scholarly journals A conceptual framework on constructing effective learning content for programming novices

2018 ◽  
Vol 7 (2.15) ◽  
pp. 150
Author(s):  
Swee Ling Chean ◽  
Sin Ban Ho ◽  
Ian Chai

An e-learning system provides a platform for communication between the educators and the students. It facilitates the sharing of information and learning content in a form, which can be easily accessed by the users. In e-learning educational systems, a learning content management system (LCMS) is commonly used for developing and managing learning content. An overly comprehensive LCMS might not suit the needs for all domains such as learning programming for novice learners. Teaching novice programming learners is not an easy task as mentioned in many studies. Complicated explanations and boring teaching methods cause loss of interest in learning programming. Many educational studies have been carried out with different aspects and approaches to improve teaching and learning programming in school and tertiary levels of study. This paper proposes a conceptual framework for constructing effective learning content. It is challenging for Malaysian educators to design and prepare learning content that allows programming novices to learn at their own pace and skill levels. It is believed that an effective learning content framework would benefit educators who intend to start teaching programming to novices. 

2019 ◽  
Author(s):  
HENGKI TAMANDO SIHOTANG

SMK Swasta Priwisata Imelda Medan is one of the private vocational schools in Medan. Learning system at SMK Swasta Priwisata Imelda Medan still use manual system which means the teaching and learning process is still bound by the time the subjects are available and must meet face-to-face with subject teachers. Subject material in the SMK Swasta Pariwisata Imelda Medan is quite difficult so that teachers and students need a long time in teaching and learning. to support an effective learning system at SMK Swasta Pariwisata Imelda Medan needs to be made an e-learning based learning system that is e-learning. the author uses the php language, mysql, dreamweaver and Xampp Control Panel Version 2.5.8, to provide solutions in the process of learning and teaching at SMK Swasta Pariwisata Imelda Medan in order to facilitate students and teachers in teaching and learning without the time limit provided by the school


Author(s):  
Hazalina Hashim

The capability of ontology application to add meaning to information, indexed in such a way that it can be reused, searched, processed and shared has been extensively explored and recognized in e-learning education. As such, it is the interest of this paper to apply the use of ontology from course module and forum discussion learning content in e-learning setting.  Thus, the ontology designed with SKOS specification is used to structure into concepts and relationships in order to develop and highlight the essential learning content. Furthermore, a semantic forum system is proposed as a mechanism to represent the ontology designed into semantic knowledge representation for learner to easily access, search and navigate the relevant knowledge of interest. This study evaluates the effectiveness of the proposed system along with three dimensions namely learners’ perceptions, system design perceptions, and system content perceptions. Accordingly, a close-ended online survey was developed and administered to 74 online learners. The findings demonstrate positive perception that contributes to effective learning system that able to enhance the understanding of course taught.


Author(s):  
Christian Gütl

Modern, computer-supported learning must go far beyond simply delivering learning content in a one-fit-for-all approach to students. It instead should include a variety of didactic aspects and cognitive characteristics. Furthermore, diverse systems and information must be taken into account for individualized learning processes. In light of this information, the objective of this chapter is to delineate an open, distributed, and service-based architecture for flexible teaching and learning activities. Backed by relevant research strands in this context, an architecture for an enhanced e-learning system developed within the AdeLE research project shall be depicted and experiences gained so far will be discussed. Based on this, a proposal is given for a generic and flexible architecture for adaptive e-learning towards the end of this chapter.


Author(s):  
Mukta Goyal ◽  
Rajalakshmi Krishnamurthi

This chapter explores a novel learning content management system. This chapter presents a novel system based on integration of voice authentication, face recognition technique, and signature of a person to recognize in e-learning system. Voice-based authentication, face recognition, and signature of a person is most widely used to authenticate human identity. The main concern in an e-learning system is to demotivate unknown users from taking the examination in place of the learner. Different techniques have been introduced to stop this fraud if any unknown person wants to imitate person's identity. In order to avoid the fraudulent handling of e-learning systems, the authentication based on voice recognition is discussed as one of the efficient techniques in literature.


