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Advanced Learning Technologies (ICALT), 2011 11th IEEE International Conference on

Date 6-8 July 2011

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Displaying Results 1 - 25 of 211
  • [Front cover]

    Page(s): C1
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  • [Title page i]

    Page(s): i
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  • [Title page iii]

    Page(s): iii
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  • [Copyright notice]

    Page(s): iv
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  • Table of contents

    Page(s): v - xix
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  • Preface

    Page(s): xx
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  • ICALT 2011 Chairs/Committees

    Page(s): xxi - xxiii
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  • Reviewers

    Page(s): xxiv - xxv
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  • A 3D Motion Controlled Method for the Training of Mental Rotation

    Page(s): 1 - 3
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (227 KB) |  | HTML iconHTML  

    Mental Rotation is the ability to rotate mental representations of two dimensional and three dimensional objects, and usually regarded as a predictor of math or science achievement. This study utilized a 6DOF-controlled method with stereoscopics in the training of mental rotation and investigated how these training methods may affect user's learning performance, perceived playfulness, and willingness to continue use. To evaluate the method, a video/animation-based training method was used in control group. A subject test with 30 participants was conducted. These participants were classified into two groups and trained with two different methods respectively. Results showed that the 6DOF-controlled method with stereoscopics gained higher improvement of the difference from pre-test to post-test in average, although the difference was not significant. While considering perceived playfulness and willingness to continue use, the 6DOF-controlled method with stereoscopics gained higher scores significantly then the control group. View full abstract»

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  • A 3D Virtual Classroom Simulation for Supporting School Teachers Training Based on Synectics - "Making the Strange Familiar"

    Page(s): 4 - 6
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (258 KB) |  | HTML iconHTML  

    The possible exploitation of 3D Virtual Worlds (VW) remains a major challenge for school teachers, since 3D VWs introduce new concepts that even teachers who are experienced and keen on using digital technologies are not familiar with. To this end, there are research studies that have raised issues, such as, the extra pressure applied to teachers who teach within 3D VWs, and the lack of understanding of the new possibilities offered by 3D VWs in teaching and learning. Within this context, in this study we present a 3D Virtual Classroom Simulation appropriately designed and implemented using SLOODLE for supporting a module for teachers' continuing professional development based on the Synectics "Making the strange familiar" instructional strategy, that aim towards acquiring appropriate competences for teaching and for developing innovative educational practices within 3D VWs. View full abstract»

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  • A Case Study of an Academic Achievement-oriented Student in Game-based Learning

    Page(s): 7 - 11
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (473 KB) |  | HTML iconHTML  

    VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a teacher-facilitated constructivist pedagogical approach to empower game-based learning. In combination with scaffolding, situated cognition, reflection, and debriefing, VISOLE aims at providing students with opportunities to acquire subject specific knowledge in a multi-disciplinary fashion and sharpen their higher-order thinking skills for problem solving. Farmtasia is the first online game designed to facilitate the VISOLE approach. We conducted a qualitative case study, in the setting of formal curricular teaching in a secondary school, to look into the course of students' learning in VISOLE. This paper discusses a part of the entire study, focusing on delineating an impeding phenomenon, arbitrary gaming, which emerged in an academic achievement-oriented student's learning process. The findings provided insights into the issue of implementing VISOLE and game-based learning in general in school education. View full abstract»

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  • A Cloud-based Cyberlearning Environment for Introductory Computing Programming Education

    Page(s): 12 - 13
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (274 KB) |  | HTML iconHTML  

    Cloud computing has tremendous potential to meet the current needs of cyber-education. This paper presents a work-in-progress work to promote personalized and collaborative learning in computer science introductory programming courses through the design and development of a live and interactive cloud learning environment. View full abstract»

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  • A Collaborative Interactive Cyber-learning Platform for Anywhere Anytime Java Programming Learning

    Page(s): 14 - 16
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (242 KB) |  | HTML iconHTML  

    Innovative learning methodologies and tools are needed to foster students' interest in programming, improve the effectiveness of programming teaching, and retain the students in computing programs. We present a Collaborative Interactive Cyber learning Platform for Anywhere Anytime Java Programming Learning, an open-source cyber learning platform for Computer Science programming education, to support anywhere anytime personalized and collaborative programming learning. A preliminary evaluation of the proposed cyber learning platform and learning methods has been conducted and the students' responses have been very positive. View full abstract»

