relatively new and not widely known.
社交技术交集指的是移动设备如何促进与许多个人和系统之间的沟通和协作——利用移动设备的技术能力进行社交互动的选项,如发送短信、打电话给朋友、访问互联网等。移动设备是混合式学习的新开端。学习领域的技术进步特别是随着电子学习的使用而发展,现在由于移动技术而出现了一种称为移动学习的新概念,移动技术可能是未来十年对教学和学习最有影响力的技术。我们的大多数学生仍然无法上网。但几乎所有的学生都可以使用移动技术。尽管如此,移动学习在使用移动技术方面有一些限制,例如屏幕的尺寸太小,无法阅读,电池寿命在不断进步,但对于电子学习应用程序来说仍然很低,大多数移动电话上的用户界面不是用户友好的,移动设备的多样性和快速变化的趋势建议生产适应各种移动设备的“LMS移动”。为了避免电子学习环境中存在的内容复制冗余,我们将这种方法与混合学习中移动设备的使用结合起来,为学生提供移动和使用移动设备作为信息媒介的机会。本文介绍了移动学习的好处及其在INTTIC Moodle平台上的应用。利用多媒体播客技术,开发了一种向不同学习者发送信息的新方法。后者仍然相对较新,并不广为人知。
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引用次数: 1
Integration of multi-media technologies to facilitate reflection and learning, particularly in the area of digital storytelling 整合多媒体技术,以促进反思和学习,特别是在数字叙事领域
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360582
R. Malkawi, P. Davies
The development of computer skills by individuals of various ages and backgrounds in this age of mass digital technology has been phenomenal. By combining various digital technologies it is possible to provide the users with an enhanced interface that produces a more attractive, interactive and functional experience for them. Commercial programmes or authoring tools such as iMovie, PowerPoint and/or PhotoStory are not designed in accordance with pedagogical or andagogical purposes, for example not wizard based. The main hypothesis associated with this study is that, there are significant benefits to be accrued by the development or viewing of digital stories with regard to enhancing the learning and reflective processes of students within higher education. So the main aim of this study is to ascertain whether this hypothesis is true or not, and report upon the findings from utilising both qualitative and quantitative research methods. The issue the hypothesis tackles is not easy. To this effect there is a need to develop a Wizard-based digital storytelling tool that helps students develop reflective stories. The wizard, which is integrated with the story seven elements and encapsulate them, does not only provide technical guidance but more importantly it will direct and support the user in developing a digital story that meets the expectations and structure of what is considered to be appropriate. There are many technical barriers present in developing a digital story by non-computer literate individuals. The development of a user-friendly tool that supports the creation of these stories is a key component of this study. Tutors /students develop digital stories in different learning subject areas using the same prototype depending upon the users' needs and requirements. The initial work has concentrated upon the design of an appropriate `Wizard-based' digital story tool that supports both tutors and students in the development of stories. This tool incorporates the fundamental guidelines for the development of digital stories mapped to various media templates. It is both flexible and powerful making use of an asset library of media objects that can be retrieved by a metadata search engine and are then included within the digital story scenes.
在这个大规模数字技术的时代,不同年龄和背景的人对计算机技能的发展是惊人的。通过结合各种数字技术,可以为用户提供一个增强的界面,为他们提供更具吸引力、互动性和功能性的体验。商业程序或创作工具(如iMovie、PowerPoint和/或PhotoStory)不是按照教学或教学目的设计的,例如不是基于向导的。与本研究相关的主要假设是,在高等教育中,通过开发或观看数字故事,可以增强学生的学习和反思过程,从而产生显著的好处。因此,本研究的主要目的是确定这一假设是否正确,并利用定性和定量研究方法报告研究结果。这个假说解决的问题并不容易。为此,有必要开发一个基于wizard的数字讲故事工具,帮助学生编写反思故事。这个向导与故事的七个元素结合在一起,并将它们封装起来,它不仅提供技术指导,更重要的是,它将指导和支持用户开发一个符合期望和结构的数字故事。在不懂电脑的人创作数字故事时,存在许多技术障碍。开发一个用户友好的工具来支持这些故事的创建是本研究的关键组成部分。导师/学生根据用户的需求和要求,使用相同的原型在不同的学习主题领域开发数字故事。最初的工作集中在设计一个适当的“基于向导”的数字故事工具,以支持教师和学生开发故事。这个工具包含了开发映射到各种媒体模板的数字故事的基本准则。它既灵活又强大,因为它利用了一个媒体对象资产库,这些媒体对象可以被元数据搜索引擎检索,然后被包含在数字故事场景中。
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引用次数: 6
Towards efficient autonomous training on telerobotic simulators 面向远程机器人模拟器的高效自主训练
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360602
K. Belghith
In this paper, we present Roman Tutor, an intelligent tutoring simulator to train astronauts on manipulating the SSRMS, an articulated robot arm deployed on the International Space Station. Roman Tutor incorporates a model of the system operations curriculum, a kinematic simulation of the robotics equipment and the ISS, a high performance path planner and an automatic task demonstration generator. For each element of the curriculum that the student is supposed to master, Roman Tutor generates example tasks for the student to accomplish within the simulation environment and monitors its progression to provide relevant feedback when needed. Although motivated by the SSRMS application, Roman Tutor remains applicable to any telerobotics system application.
