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Showing papers in "International Journal of Emerging Technologies in Learning (ijet) in 2016"


Journal ArticleDOI
TL;DR: In this mixed method research study, the effect of gamification strategies on students’ cognitive load levels and achievements was examined along with student opinions about gamification.
Abstract: In this mixed method research study, the effect of gamification strategies on students’ cognitive load levels and achievements was examined along with student opinions about gamification. The topic of spreadsheets was covered for six weeks in a sixth grade information technologies and software course. The sample consisted of a control group of 48 students who were trained via traditional procedures and an experimental group of 46 students who were trained using gamification strategies. Independent sample t-test, Mann-Whitney U test and descriptive analysis were applied to the data. A significant difference was found between the two groups that indicated higher achievement in the experimental group. When comparing cognitive load levels, the experimental group also scored higher than the control group. Interviews indicated that the students had positive views about gamification strategies.

86 citations


Journal ArticleDOI
TL;DR: It was determined that the ability to evaluate was the most important skill indicator in the development of digital literacy.
Abstract: Digital literacy and the associated skills are becoming the basic and essential skill set of any employer that wishes to survive in a highly competitive world. Given the global importance of these skills for many sectors including education, medicine, information technology, tourism, etc., the researchers sought to determine which digital literacy skills were most important in using digital technology, communications tools, and/or networks to access, manage, integrate, evaluate, create and communicate information in order to function in a knowledge society. From a multistage random sampling survey of 400 second semester university seniors finishing their degrees in 2014 at 9 Thai public and private universities, it was determined that the ability to evaluate was the most important skill indicator in the development of digital literacy. Analysis was conducted by use of LISREL 8.72.

46 citations


Journal ArticleDOI
TL;DR: The authors conclude on the significant benefits of the flipped classroom model in ESL teaching including an increase in students' overall performance on the course, enhancement of students’ motivation and improvement of their autonomous learning skills.
Abstract: Despite the buzz around the flipped or inverted classroom as a new trend in educational practice and research, there is a limited number of studies on its effectiveness in English as a Second Language (ESL) teaching. This paper aims at contributing to the field of flipped classroom research by examining and analyzing the outcomes of the experiment conducted at the Tomsk Polytechnic University within the course of English for Engineering. Outlining several challenges, the authors conclude on the significant benefits of the flipped classroom model in ESL teaching including an increase in students’ overall performance on the course, enhancement of students’ motivation and improvement of their autonomous learning skills.

45 citations


Journal ArticleDOI
TL;DR: The findings showed that the Thai university undergraduate students were satisfied with the blended learning model which was due to the change in the learning system as well as being tasked with interesting and challenging computer based lessons outside class.
Abstract: Research was undertaken to develop a blended learning model which contained three objectives. They were to 1) study student and teacher input for a blended learning model using a Thai university undergraduate course in information, innovation, and technology in education for the learning management conditions and improvement methods; 2) to research how to effectively improve the blended learning model and instructional media in accordance with the 80/80 criteria and; 3) compare learning achievements and information literacy between student groups using the blended learning method and regular learning method with information literacy as the covariate. The research was divided into three phases consisting of the development of the conceptual framework, a second phase which studied the blended learning model using both e-learning and face-to-face methods with a 60/40 ratio. When applying a technology system to learning management utilizing instructional media, it was determined to be 81.53/80.11. Phase 3 found that blended learning affected learning and information literacy by at least 1 variate which had a different mean score from regular learning with a statistical significance at the 0.05 level. The findings showed that the Thai university undergraduate students were satisfied with the blended learning model which was due to the change in the learning system as well as being tasked with interesting and challenging computer based lessons outside class. This was later enforced through teacher delivered lesson summaries during formal class time. Students understood the content better, enjoyed the self-directed learning and doing things independently.