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  • A Computer Game Based Approach for Increasing Fluency in the Speech of the Autistic Children

    Page(s): 17 - 18
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (355 KB) |  | HTML iconHTML  

    Autism is a complex developmental disability that typically appears during the first three years of life. This is the result of a neurological disorder that affects the functioning of human brain. Children diagnosed with autism often are self-absorbed and seem to exist in a private world where they are unable to successfully communicate and interact with others. Sometimes they have difficulties in developing speaking skills and understanding what others say to them. Lack of fluency in the speech is one of the most frequently found problems with autistic children. The traditional methods for increasing fluency were found to be monotonous and hence, not much successful during our three months of observations over the participants of Autism Welfare Foundation (AWF) at Dhaka. Therefore, we developed an interactive computer game for the autistic children for improving the fluency in their speech. Our game produced encouraging results over a participant during three months of observation. In this paper, we describe our project and the outcomes. View full abstract»

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  • A Conceptual Design of Multi-Agent Based Personalized Quiz Game

    Page(s): 19 - 21
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (265 KB) |  | HTML iconHTML  

    This paper presents the conceptual design of a virtual 3D quiz game based on a multi-agent system (MAS) architecture aptly named QuizMASter. The QuizMASter supports formative assessment by providing adaptive testing and feedback using intelligent pedagogical agents within an immersive game-based virtual learning environment. This enables instructors to use assessment as a motivational tool within an entertaining context where students do not feel the usual pressures related to taking tests. View full abstract»

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  • A Contextualized Annotation Model for Mobile Learning

    Page(s): 22 - 24
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (251 KB) |  | HTML iconHTML  

    Our work aims to instrument exchanges between learners during mobile learning activities. To this extent, we propose the use of digital annotations associated with physical objects involved in the learning situation. We introduce the CALM model (Contextualized Annotation for Learning through Mobility), which allows contextualizing annotations with information about environment and learner's situation. This contextualization should facilitate annotations reuse by other learners in other contexts. We present an application of the CALM model in the context of museum visits. View full abstract»

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  • A Digital Board Game Based Learning System for Authentic Learning

    Page(s): 25 - 29
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (508 KB) |  | HTML iconHTML  

    In this paper, we embedded authentic learning content into a themed board game and presented them by a set of educational equipment-Digital Learning Playground (DLP). DLP applied the idea of mixed reality that students interact to the simulative situations, and also remain some hand-on experience with realia. With this device, we build a digital board game and require students and the teacher to join in to yield the best learning environment-proper assistance and peer cooperation. The showing resulting data depicts that the students were highly engaged and satisfied with learning through a gaming flow. With respect to learning performance, the assessing data indicates an effective learning has been achieved. View full abstract»

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  • A Framework for Observation and Analysis of Learners' Behavior in a Full-Scope Simulator of a Nuclear Power Plant - Approach Based on Modelled Traces

    Page(s): 30 - 31
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (596 KB) |  | HTML iconHTML  

    Our work deals with the subject of activity observation in full scope simulators. In this paper we present a Modelled Trace approach for designing a methodological framework and associated tools to manage the observation process and the corresponding analysis activity. View full abstract»

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  • A Framework of Educational Control in Game-based Learning Environment

    Page(s): 32 - 36
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (615 KB) |  | HTML iconHTML  

    The popularity of computer games has grown enormously in recent year. Many studies and systems that incorporate the inherent elements such as "pleasure" and "fun" in the game to improve a learner's motivation have been developed in the field of learning environments. However, there are still few studies of situations where many learners gather at a single computer and participate in a game-based learning environment and where a computer designs the learning process by controlling the interactions such as competition, collaboration, and learning by teaching between learners. Therefore we propose a method that generates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of an individual learner. In this paper, we explain the framework of our game-based learning environment (GBLE) called "Who becomes the king in the country of mathematics?" and describe the method for educational control in the learning environment. Furthermore, we introduce some comments a principle and a teacher for learning experiment of our GBLE which we carried out in a junior high school. From the result of the experiment and some comments, we noticed that the power of the game have possibility to make a relationship among students weaken and go learning forward in new relationship in the world of the game. View full abstract»