在本文中,我们提出了Roman Tutor,一个智能辅导模拟器,用于训练宇航员操纵SSRMS,一个部署在国际空间站上的铰接式机械臂。Roman Tutor集成了系统操作课程模型、机器人设备和国际空间站的运动学模拟、高性能路径规划器和自动任务演示生成器。对于学生应该掌握的课程的每个元素,Roman Tutor生成示例任务,让学生在模拟环境中完成,并监控其进度,以便在需要时提供相关反馈。尽管受到SSRMS应用的启发,Roman Tutor仍然适用于任何远程机器人系统应用。
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引用次数: 0
SC ePortfolio System: Improving technology proficiency in South Carolina schools SC电子投资系统:提高南卡罗来纳州学校的技术熟练程度
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360632
D. Appleby
The United States Congress enacted the No Child Left Behind Act (NCLB) of 2001 that had as its goal “every student be technologically literate by the time the student finishes the eighth grade, regardless of the student's race, ethnicity, gender, family income, geographic location, or disability”1. The State of South Carolina's Department of Education, located in the southeastern region of the United States of America (USA), has developed and used a web-based, comprehensive, and evidence-basedtechnology proficiency system - The SC ePortfolio System - that forms the bedrock of South Carolina's plan for improving teaching and learning in the United States and ensuring that every South Carolina student is technologically proficient by the time the student finishes the eighth grade, regardless of the student's race, ethnicity, gender, family income, geographic location, or disability2.
美国国会于2001年颁布了《不让一个孩子掉队法》(NCLB),其目标是“每个学生在完成八年级时都能掌握技术,无论学生的种族、民族、性别、家庭收入、地理位置或残疾如何”。位于美国东南部地区的南卡罗来纳州教育部开发并使用了一个基于网络的、全面的、以证据为基础的技术熟练程度系统——SC电子投资系统——这是南卡罗来纳州改善美国教与学计划的基石,并确保每个南卡罗来纳州学生在完成八年级时都能熟练掌握技术。无论学生的种族、民族、性别、家庭收入、地理位置或残疾如何。
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引用次数: 0
Segmentation of MR images using multispectral fusion approach : A study and an evaluation 用多光谱融合方法分割磁共振图像:研究与评价
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360567
Lamiche Chaabane, Moussaoui Abdelouahab
The paper presents a study and an evaluation of a novel unsupervised segmentation technique based aggregation approach and some possibility theory concepts. Information provided by different sources of MR images is extracted and modeled separately in each one using MPFCM (Modified Possibilistic Fuzzy C-Means) algorithm, extracted data obtained are combined with an operator which can managing the uncertainty and ambiguity in the images and the final segmented image is constructed in decision step. The efficiency of the proposed method is demonstrated by segmentation experiments using simulated MR Images.
本文研究并评价了一种基于聚合方法和一些可能性理论概念的新型无监督分割技术。利用MPFCM (Modified possibilities Fuzzy C-Means,修正可能性模糊C-Means)算法对不同来源的磁共振图像信息进行提取和建模,将提取的数据与对图像中的不确定性和模糊性进行管理的算子相结合,在决策步骤中构造最终的分割图像。通过模拟MR图像的分割实验,验证了该方法的有效性。
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引用次数: 0
Effects of visualization of social interaction based on social presence theory: Formative evaluation of a prototype system 基于社会在场理论的社会互动可视化效果:一个原型系统的形成性评价
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360624
M. Yamada, Nobuaki Nishiyama, Yoshiko Goda
This study aims to develop and evaluate a CMC tool based on social presence. The tool consists of three parts: social presence mapping, chat display, and concept mapping, which combine to enhance social presence and encourage learning behavior, such as active discussion. Evaluated in terms of social presence and contribution to learning, each function of this system is shown to have a positive effect on learning. However, the results also highlight the necessity of developing a further function to enhance awareness of social presence.