43 citations


Journal ArticleDOI
TL;DR: It is concluded that a reasonable and wise choice of APPs would not only be useful for students’ English learning, but also help lead them to use mobile phones in a positive way.
Abstract: The availability of smart phones connected to mobile network and the occurrence of APPs developed for the educational purposes provide us with the possibility and feasibility of mobile teaching and learning. English Fun Dubbing, an APP designed for its users to practice oral English, was employed in this one-academic-year empirical study to evaluate the benefits of mobile APPs in the field of pedagogy. When the study ended, an anonymous online questionnaire was distributed to the 123 participants to survey the effects of English Fun Dubbing on their English language learning. The results showed that the majority of the respondents were satisfied with it in many aspects including its conveniences, flexibility, user-friendliness, rich materials, authentic language context, etc. and also its functions to inspire learning interests, foster learner autonomy, help realize personalized learning, and so on. We concluded that a reasonable and wise choice of APPs would not only be useful for students’ English learning, but also help lead them to use mobile phones in a positive way.

36 citations


Journal ArticleDOI
TL;DR: In this article, a case study on the design and validation of an urban drone is presented, where three specialties (electrical energy systems, industrial computing, and mechanics and systems design) of a graduate school of engineering and a start-up company are jointly involved for the first time.
Abstract: Multidisciplinary project-based learning (PBL) allows multifaceted real-world problems to be resolved with solutions addressing scientific, technical, business, and social aspects. However, such a method can be very challenging in terms of project management (including planning, coordinating, and management of human, material and financial resources) and time-consuming, especially when involving several partners (academic and industrial partners). This paper provides firsthand experience of multidisciplinary PBL implemented in France in engineering education through a case study on urban drone conception. This research project has been proceeded within a collaborative framework in which 3 specialties (electrical energy systems, industrial computing, and mechanics and systems design) of a graduate school of engineering and a start-up company are jointly involved for the first time. This article discusses knowledge and skills that engineering students are expected to acquire at the end of the research project, and the methods of assessment. The designing, manufacturing, and experimental validation of the urban drone are described. The various steps in the project management, and the interactions with the students and partners (teachers and industrial partner) are particularly highlighted. Qualitative and quantitative data have been collected through questionnaires, student logbooks and reports. The results demonstrate that this experience is overwhelmingly positive since it empowers and enhances student learning.

34 citations


Journal ArticleDOI
TL;DR: A brief overview of the most representative articles that concentrate on computer educational games that support preschool children who face literature, math, cognitive, intellectual and physical difficulties.
Abstract: Recent development in new technology has led many teachers, schools and other educators to use it with their students in their learning process. Especially, in the field of special preschool education the role of educational computer games seem significant. In this short review paper we give a brief overview of the most representative articles that concentrate on these games that support preschool children who face literature, math, cognitive, intellectual and physical difficulties. The role of computer educational games in children who are gifted or face developmental disorders (autism) is also explored.

33 citations


Journal ArticleDOI
TL;DR: This research is mainly focused to categorize the exam questions automatically into its learning levels using Bloom’s taxonomy, developed to generate a unique set of rules to identify the question category and the weight for each exam question according to Bloom's taxonomy.
Abstract: Assessment usually plays an indispensable role in the education and it is the prime indicator of student learning achievement. Exam questions are the main form of assessment used in learning. Setting appropriate exam questions to achieve the desired outcome of the course is a challenging work for the examiner. Therefore this research is mainly focused to categorize the exam questions automatically into its learning levels using Bloom’s taxonomy. Natural Language Processing (NLP) techniques such as tokenization, stop word removal, lemmatization and tagging were used before generating the rule set to be used for this classification. WordNet similarity algorithms with NLTK and cosine similarity algorithm were developed to generate a unique set of rules to identify the question category and the weight for each exam question according to Bloom’s taxonomy. These derived rules make it easy to analyze the exam questions. Evaluators can redesign their exam papers based on the outcome of the evaluation process. A sample of examination questions of the Department of Computing and Information Systems, Wayamba University, Sri Lanka was used for the evaluation; weight assignment was done based on the total value generated from both WordNet algorithm and the cosine algorithm. Identified question categories were confirmed by a domain expert. The generated rule set indicated over 70% accuracy.

