Automatic Organization and Generation of Presentation Slides for E-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.

2020 ◽  
Vol 10 (2) ◽  
pp. 60
Author(s):  
Didik Hariyanto ◽  
Thomas Köhler

The primary purpose of this study is to evaluate the web-based adaptive e-learning application based on the expert-based assessment. There are two aspects of assessment considered in this study, the first one will evaluate the e-learning system in terms of the learning content and its structure, and the second one will focus on the media aspect. The process of evaluation was started by developing the instruments of evaluation by taking into account some related literature. Then, the content validity of the instruments was checked by scientific experts. After that, the assessment was conducted by two groups of experts in a paper-and-pencil format by marking one out of 4 points Likert scale. The result was then analyzed through some justification approaches and indicated that the adaptive e-learning application was categorized acceptable to use in the learning process.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Suryanto Suryanto ◽  
Sunda Ariana ◽  
Syahril Rizal

Currently the development of information technology has an important influence in the development of learning systems, one of which is technology in the multimedia field. Multimedia technology is an indispensable tool for the learning process. The use of text, images, audio, video, and animation in learning helps students to quickly understand learning material. Multimedia also provides opportunities for educators to develop learning methods so that they get maximum results. AMIK AKMI Baturaja is a computer college that has not fully utilized information technology in its learning, especially in the field of Multimedia. For this reason, researchers conducted this research for the development of learning at the Campus AMIK AKMI Baturaja. This study aims to produce a multimedia-based learning media at AMIK AKMI Baturaja which can be a driving force for student learning achievement. In this study using a research method of literature study, observation, questionnaires, and interviews. The media development method uses MDLC (Multimedia Development Life Cycle) which consists of six stages, namely concept (needs analysis), design (design), material collecting, assembly, testing, and distribution. . The result of this research is a multimedia-based learning system presented in the form of e-learning. This media is expected to have a positive influence in increasing student achievement and learning independence.


Author(s):  
Kosmas Dimitropoulos ◽  
Athanasios Manitsaris

This chapter aims to study the benefits that arise from the use of virtual reality technology and World Wide Web in the field of distance education, as well as to further explore the role of instructors and learners in such a network-centric mode of education. Within this framework, special emphasis is given on the design and development of web-based virtual learning environments so as to successfully fulfil their educational objectives. In particular, the chapter includes research on distance education on the Web and the role of virtual reality, as well as study on basic pedagogical methods focusing mainly on the efficient preparation, approach and presentation of the learning content. Moreover, specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. Finally, an innovative virtual reality environment for distance education in medicine, which reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator, is demonstrated.


Author(s):  
Simon Schwingel ◽  
Gottfried Vossen ◽  
Peter Westerkamp

E-learning environments and their system functionalities resemble one another to a large extent. Recent standardization efforts in e-learning concentrate on the reuse of learning material only, but not on the reuse of application or system functionalities. The LearnServe system, under development at the University of Muenster, builds on the assumption that a typical learning system is a collection of activities or processes that interact with learners and suitably chosen content, the latter in the form of learning objects. This enables us to divide the main functionality of an e-learning system into a number of stand-alone applications or services. The realization of these applications based on the emerging technical paradigm of Web services then renders a wide reuse of functionality possible, thereby giving learners a higher flexibility of choosing content and functionalities to be included in their learning environment. In such a scenario, it must be possible to maintain user identity and data across service and server boundaries. This chapter presents an architecture for implementing user authentication and the manipulation of user data across several Web services. In particular, it demonstrates how to exploit the SPML and SAML standards so that cross-domain single sign-on can be offered to the users of a service-based learning environment. The chapter also discusses how this is being integrated into LearnServe.


Author(s):  
Anna Trifonova

This chapter has the aim to point out an important functionality of a ubiquitous mobile system, and more specifically, its application in the learning domain. This functionality is the possibility to access the learning material from mobile devices, like PDAs (personal digital assistants) during their off-line periods and the technique to approach it, called hoarding. The chapter starts with the overview of a concrete mobile learning system—Mobile ELDIT, so as to give a clear idea of when and how this problem appears and why it is important to pay attention to it. Later, a description of the development approaches for both general and concrete solutions are discussed, followed by more detailed description of the important hoarding steps.