本研究旨在开发并评估一个基于社会存在的CMC工具。该工具由三个部分组成:社会存在映射、聊天显示和概念映射,它们结合起来增强社会存在并鼓励学习行为,例如积极的讨论。根据社会存在和对学习的贡献进行评估,该系统的每个功能都显示出对学习有积极影响。然而,研究结果也强调了开发进一步功能以提高社会存在意识的必要性。
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引用次数: 3
Simulation-based performance evaluation of queuing for e-learning real time system 基于仿真的在线学习实时系统排队性能评价
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360630
S. Badr, F. Bayoumi, G. Darwesh
Electronic learning has produced a comfortable, sophisticated, interactive and adaptable teaching model. Moreover, the consistent technical progress in this field allows the development of increasingly interesting applications [1]. We chose to select those elements to create an e-learning environment. This paper presents a model of the multi-tiered e-learning system based on Web Services. It shows architecture for implementing e-learning environment by taking into account quality of service (QoS) requirements namely traffic dropped, traffic received and packet end to end delay. However, there exists no known simulation approach on how to deploy a popular real-time network service such as e-learning system. This paper offers remarkable details on how to model and configure OPNET for such a purpose. The study has been carried out using OPNET IT Guru on 3 scenarios are suggested first before enabling any QoS mechanism at the routers, second apply class based weighted fair queuing using low latency queue (CBWFQ-LLQ) for video traffic and last scenario apply CBWFQ-LLQ for voice. The simulation results show that CBWFQ with LLQ for Voice Traffic has a superior quality than the other techniques. This model was tested with different number of learners. Results indicate that improvements caused by traffic differentiation, become more significant as the number of users increases.
电子学习产生了一种舒适、复杂、互动和适应性强的教学模式。此外,该领域的持续技术进步允许开发越来越有趣的应用[1]。我们选择了这些元素来创建一个电子学习环境。提出了一种基于Web Services的多层电子学习系统模型。通过考虑服务质量(QoS)要求,即流量丢弃、流量接收和数据包端到端延迟,展示了实现电子学习环境的体系结构。然而,如何部署流行的实时网络服务,如电子学习系统,目前还没有已知的仿真方法。本文提供了关于如何为此目的建模和配置OPNET的重要细节。该研究使用OPNET IT Guru在三种场景下进行,首先在路由器上启用任何QoS机制之前,第二种场景采用基于类的加权公平队列,使用低延迟队列(CBWFQ-LLQ)用于视频流量,最后一种场景采用CBWFQ-LLQ用于语音流量。仿真结果表明,带LLQ的CBWFQ对话音流量的处理质量优于其他技术。用不同数量的学习者对该模型进行了测试。结果表明,随着用户数量的增加,流量分化带来的改善变得更加显著。
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引用次数: 4
An evaluation of Arabic language learning websites 阿拉伯语学习网站评价
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360683
Hadhemi Achour, W. B. Abdessalem
As a result of ICT development and the increasingly growing use of the Internet in particular, practices of language teaching and learning are about to evolve significantly. Our study focuses on the Arabic language, and aims to explore and evaluate Arabic language learning websites. To reach these goals, we propose in a first step, to define an evaluation model, based on a set of criteria for assessing the quality of websites dedicated to teaching and learning Arabic. We subsequently apply our model on a set of Arabic sites available on the web and give an assessment of these web sites. We finally discuss their strengths and limitations.
随着信息通信技术的发展,尤其是互联网的日益普及,语言教学和学习的实践将发生重大变化。我们的研究重点是阿拉伯语,旨在探索和评估阿拉伯语学习网站。为了达到这些目标,我们建议在第一步,定义一个评估模型,基于一套标准来评估致力于教授和学习阿拉伯语的网站的质量。随后,我们将我们的模型应用于网络上可用的一组阿拉伯语网站,并对这些网站进行评估。我们最后讨论了它们的优点和局限性。
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引用次数: 6
History education through creative computing: Multi-dimensional views and interactive navigation of the historical development of a town 创新计算的历史教育:城镇历史发展的多维视角与互动导航
Pub Date : 2012-07-01 DOI: 10.1109/ICEELI.2012.6360638
R. Millham, D. Moore, J. Millham
This paper introduces an emerging (research-in-progress) creative computing prototype, refined iteratively through user feedback, to retrieve and display information regarding a historical timeline composition of a town, in particular a Canadian prairie town. The purpose of this prototype is to use the advantages of creative computing, by means of multi-dimensional visual and aural content within an n-tier system of historical period layers, to provide an interactive, multiple style (visual, textual, and aural) approach to education, notably the teaching of the developmental history of a small town with the significant historical factors affecting it. As part of the iterative development approach of the prototype and to ensure that the historical context was conveyed adequately to the user, a series of usability studies were conducted using a small but representative group of users. The feedback from these usability studies helped direct and validate the refinement of the prototype to enable it to convey its historical composition's content to the user/learner more effectively.
本文介绍了一种新兴的(正在研究中的)创造性计算原型,通过用户反馈迭代改进,检索和显示有关城镇历史时间轴组成的信息,特别是加拿大草原城镇。这个原型的目的是利用创造性计算的优势,在历史时期层的n层系统中,通过多维视觉和听觉内容,提供一种互动的、多种风格(视觉、文本和听觉)的教育方法,特别是一个具有重要历史因素影响的小镇发展史的教学。作为原型迭代开发方法的一部分,为了确保向用户充分传达历史背景,我们使用了一小群但具有代表性的用户进行了一系列可用性研究。来自这些可用性研究的反馈有助于指导和验证原型的改进,使其能够更有效地向用户/学习者传达其历史组成的内容。
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引用次数: 0
期刊
International Conference on Education and e-Learning Innovations
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