25 citations


Journal ArticleDOI
TL;DR: This study shows how Gephi, a general-purpose, open-source social network analysis application, can be used by instructors and institutions to extract and visualize relevant information that is commonly hidden or difficult to observe for course coordinators and teachers.
Abstract: Social network learning analytics aims to extract useful information to improve the learning process, but the variety of learning management systems makes this task burdensome and difficult to manage. This study shows how Gephi, a general-purpose, open-source social network analysis application, can be used by instructors and institutions to extract and visualize relevant information that is commonly hidden or difficult to observe for course coordinators and teachers. The empirical case study uses data from one cross-curricular course with 656 students at the Open University of Catalonia (UOC) and showcases the use of Gephi as a social network learning analytics tool. The study further discusses the potential of social network learning analytics to improve online instruction by visualization of educational data.

25 citations


Journal ArticleDOI
TL;DR: A multi-user virtual campus system based on virtual reality technology is put forward in this paper, which includes the basic models, system structure and implementation scheme.
Abstract: Virtual reality technology is a way for teachers and students to create a simulated three-dimensional world,a vivid and lifelike learning evironment for students in terms of vision, hearing and touch, having the students feel as participants of the virtual environment.A multi-user virtual campus system based on virtual reality technology is put forward in this paper, which includes the basic models, system structure and implementation scheme. The system is a simulation of real life in campus where students can take activities such as having class, doing exercises and making friends; and teacher can make lectures, review works of students and conduct examinations; managers can manage the daily teaching activities and students' affairs.

24 citations


Journal ArticleDOI
TL;DR: The results showed that the Learning Process of Scientific Imagineering by Augmented Reality to Enhance STEM Literacy consisted of the learning process of scientific Imagineering and the AR Learning Environment.
Abstract: The aim of this research was to study the Learning Process of Scientific Imagineering by Augmented Reality to Enhance STEM Literacy. The research methodology was a Document Analysis that was related to the Imagineering and scientific process and Augmented Reality (AR) in Education to enhance the Learning Process of Scientific Imagineering by Augmented Reality to Enhance STEM Literacy. The results showed that the Learning Process of Scientific Imagineering by Augmented Reality to Enhance STEM Literacy consisted of the learning process of Scientific Imagineering and the AR Learning Environment. The learning process of Scientific Imagineering consisted of 6 steps as follows: 1) imagine; 2) study and research; 3) design; 4) develop; 5) present; and 6) evaluate. The AR Learning Environment consists of six factors namely 1) flexibility; 2) user’s reaction; 3) educational efficiency enhancement; 4) learning convenience; 5) motivation building and 6) collaborative learning encouragement. The learning process of Scientific Imagineering and AR Learning environment can develop the student’s STEM Literacy.

Journal ArticleDOI
TL;DR: The authors come to the conclusion that project based learning is an ideal teaching method since it allows engineering students to improve significantly their oral and written communication skills as well as apply the content knowledge in the field of their professional activity within the English language course.
Abstract: The aim of this paper is to consider project based learning as one of the most efficient and productive methods used in teaching English as a foreign language to engineering students of Russian technical universities. Special emphasis is put on communication skills to be mastered by future engineers through project based learning. It is of great importance to note that highly developed oral and written communication skills are valuable for engineering students wishing to become successful and competitive in the international arena. Hence, engineering students must be trained well to develop their communication skills in English in the field of professional activity, mainly in the science research area. An inter-disciplinary project designed on the basis of project based learning for the second year students of Tomsk Polytechnic University is reviewed in this work. The authors come to the conclusion that project based learning is an ideal teaching method since it allows engineering students to improve significantly their oral and written communication skills as well as apply the content knowledge in the field of their professional activity within the English language course.

Journal ArticleDOI
TL;DR: The research findings confirmed that the PBL practice significantly improved EFL students’ CT disposition in general, in Independent Inquiry step, and regarding all CT subscales.
Abstract: Literature suggests the potential of problem-based learning (PBL) in critical thinking (CT) development, but empirical research on the effect of PBL on CT in foreign language pedagogy is limited. This study aims at a better understanding of the relationship between PBL and CT disposition of learners of English as a foreign language (EFL learners). A mixed research design was adopted in both an authentic in-class context and a WeChat-assisted after-class context, with an Adapted California Critical Thinking Disposition Inventory (CCTDI) as measurement tool of quantitative data, and with classroom observation notes and students’ written comments on PBL experiences as qualitative data to supplement the quantitative analysis. The research findings confirmed that the PBL practice significantly improved EFL students’ CT disposition in general, in Independent Inquiry step, and regarding all CT subscales. The study also revealed that the PBL practice eliminated significant gender difference in Group Negotiation, although there seemed a significant gender difference in Hypothesis Proposition after the PBL practice. Implications and limitations of this study, as well as suggestions for future research are also discussed accordingly.