2009 ◽  
pp. 1367-1380 ◽  
Author(s):  
Anna Trifonova

This chapter has the aim to point out an important functionality of a ubiquitous mobile system, and more specifically, its application in the learning domain. This functionality is the possibility to access the learning material from mobile devices, like PDAs (personal digital assistants) during their off-line periods and the technique to approach it, called hoarding. The chapter starts with the overview of a concrete mobile learning system—Mobile ELDIT, so as to give a clear idea of when and how this problem appears and why it is important to pay attention to it. Later, a description of the development approaches for both general and concrete solutions are discussed, followed by more detailed description of the important hoarding steps.


Author(s):  
Elvis Wai Chung Leung ◽  
Qing Li

To cope with the increasing trend of learning demand and limited resources, most universities are taking advantage of Web-based technology for their distance education or e-learning (Montelpare & Williams, 2000). One of the reasons is due to the significant price drop of personal computers in recent decades; the Internet and multimedia have penetrated into most households. Moreover, most students prefer to learn from an interactive environment through a self-paced style. Under the Web-based learning model, students can learn anytime, anywhere because they are not required to go to school on schedule (Appelt, 1997). Meanwhile, universities also enjoy the economic benefit due to the large student base that can share the development cost of course materials and other operational expenses. Gradually, more and more universities follow this similar way to provide online education.


Author(s):  
Lilyana Nacheva-Skopalik ◽  
Steve Green

Access to education is one of the main human rights. Everyone should have access to education and be capable of benefiting from it. However there are a number who are excluded, not because of a lack of ability but simply because they have a disability or specific need which current education systems do not address. A learning system in which content, tools and interfaces can be personalised and adapted to the individual needs and preferences of a variety of learners, including those with disabilities, becomes inclusive. Assessment is an integral part of an e-learning environment and therefore it has to provide not only inclusive e-learning content but also inclusive e-assessment. The proposed research investigates an intelligent adaptable e-learning system for assessing students' level of skill, knowledge and understanding regardless of their disabilities or accessibility needs. It is based on an innovative use of world's first open source adaptable widget design and authoring toolkit (WIDGaT) as the prototyping environment.


Author(s):  
Bassel Alkhatib ◽  
Ammar Alnahhas ◽  
Firas Albadawi

As text sources are getting broader, measuring text similarity is becoming more compelling. Automatic text classification, search engines and auto answering systems are samples of applications that rely on text similarity. Learning management systems (LMS) are becoming more important since electronic media is getting more publicly available. As LMS continuously needs content enrichment and the web is getting richer, automatic collection of learning materials becomes an innovative idea. Intelligent agents can be used with a similarity measurement method to implement the automatic collection process. This paper presents a new method for measuring text similarity using the well-known WordNet Ontology. The proposed method assumes that a text is similar to another if it represents a more specific semantic. This is more suitable for LMS content enrichment as learning content can usually be expanded by a more specific one. This paper shows how the hierarchy of WordNet can be taken advantage of to determine the importance of a word. It is also shown how similarity method within an e-learning system is exploited to achieve two goals. The first one is the enrichment of the e-learning content, and the second is the detection of semantically similar questions in e-learning questions banks.


Author(s):  
Rakshak Jain ◽  
Akhilesh K. Singh

Success of any web product and application relies upon how thoughtfully and wisely technology has been implemented for developing and deploying that product – be it e-commerce product or e-learning product. Alongside pedagogy, application of appropriate technology is the important determinant for an effective and engrossing learning experience of any e-content or e-learning system. To understand the proper utilization of IT strategies for e-content development, the qualitative method of research has been used in this study by which content analysis has been done on the interviewed data, gathered from the IT professionals, with the help of Atlas.Ti software. The findings of this study suggest how web technology can be deployed for e-content in the five identified stages, namely – programming language, web application framework, presentation/design, content creation and server-side technology including cloud storage. For this, a comprehensive technical guideline along framework for e-content development and deployment has been formulated.


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