scholarly journals Design And Development Of Context-Aware Recommendation Strategy For E-Learning

2015 ◽  
Vol 7 (2) ◽  
pp. 1
Author(s):  
Shaina Raza ◽  
Syed Raza Bashir ◽  
Muhammad Tahir Hameed ◽  
Muhammad Jawwad Zaheer
Author(s):  
Mohamed A. Amasha ◽  
Marwa F. Areed ◽  
Salem Alkhalaf ◽  
Rania A. Abougalala ◽  
Safaa M. Elatawy ◽  
...  

2003 ◽  
Vol 11 (2-3) ◽  
pp. 171-184 ◽  
Author(s):  
Jacopo Armani ◽  
Andrea Rocci

The paper presents a design strategy for e-learning hypermedia interfaces based on the notion of conceptual-navigational map. It proposes to analyze the cognitive and communication problems that arise in the use of hypermedia applications with specific goals, such as e-learning courseware modules, with the linguistic tools of pragmatics and discourse analysis, and shows how this can help in identifying specific communication problems related to the grounding and contextualization of new information, and how it can lead to new insights for design and to interfaces inspired by the linguistic means used in verbal communication to manage analogous problems. The implementation of such a design strategy in the SWISSLING courseware modules is discussed, and future directions of development towards context- aware adaptive hypermedia are briefly outlined.


2018 ◽  
Vol 29 ◽  
pp. 36-40 ◽  
Author(s):  
Jerry Draper-Rodi ◽  
Steven Vogel ◽  
Annette Bishop

Author(s):  
Lucca Botturi

This paper reports the results of an empirical study that investigated the instructional design process of three teams involved in the development of an e-learning unit. The teams declared they were using the same fast-prototyping design and development model, and were composed of the same roles (although with a different number of SMEs). Results indicate that the design and development model actually informs the activities of the group, but that it is interpreted and adapted by the team for the specific project. Thus, the actual practice model of each team can be regarded as an emergent feature. This analysis delivers insights concerning issues about team communication, shared understanding, individual perspectives and the implementation of prescriptive instructional design models.


Author(s):  
Maha Khaldi ◽  
Mohamed Erradi

In this work, based on the results obtained concerning the analysis and the needs of our project which concerns the design and development of an e-Learning project management system, we present the modeling stage with UML. Based on one hand, on two diagrams: class diagram and use case diagram, for static modeling and on the other hand, based on three diagrams: activity diagram, sequence diagram, diagram transition state for dynamic modeling. Finally, we offer examples of models for our project.


Author(s):  
Ingolf Waßmann ◽  
Djamshid Tavangarian ◽  
Peter Forbrig

Author(s):  
Youngkyun Baek ◽  
Hoe Kyeung Kim

This chapter describes the process of design and development of the Virtual English Adventure in Second Life. The in-depth description and explanation of designing and developing the tasks and activities involved in the Virtual English Adventure project provides the scale and amount of time and effort required to utilize a virtual tool for educational purposes. The Virtual English Adventure is particularly designed for English teaching and learning. The virtual world configurations, such as level tests, teleporting, missions, e-learning, interaction, gaming, and learning-facilitators, are related to both learning theories and language teaching pedagogy. Based on our own experiences, there are some important recommendations for instructional designers and researchers to consider when they design and develop the educational use of a virtual world.


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