Journal ArticleDOI
TL;DR: Teachers and students are encouraged to use iPad for educational purpose instead of use it most of the time for fun and games, there are many software and internet sites that can be downloading in the iPadt to improve students’ math skills.
Abstract: The aim of this study was to investigate the difference between the effect of using traditional teaching instruction and using iPad to teach math for first grade students. This study was conducted in one private elementary school in Jordan. The study used a quasi-experimental control design. Students have access to a few math software and websites that was downloaded to improve their math skills. Every student in the experimental group will have a personal iPad to be used during their math class period. Both groups will be given a pre-test and a post-test to measure their achievements in math. The motive for this research was encouraging teachers and students to use iPad for educational purpose instead of use it most of the time for fun and games. it a helpful tool to be used as part of the mathematic learning process. Also, there are many software and internet sites that can be downloading in the iPadt to improve students’ math skills. Index Terms — math, tablet, e-textbook, e-learning, education, educational technology.

Journal ArticleDOI
TL;DR: Current situation of distance teaching of Internet of Things and architecture specialties is introduced, a system based on ZigBee /GPRS wireless network technology, sensor technology, embedded technology, Web distributed software technology and database technology is designed and implemented, and results of teaching experiment show that Internet of things technology can improve students’ academic performance and teachers’ teaching effect.
Abstract: Internet of Things technology and industrial development will trigger a new round of information technology revolution and industrial revolution, and they are the commanding point of future competition in information industry and core driving force of industrial upgrade. This paper introduces current situation of distance teaching of Internet of Things and architecture specialties, designs and implements distance teaching experiment system platform for architecture specialty based on Internet of Things. This system is based on ZigBee /GPRS wireless network technology, sensor technology, embedded technology, Web distributed software technology and database technology. Besides, it adopts three interlinked networks and achieves efficient connection of multiple experiment terminals, servers and clients. As well, the information exchange is fast. Hence, it is convenient for practical application of distance teaching. The results of teaching experiment show that Internet of Things technology can improve students’ academic performance and teachers’ teaching effect. Therefore, it is a hot spot in modern teaching technology, so we should pay attention to it.

Journal ArticleDOI
TL;DR: A methodical approach is proposed, systemic, which identifies the essential criteria to remember for the evaluation of e-learning platforms, to fit the needs of both users and learners from an analysis of the evaluation dimensions in multimedia documents, until the study is installed on the dimensions of utility and usability.
Abstract: We are witnessing currently the launch and development of a huge number of distance training devices, to the Moroccan universities, whose main objective is to meet the society requirements and the knowledge economy, which is in full emerging. All these devices are based on the use of e-learning platforms, whose choice proves problematic for wearers and designers devices, and this for different reasons (costs, utility, usability...), that any random choice entails to a loss of money, effort and time. Being conscious of the impact of these technological tools on learning. Thereby, we propose, as part of this article, a methodical approach, systemic, which identifies the essential criteria to remember for the evaluation of e-learning platforms, to fit the needs of both users (teachers and learners) from an analysis of the evaluation dimensions in multimedia documents, until our study is installed on the dimensions of utility and usability. Then, we followed a detailed analysis of each of them separately, in order to deduce the approach to evaluation of e-learning platforms that is needed. To benefit a maximum from the potential offered by technologies in pedagogy, and to approach of the problematic of the platform choice for a better pedagogy.

Journal ArticleDOI
TL;DR: An overview of the systems architecture is presented that integrates the ITS with data mining tools and performs a number of educational data mining processes to increase the adaptivity and, consequently, the efficiency of the ITS.
Abstract: Intelligent Tutoring Systems (ITSs) are inherently adaptive e-learning systems usually created for teaching well-defined domains (e.g., mathematics). Their objective is to guide the student towards a predefined goal such as completing a lesson, task, or mastering a skill. Defining goals and guiding students is more complex in ill-defined domains where the expert defines the model of the knowledge domain or the students have freedom to follow their own path through it. In this paper we present an overview of our systems architecture that integrates the ITS with data mining tools and performs a number of educational data mining processes to increase the adaptivity and, consequently, the efficiency of the ITS.