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  • A Keyword-based Video Summarization Learning Platform with Multimodal Surrogates

    Page(s): 37 - 41
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (396 KB) |  | HTML iconHTML  

    In general, video-based learning contains rich media information, but displaying an entire video linearly is time-consuming. As an alternative, video summarization techniques extract important content provides short but informative fragments. In this paper, a video learning platform (KVSUM: Keyword-based Video Summarization) is presented that integrates image processing, text summarization, and keyword extraction techniques. Without human annotators, the learning platform can process an input video and transform it into online learning materials automatically. The video frames are first split from a given video while the transcription is used to generate the text summary and keywords. In the current study, the video surrogates are composed of extracted keywords, text and video summaries, and video frames. In other words, KVSUM is able to provide both visual and verbal surrogates. In order to validate the effect of surrogates in the KVSUM, a comparison with another video surrogate, the fast forward (FF), to evaluate learners' comprehension to video contents. Sixty undergraduate students took part in examining two different video surrogates. The experimental results show that KVSUM had a more positive effect than FF in comprehension to videos. In terms of system usage and satisfaction, KVSUM is significantly more attractive than FF to learners. View full abstract»

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  • A Location-Based Mobile Game for Business Education

    Page(s): 42 - 44
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (298 KB) |  | HTML iconHTML  

    Location-based games use the position of the player as a key input and take advantage of the player's physical environment, and these games offer great motivational and educational potential. In this paper, we describe the development of a location-based mobile game that can be used as a business consulting simulation for students. In the game, players take the role of consultants in a simulated project at a virtual company. Players physically move to different locations to conduct interviews with virtual characters in order to discover the weaknesses of the company and make change recommendations. View full abstract»

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  • A Mobile Learning Study in High School Mathematics: Challenges, Lessons Learned and Recommendations

    Page(s): 45 - 47
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (217 KB) |  | HTML iconHTML  

    A recent research study was conducted to determine if mobile learning can assist high school students to improve their performance in mathematics. This paper describes the background of the study, the mobile learning application developed, and the evaluation studies which were conducted. However, its main focus is on the challenges and lessons learned from the mobile learning study. Since the study was conducted in a developing country, the paper makes several recommendations for pursuing similar mobile learning studies in other developing countries. View full abstract»

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  • A Multiagent Model for Searching Learning Objects in Heterogeneous Set of Repositories

    Page(s): 48 - 52
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (894 KB) |  | HTML iconHTML  

    This paper proposes a multiagent system application model for indexing and retrieving learning objects stored in different and heterogeneous repositories. The objects within these repositories are described by filled fields using different metadata standards. The searching mechanism covers several different learning object repositories and the same object can be described in these repositories by the use of different types of fields. Aiming to improve accuracy and coverage in terms of recovering a learning object we propose an information retrieval model based on the multiagent system approach and an ontological model to describe the knowledge domain covered. View full abstract»

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  • A New Application to Detect "Emotional Perception and Styles" of Primary School Children, and their Evolution with Age

    Page(s): 53 - 55
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (464 KB) |  | HTML iconHTML  

    We present a new application that helps to determine the emotional perceptual proclivities of a learner, possibly segmented into the plurality of multimodal channels of communication: voice, text, facial expressions, gestures, etc. To show the potentiality of the instrument we will illustrate its use - based solely on the voice channel - to determine the emotional perceptual profile of a group of primary school children, aged from 6 to 13 years. View full abstract»

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  • A New e-Learning Architecture for the Automatic Assessment of Network Services

    Page(s): 56 - 57
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (350 KB) |  | HTML iconHTML  

    This work presents a new e-learning architecture for the automatic assessment of practical activities in the context of Higher Engineering Education. As an example, a subject focused on the configuration of network services has been chosen. Unlike traditional platforms based on theoretical contents, the proposed architecture will be able to immediately evaluate students' practical skills and provide them with feedback about the correctness of their activities. Therefore, lecturers will dynamically follow the students' progress. View full abstract»

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