Customise Your Own User-Centered e-Learning Instruction: An Adaptive Educational Instructional/Learning System

Author(s):  
Elspeth McKay ◽  
John F. Izard
Author(s):  
Xiang Jun Huang ◽  
Chao Zhang ◽  
Qing Hua Zheng

With a rapid development of Internet, E-Learning is becoming a new learning mode. E-Learning is not limited by time and space. It also has a large number of on-line learning resource. However, it has many disadvantages for students, such as information overload, disorientation, low learning efficiency, low user satisfaction and so on. Our aim is to improve learning efficiency and user satisfaction by overcoming information overload and disorientation of E-Learning system. This paper proposes an algorithm by combining Spreading-Activation Theory and techniques of classifying and sorting knowledge. The algorithm can generate a near optimal navigation learning path(NLP) based on a student's target knowledge unit(TKU) and knowledge map(KM) which it belongs to. NLP provides students an appropriate learning instruction to effectively eliminate disorientation during the process when they are learning interested knowledge units. The essential tasks of the algorithm is to filter redundant information and sort candidate knowledge units. So its realization process can be divided into three phrases: first, generating candidate complement map to overcome information overload. Because the candidate complement map only contains essential candidate knowledge units and learning dependencies among them to master TKU. Second, constructing learning features to discrete the candidate complement map to implement techniques of sorting knowledge conveniently. Final, sorting candidate knowledge units to get an appropriate NLP by using a Secondary Sort Strategy(SSS). The experimental results have shown that our method is sound for improving learning efficiency and users' satisfaction.


2018 ◽  
Vol 3 (3) ◽  
pp. 85
Author(s):  
Fahrobby Adnan ◽  
Muhammad Huda Muttaqin ◽  
Tio Dharmawan

Aspects of usability or usability in the user's point of view when using and utilizing a product. The use of an inappropriate method in developing the design will increase the number of requests to improve the product after it is finished. Inappropriate method of selecting methods for design development Usually occurs in applications based on Graphical User Interface (GUI), e-commerce websites, cellular services, and also technology in the field of education called e-learning. E-learning is one technology that develops a distance learning system that provides a variety of solutions where the Internet is the medium. Supported by the development of technology supported by smartphones can also be used for the learning process. With the existence of smartphones, students will more easily access learning materials, and teachers will also be easier to share the material to be received. To support the effort to obtain the level of user satisfaction without leaving the specific purpose of making the application itself a user centered design (UCD) method can be applied. UCD is a method that helps users. With the application of this method users will be satisfied and comfortable when using with the system. Based on the concepts of the UCD method and the problems that occur in e-learning especially the University of Jember E-Learning application, it can be seen that the UCD method is suitable to be applied in the development of mobile-based Universitas Jember e-learning applications with the aim of making it easier students and lecturers in the learning process at the University of Jember. This research was conducted in 3 stages, namely data collection, analysis, and system development. The data collection phase consists of literature studies, and questionnaires. The analysis phase is done by processing the data from the questionnaire and conducting usability testing. The development phase is done by building a mobile-based e-learning application. The results of this study are the University of Jember M-Learning application.


2019 ◽  
Vol 31 (5) ◽  
pp. 425-445 ◽  
Author(s):  
Ana Carolina Tomé Klock ◽  
Isabela Gasparini ◽  
Marcelo Soares Pimenta

Abstract Gamification applies game elements in non-game contexts to improve users’ experience. One of the contexts that have mostly taken advantage of gamification is the educational one. However, the students’ experience is unique, since it varies according to their profile. Therefore, the individualities of each student must be considered to improve the students’ experience. This paper aims to explore the gamification properties and analyze the results of the user-centered application. For this, we proposed a framework focused on the user-centered gamification in the educational context, taking into account personal, functional, psychological, temporal, playful, implementable and evaluative properties. After applying the framework in the e-learning system, the controlled experiment with 139 students revealed an increase in students’ interaction, engagement and satisfaction. Thus, our main contributions are the improvement of the students’ experience with the user-centered gamification and the definition of a framework to assist in its application. RESEARCH HIGHLIGHTS This paper proposes a user-centered gamification framework for educational context It has been applied in an e-learning system and a controlled experiment was conducted A total of 139 students enrolled for an online course, and half of them used the gamified version Results indicate an increase in the students’ interaction, engagement and satisfaction


Author(s):  
T. A. Chernetskaya ◽  
N. A. Lebedeva

The article presents the experience of mass organization of distance learning in organizations of secondary general and vocational education in March—May 2020 in connection with the difficult epidemiological situation in Russia. The possibilities of the 1C:Education system for organizing the educational process in a distance format, the peculiarities of organizing distance interaction in schools and colleges are considered, the results of using the system are summarized, examples of the successful use of the system in specific educational organizations are given. Based on the questionnaire survey of users, a number of capabilities of the 1C:Education system have been identified, which are essential for the full-fledged transfer of the educational process from full-time to distance learning. The nature and frequency of the use of electronic educational resources in various general education subjects in schools and colleges are analyzed, the importance of the presence in the distance learning system not only of a digital library of ready-made educational materials, but also of tools for creating author’s content is assessed. On the basis of an impersonal analysis of user actions in the system, a number of problems were identified that teachers and students faced in the process of an emergency transition to distance learning.


2017 ◽  
Vol 1 (4-2) ◽  
pp. 184 ◽  
Author(s):  
Arif Ullah ◽  
Nazri Mohd Nawi ◽  
Asim Shahzad ◽  
Sundas Naqeeb Khan ◽  
Muhammad Aamir

The increasing of energy cost and also environmental concern on green computing gaining more and more attention. Power and energy are a primary concern in the design and implementing green computing. Green is of the main step to make the computing world friendly with the environment.  In this paper, an analysis on the comparison of green computer with other computing in E-learning environment had been done. The results show that green computing is friendly and less energy consuming. Therefore, this paper provide some suggestions in overcoming one of main challenging problems in environment problems which need to convert normally computing into green computing. In this paper also, we try to find out some specific area which consumes energy as compared to green computing in E –learning centre in Malaysia. The simulation results show that more than 30% of energy reduction by using green computing.


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