Journal ArticleDOI
TL;DR: A study conducted with six different universities in the U.S. regarding their use of the learning analytics capabilities available within their learning management systems (LMS) found that universities are attempting to make better use of new analytics functions and the data stored in the university LMS.
Abstract: This paper presents the major findings from a study conducted with six different universities in the U.S. regarding their use of the learning analytics (LA) capabilities available within their learning management systems (LMS). Data was collected from an online survey instrument, in-depth interviews with IT directors and academic administrators, and a case study in Embry-Riddle Aeronautical University. One observation is that universities are attempting to make better use of new analytics functions and the data stored in the university LMS in order to make more informed decisions regarding short-term and long-term goals and objectives. The new functions include analytics performed at the institutional level, college level, degree-program level, course level, and even course section level. Courses and degree programs as well as learning performance and objectives can be measured and analyzed using different goals, criteria, and accreditation requirements.

Journal ArticleDOI
TL;DR: The results of an experimental approach that evaluated the interaction of a group of Colombian students with a Web solution within the context of Mobile Robotics to learn programming and algorithmics are presented.
Abstract: One of the major challenges related to teaching programming and algorithmics to amateur students is the time spent to explain a language’s syntax. Also, students who undertake computer programming may find problems that hinder their understanding of concepts and the development of their problem-solving and programming skills. This paper presents the results of an experimental approach that evaluated the interaction of a group of Colombian students with a Web solution within the context of Mobile Robotics to learn programming and algorithmics. The designed Web App is oriented towards autodidactic learning by using Visual Blocks Programming through five interactive modules that include concepts to be learned by students such as the following: variables, sensors, conditionals, cycles, and functions. The solution is designed to present virtual scenarios for Mobile Robotics. This proposal was evaluated with middle school students from the Colombian education system and was compared to the results obtained using Scratch as a reference tool.

Journal ArticleDOI
TL;DR: The results indicate the enthusiasm of students' autonomous learning and learning efficiency has been greatly improved with teaching system and an online error identification algorithm was proposed in the paper.
Abstract: In order to improve vitality and efficiency of teaching in music, with the multi-sensing, immersion and interactivity feature in the virtual reality (VR) technology, the VR system can solve the low cross mutual inductance and low efficiency in traditional music teaching. An online error identification algorithm was proposed in the paper. The teaching performance was evaluated with dimensions and confirmatory factor analysis. The results indicate the enthusiasm of students' autonomous learning and learning efficiency has been greatly improved with teaching system.

Journal ArticleDOI
TL;DR: A general system to adapt any component of the assessment process (model, activity, question…) based on different evidences gathered from the learning process of the learner is presented.
Abstract: On any type of course (on site or online), a learner is evaluated whether he has acquired the knowledge and competences provided in the course. The evaluation should be performed by evaluating his progression by means of the interaction in the classroom or assessment activities. Mostly, assessment activities are used to check the level of expertise of the learner. Typically, the assessment model and assessment activities of subjects in official programmes are the same for all the learners, since they should be evaluated having the same opportunities and conditions. However, when the learner is evaluated based on a continuous assessment model, he is demonstrating on each activity his knowledge and proficiency level and, at the same time, his reputation could be also built based on the actions he is performing within the course. Therefore, the assessment model can be particularly adapted for each learned based on this information. In this paper, we present a general system to adapt any component of the assessment process (model, activity, question…) based on different evidences gathered from the learning process of the learner.

Journal ArticleDOI
TL;DR: A comparison analysis between students' correct and wrong swimming movements is carried out, and the analysis results show that the virtual reality system solves the problem of monotonicity in real swimming teaching.
Abstract: Swimming is one of the most popular spots among college students, though it is hard to master. With virtual reality (VR) technology, problems of the low-cross mutual inductance and low efficiency can be solved. A physical model and the software framework of the virtual reality system was proposed. The swimming teaching system can solve the problem that perception-action separation, improve the study ecological validity, and hold great promise for the study of perception- action. A comparison analysis between students' correct and wrong swimming movements is carried out, and the analysis results show that the virtual reality system solves the problem of monotonicity in real swimming teaching.