2011 ◽  
pp. 963-981
Author(s):  
H. K. Yau ◽  
E. W.T. Ngai ◽  
T. C.E. Cheng

In this era of information, traditional practices, technologies, skills, and knowledge are becoming obsolete at a much faster pace than ever before. This makes lifelong learning a necessity for everyone. An e-learning system is a promising solution to the demand for a flexible means of delivering knowledge to educate a large number of people over a vast area. Knowledge management systems (KMSs) are a fast growing area of research on the creation and sharing of knowledge. Agent-oriented software engineering is opening up a new horizon for the analysis and development of systems in an open, complex, and distributed environment. This article proposes a conceptual framework and architecture for the development of an agent-oriented e-learning system supported by knowledge management to provide a flexible, self-paced, and collaborative learning environment with the least constraints. The framework is based on the technologies of e-learning systems, multi-agent systems (MASs), and KMSs. The proposed system architecture consists of three levels: user level, domain level, and Web level. The system will provide all of the basic teaching- and learning-related support facilities, plus some enhanced features that are provided by the agents within the system. The system will also provide the facilities for capturing and sharing the knowledge created during utilization of the system. Finally, conclusions and the potential theoretical and practical implications of the proposed system are presented.


2021 ◽  
Vol 3 (10) ◽  
pp. 86-93
Author(s):  
Raidah Yazid ◽  
Nur Syazwani Sukormo ◽  
Faaizah Shahbodin ◽  
Siti Nurul Mahfuzah Mohamed

Nowadays, the internet is becoming more user-centric, allowing for two-way information exchange. The term of Web 2.0 means internet applications which allow sharing and collaboration opportunities to people and help them to express themselves online. e-Learning is a term used in education to describe web 2.0 technologies and applications into educational and institutional activity. In the meantime, providing complete strategy to provide an effective learning environment that includes various courses, software, and infrastructures. Meanwhile, e-Learning is a popular method of imparting training in today's world. However, a large percentage of e-learning content fails to fulfil successful teaching and learning standards, emphasizing the need for guidelines on how to structure online resources for effective learning. Therefore, this paper has reviewed tools such a Gamification, Learning Management System (LMS), HTML-5 package (H5P) that will support e-learning to develop effective learning.


2012 ◽  
Vol 10 (3) ◽  
pp. 35-52 ◽  
Author(s):  
K. Sathiyamurthy ◽  
T. V. Geetha

The effectiveness of an e-learning system for distance education to a large extent depends on the relevancy and presentation of learning content to the learner. The ability to gather documents on a particular topic from the web and adapt the contents of the document to suit the learner is an important task from the content creation perspective of e-learning. For the developer of e-learning material the provision to automatically extract, organize, and present content material would improve its effectiveness. This paper proposes to extract information from documents using language processing techniques and organizing the content into appropriate presentation slides for learning purposes using domain ontology and learning oriented pedagogy ontology.


Author(s):  
Trish Andrews

The growth of e-learning, particularly distance learning via e-learning, is widely recognised as a significant factor influencing higher education in the 21st century. The rapid and ongoing uptake of Information and Communication Technologies (ICT) for teaching and learning, along with the recognition that increased student engagement can lead to more effective learning, is changing the way in which teaching and learning occurs in universities. This chapter suggests that the distance learner is frequently overlooked in the current climate when it comes to consideration of student needs and that current applications of ICT for distance learning raises questions about the quality of their learning experience. The chapter discusses the role of the student voice in understanding and addressing students’ needs in relation to the quality of their learning experience and suggests that greater attention needs to be paid to the distinct voice of the distance education student. The chapter provides some methodologies for collecting the student’s voice and gives consideration to how addressing the distance learners’ voice to enhance their learning experience might be most effectively accomplished.


Gamification ◽  
2015 ◽  
pp. 1076-1096
Author(s):  
Kuo-Yu Liu

This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of “Introduction to Computer Science” as a study case to assess students' learning effectiveness on the subject of “computer network”. The sample was 56 freshman students, who were randomly assigned to two groups, one of which used the game-based learning and the other one the Web-based video lectures. Furthermore, this study also conducted the System Usability Scale (SUS) to measure satisfaction, usability and learnability of the developed management system for instructors. Five instructors were invited to participate in the practical use and evaluation. The results showed that game-based learning could be exploited as effective learning environments and game design system was usable and learnable for instructors to create learning games.


Author(s):  
Lazarus Ndiku Makewa

E-learning is viewed as an innovative approach for delivering quality-designed, learner-centered, interactive, and facilitated learning environments to all, anywhere, any moment by putting in use the skills, knowledge, and resources of diverse technologies together with other teaching and learning resources suited for open, and distributed learning environments. Success story in an e-learning system involves a clear process regarding planning, designing, developing, evaluating, and implementing online learning courses where interaction is actively encouraged and facilitated. Emotional experiences can easily provide multiple challenges to students' online and classroom engagement and academic performance. For example, academic fears have wide-ranging effects, affecting strategy use, classroom and/or online performance, and subject choice. This chapter will therefore discuss emotional elements and their impacts in learning platforms in open and distributed environments.


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