Authoring of Adaptive Hypermedia Courseware Using AHyCO System

Author(s):  
Natasa Hoic-Bozic ◽  
Vedran Mornar

This chapter describes an approach to the development of an adaptive hypermedia Web-based educational system and presents the model of an AHyCo (adaptive hypermedia courseware) system. An adaptive educational system should contain not only the learning environment for students, but also the authoring environment for teachers. A user friendly authoring module should be the integral part of such a system. The authoring of adaptive hypermedia consists of the development of actual hypermedia content (lessons, tests, etc.) together with the definition of the rules for adaptation. The authoring component of an AHyCo system, described inthis chapter, includes both. By utilizing intuitive form-based user interface, it enables teachers from areas other than IT to produce and interconnect complex hypermedia content.

2008 ◽  
pp. 699-714
Author(s):  
Natasa Hoic-Bozic ◽  
Vedran Mornar

This chapter describes an approach to the development of an adaptive hypermedia Web-based educational system and presents the model of an AHyCo (adaptive hypermedia courseware) system. An adaptive educational system should contain not only the learning environment for students, but also the authoring environment for teachers. A user friendly authoring module should be the integral part of such a system. The authoring of adaptive hypermedia consists of the development of actual hypermedia content (lessons, tests, etc.) together with the definition of the rules for adaptation. The authoring component of an AHyCo system, described inthis chapter, includes both. By utilizing intuitive form-based user interface, it enables teachers from areas other than IT to produce and interconnect complex hypermedia content.


Author(s):  
Gulala Ali Hama Amin ◽  
Karzan Hussein Sharif

In this era, technology has a great impact on the educational system as they have on the other different areas of today’s life, for instance, smartphone devices are the best examples. Software technology vendors moving toward developing tremendous applications in the education field. However, the lack of applications that satisfy the ambition of those wishing to learn the Kurdish language is still an obstacle in this field, specifically the field of smartphone devices technology and gaming industry. Hence smartphone devices become user-friendly and necessary tools in every individuals’ life, as it is a multi-function device. In this paper we designed and implemented a smartphone application to learn the Kurdish language and improve vocabulary via a serious game. The application designed for android devices, enables users to learn and improve the Kurdish language. The application is also suitable for foreign people who desire to learn the Kurdish language. The system proposed in this paper introduces a smartphone application with an acceptable user interface for an exciting, interesting and challenging puzzle game at a time. The main goal is to learn Kurdish vocabulary using crossword puzzle, solving hidden words, find and circle the crossword in the puzzle solution in the context of a serious game.


Processes ◽  
2019 ◽  
Vol 7 (10) ◽  
pp. 645
Author(s):  
Franco Mangone ◽  
Jimena Ferreira ◽  
Ana I. Torres

This paper presents a web-based tool for the optimization of biomass-to-chemicals processing pathways. The tool provides a user-friendly grpahical user interface (GUI) for building a process superstructure, offers the possibility of uploading data from Aspen Plus simulations and generates an optimization code to find the pathway that minimizes the annualized costs or maximizes the net present value. A processing pathway from residues to lactic acid is used to discuss and illustrate the main features of the tool.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-29
Author(s):  
Ivan BlečIć ◽  
Sara Cuccu ◽  
Filippo Andrea Fanni ◽  
Vittoria Frau ◽  
Riccardo Macis ◽  
...  

We present and explore the fruitfulness of “first-person cinematographic videogames,” a game model we have devised for the promotion of cultural, environmental, and territorial heritage. To support and foster the development of these type of games, we have developed a Web-based user-friendly authoring environment, extensively presented in the article. While employing standard first-person point-and-click game mechanics, the game model's distinctive feature is that the game environment is not based on a digital reconstruction (3D model) of the real-world settings but on cinematographic techniques combining videos and photos of existing places, integrating videoclips of mostly practical effects to obtain the interactivity typical of the first-person point-and-click adventure games. Our goal with such a game model is to mobilise mechanisms of engendering affection for real-world places when they become settings of the game world, arousing in the player forms of affection, attachment, and desire to visit them.


2017 ◽  
Vol 1 (1) ◽  
pp. 44-49
Author(s):  
Nur Azizah ◽  
Dedeh Supriyanti ◽  
Siti Fairuz Aminah Mustapha ◽  
Holly Yang

In a company, the process of income and expense of money must have a profit-generating goal base. The success of financial management within the company, can be monitored from the ability of the financial management in managing the finances and utilize all the opportunities that exist with as much as possible with the aim to control the company's cash (cash flow) and the impact of generating profits in accordance with expectations. With a web-based online accounting system version 2.0, companies can be given the ease to manage money in and out of the company's cash. It has a user friendly system with navigation that makes it easy for the financial management to use it. Starting from the creation of a company's cash account used as a cash account and corporate bank account on the system, deletion or filing of cash accounts, up to the transfer invoice creation feature, receive and send money. Thus, this system is very effective and efficient in the management of income and corporate cash disbursements.   Keywords:​Accounting Online System, Financial Management, Cash and Bank


2020 ◽  
Vol 1 (2) ◽  
pp. 18-33
Author(s):  
Zarina Che Imbi ◽  
Tse-Kian Neo ◽  
Mai Neo

In the era of digital learning, multimedia-based classroom has been commonly used in higher education including Malaysian higher education institutions. A case study has been performed to evaluate web-based learning using Level 1 to 3 of Kirkpatrick's model in a multi-disciplinary course at Multimedia University, Malaysia. In this study, mixed method research was employed in which triangulation was performed from multiple sources of data collection to give deeper understanding. Students perceived that learning with multimedia was enjoyable. They were also motivated in learning and engaged through the use of web module as multimedia was perceived to motivate them and make learning fun. Students showed significant improvements in their knowledge based on the pre-test and post-test results on learning evaluation. Students were perceived to transfer the learning from web-based learning into the learning outcome. The systematic evaluation can provide the feedback that educators and institution as a whole need to improve the learning environment and programme quality. This study contributes to the research field by adding another perspective in evaluations of web-based learning. It also provides empirical evidence on student perspectives, learning and behaviour in a private university. It demonstrated that the Kirkpatrick's model is useful as an evaluation tool to be used in higher education.


2019 ◽  
Vol 139 (11) ◽  
pp. 1241-1247
Author(s):  
Shunsuke Doi ◽  
Yoshiro Imai ◽  
Koji Kagawa ◽  
Asako Ohno ◽  
Primož Podržaj ◽  
...  

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