Journal ArticleDOI
TL;DR: What Junior High School learners think of the Web 2.0 tool “Storyboard” for digital story telling purposes and the extent to which it can enhance their receptive and productive skills of reading and writing in the English language is investigated.
Abstract: This paper looks into what Junior High School learners think of the Web 2.0 tool “Storyboard” for digital story telling purposes and investigates the extent to which it can enhance their receptive and productive skills of reading and writing in the English language. Fifty one randomly selected students, who created a digital story based on a relevant instructive scenario, and their teachers took part in the research. The quantitatively analyzed teachers’ and students’ interviews results and learners’ post-tests data revealed that the tool is considered very motivating and useful increasing learners’ aforementioned English language skills. As learners and teachers indicate “Storyboard” has offered them moments of happiness and joy during their school activities and made their lesson creative and interesting.

Journal ArticleDOI
TL;DR: The article analyzes the impact that the use of Scratch has in a group of students of Compulsory Secondary Education in the development of the teaching unit and concludes that the application of the Scratch program improves school performance and student motivation significantly.
Abstract: The article analyzes the impact that the use of Scratch has in a group of students of Compulsory Secondary Education in the development of the teaching unit. For this we have studied the evolution of creative thought and analyzed the considerations made by the different actors involved, students and teachers. Qualitative and quantitative data are intended to complement the type of evidence and notes in research design followed. The tools used were the interview, field notes, diary of the researcher and the rubric adapted and created by Eduteka. The research results indicate that with the use of Scratch language students get better grades and are more motivated. As a conclusion, we can say that the application of the Scratch program improves school performance and student motivation significantly.

Journal ArticleDOI
TL;DR: The findings indicate that, in general, college students are satisfactory with and show positive continuance intention to stick with the blended e-learning system for their English learning.
Abstract: Based upon the expectation-confirmation theory (ECT), this study propose a theoretical model that examines the impacts of the critical antecedents on college student English learning satisfaction and continuance intention to stick with a blended e-learning environment. The model was validated using a questionnaire survey of 313 college students. The researchers applied the partial least squares (PLS) method to validate the measurement properties and proposed hypotheses of the proposed research model. The findings indicate that, in general, college students are satisfactory with and show positive continuance intention to stick with the blended e-learning system for their English learning. Our results can provide insight for the practices regarding planning and implementing a blended e-learning system to improve college students’ learning satisfaction and facilitate their continuance intention to stick with a BEL environment.

Journal ArticleDOI
TL;DR: The results indicated that students had a positive attitude toward the use of an interactive virtual museum in cultural heritage education, and confirmed the views of experts regarding the importance and the value of virtual museums as a method for effective learning about cultural heritage.
Abstract: The goal of this study was to investigate students’ views of the interactive Virtual Museum of Al Hassa Cultural Heritage. In this context, a study was carried out during the second semester of the 2014–2015 school year among sixth-grade elementary school students in Al Hassa, Saudi Arabia. After participating in an interactive virtual museum, 118 students answered a questionnaire after the teaching intervention. SPSS v.21 was used to analyze the data. The results indicated that students had a positive attitude toward the use of an interactive virtual museum in cultural heritage education. The results support the inclusion of cultural heritage in the social studies curricula in K–12 education in Saudi Arabia in order to raise awareness and knowledge of national heritage. The results also confirmed the views of experts regarding the importance and the value of virtual museums as a method for effective learning about cultural heritage.

Journal ArticleDOI
TL;DR: An E-learning ability evaluation model based on an AHP-BP neural network algorithm is proposed, and it is shown that the prediction results of the BP neural network and the evaluation results obtained by the AHP method are similar, which proves the effectiveness of the A HP method on the evaluation of the E- learning comprehensive capability.
Abstract: With the increasing development of the Internet, students began to learn quickly through information technology and Internet technology. E-learning is not only an important part of China's higher education, but also is an important means to improve the quality of education, expand the scale of education, deepen educational reform, and realize the educational equity among different classes in society. However, the problem of E-learning is becoming increasingly obvious, which is how to ensure students' effective learning, an important topic in the field of online education. In order to solve this problem, we first build an E-learning platform based on cloud computing, and introduce the software interface and function. The platform is different from the traditional teaching platform, having a strong interaction. Secondly, the data mining technology is used to analyze and collect the record data in the process of E-learning, so as to establish the evaluation system of the E-learning comprehensive capability. Then, we propose an E-learning ability evaluation model based on an AHP-BP neural network algorithm. We use a BP neural network to predict the evaluation results of 1000 students, and compare them with the results obtained by the AHP method, so as to illustrate the effectiveness of the method proposed in this article. Finally, through experiments we can see that the prediction results of the BP neural network and the evaluation results obtained by the AHP method are similar. This proves the effectiveness of the AHP method on the evaluation of the E-learning comprehensive capability. At the same time, the BP neural network method can be used to deal with a large number of evaluation results, which can save time, without losing accuracy.

Journal ArticleDOI
TL;DR: There was statistical difference between pre and post self-assessment scores of the 21st century skills in communication and collaboration at a 0.05 level of significance, consistent with the results of behavior and trace observations and the quality of project assignments produced using the VLE system.
Abstract: The study aims to design and develop a Virtual Learning Environment (VLE) system to enhance the communication and collaboration skills of higher education learners in the ASEAN cultural community. The system was developed based on a literature review of ASEAN to identity its educational goals for 2015, as well as the subjects of open learning, VLE, active learning, activity based learning, ASEAN cultural community, and collaboration and communication skills in 21st century. The results of the literature review were developed into a questionnaire for 400 higher education instructors. The survey results were then tabulated using G* Power and were analyzed using Exploratory Factor Analysis (EFA) to find the core elements to be developed to be an appropriate VLE system. The resulting system was tested using a sample group of 30 volunteer undergraduate students from 5 ASEAN member countries. Data analysis using t-test dependent indicated that there was statistical difference between pre and post self-assessment scores of the 21st century skills in communication and collaboration at a 0.05 level of significance. The result was consistent with the results of behavior and trace observations and the quality of project assignments produced using the system. The system developed consisted of four elements was approved by experts in the education field.

Journal ArticleDOI
TL;DR: An evaluation model agent learning system is proposed that will provide instructional materials that match the learning style that has been detected and will be evaluated to ensure the model is working properly.
Abstract: A learning style is an issue related to learners In one way or the other, learning style could assist learners in their learning activities if students ignore their learning styles, it may influence their effort in understanding teaching materials To overcome these problems, a model for reliable automatic learning style detection is needed Currently, there are two approaches in detecting learning styles: data driven and literature based Learners, especially those with changing learning styles, have difficulties in adopting these two approach since they are not adaptive, dynamic and responsive (ADR) To solve the above problems, a model using agent learning approach is proposes Agent learning involves performing activities in four phases, ie initialization, learning, matching and, recommendations to decide the learning styles the students use The proposed system will provide instructional materials that match the learning style that has been detected The automatics detection process is performed by combining the data-driven and literature-based approaches We propose an evaluation model agent learning system to ensure the model is working properly

Journal ArticleDOI
TL;DR: Effective learning based on constructivist didactics, encompassing self-organized learning in combination with active and creative problem-solving in collaborative settings, advances students’ concomitant cognitive and meta-cognitive processes.
Abstract: Problem-solving requires creative skills, critical thinking as well the ability to implement ideas and theories in practical ways. Moreover, interactive and self-managed problem-solving experiences promote students’ motivation as expressed through the developmental progression of learners’ metacognitive skills, such as self-monitoring and self-reinforcement. Effective learning based on constructivist didactics, encompassing self-organized learning in combination with active and creative problem-solving in collaborative settings, advances students’ concomitant cognitive and meta-cognitive processes. Hence, students’ co-construction of knowledge embodied in social dynamic learning environments, such as school-based tasks leverage the semantic relationships rising from exercising, verifying and testing of knowledge through information sharing and discussion. Future studies should focus on designing interactive, adaptable, ill-defined, real-world learning environments to elicit students’ cognitive and meta-cognitive processes as a key factor for the effective training of problem-solving skills.