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Author(s):  
Caroline M. Crawford ◽  
Sharon Andrews ◽  
Jennifer K. Young Wallace

With the rise of the digital age, the concept of anywhere and anytime learning has become a stunning reality, therefore embedding learning within one's daily life more securely than previous decades. Impactful is one's daily community through which each person engages, formally and informally engaging. As distance learning environments stealthily become a normal expectation, the embedding of learning experiences into communities of engagement arises. Focusing upon curricular design that emphasizes the engagement of different colleagues within the community, towards framing information in new and different ways, is of grounding impact upon the success of online learning success. A presentation of earning understandings, framed through digital pedagogy, andragogy, and heutagogy, are advanced supports through the social collegial community in which one currently lives. Further, embedding the concept of collegial communities within distance learning supports rethinking curricular design, thru values, professional standards, competences, capabilities, and behavioral dispositions.


2020 ◽  
Vol 11 ◽  
Author(s):  
Benjamin Deonovic ◽  
Maria Bolsinova ◽  
Timo Bechger ◽  
Gunter Maris

An extension to a rating system for tracking the evolution of parameters over time using continuous variables is introduced. The proposed rating system assumes a distribution for the continuous responses, which is agnostic to the origin of the continuous scores and thus can be used for applications as varied as continuous scores obtained from language testing to scores derived from accuracy and response time from elementary arithmetic learning systems. Large-scale, high-stakes, online, anywhere anytime learning and testing inherently comes with a number of unique problems that require new psychometric solutions. These include (1) the cold start problem, (2) problem of change, and (3) the problem of personalization and adaptation. We outline how our proposed method addresses each of these problems. Three simulations are carried out to demonstrate the utility of the proposed rating system.


Author(s):  
Tran Van Hung Tran

Blended Learning is a flexible learning model that combines the creative advances and technology of online learning with the interaction and engagement of face-to-face learning. One of the best ways to deal with the need for \"learning anywhere, learning anytime, learning everything, learning flexibly, learning openly and learning for the whole life\", which becomes an inevitable trend currently. This requires teachers to design a course and organize the teaching process to ensure the formation and development of learners’ self-learning ability as well as the cultivation of the skills in using and mastering technology. The paper outlines the steps to be taken to design a blended learning course to help teachers in the course design suitable for their teaching process at university meeting the fourth industrial revolution.


2020 ◽  
Vol 34 (06) ◽  
pp. 10101-10109
Author(s):  
Rui Ding ◽  
Yanzhi Liu ◽  
Jingjing Tian ◽  
Zhouyu Fu ◽  
Shi Han ◽  
...  

Skeleton Learning (SL) is the task for learning an undirected graph from the input data that captures their dependency relations. SL plays a pivotal role in causal learning and has attracted growing attention in the research community lately. Due to the high time complexity, anytime SL has emerged which learns a skeleton incrementally and improves it overtime. In this paper, we first propose and advocate the reliability requirement for anytime SL to be practically useful. Reliability requires the intermediately learned skeleton to have precision and persistency. We also present REAL, a novel Reliable and Efficient Anytime Learning algorithm of skeleton. Specifically, we point out that the commonly existing Functional Dependency (FD) among variables could make the learned skeleton violate faithfulness assumption, thus we propose a theory to resolve such incompatibility. Based on this, REAL conducts SL on a reduced set of variables with guaranteed correctness thus drastically improves efficiency. Furthermore, it employs a novel edge-insertion and best-first strategy in anytime fashion for skeleton growing to achieve high reliability and efficiency. We prove that the skeleton learned by REAL converges to the correct skeleton under standard assumptions. Thorough experiments were conducted on both benchmark and real-world datasets demonstrate that REAL significantly outperforms the other state-of-the-art algorithms.


At the start of online learning, someone said, “Let's go asynchronous.” We'll call it anytime learning and make a lot of money. And they did! Unfortunately, there were weaknesses—online learning is boring, lonely, and not well-suited for developing analytical skills. Students experience a sense of isolation that lowers retention. Community colleges and public universities switched to blended learning, which improved student success and retention. However, blended learning is not appropriate for intercontinental classes because it can be a long drive to class. Fusion learning is another option. Fusion classes are face to face, only more intimate than on-campus classes because every student is as close as your computer screen. This chapter discusses the academic challenges of borderless degrees and describes how fusion learning is can make postsecondary education accessible in every country.


The mobile learning system is the anywhere anytime learning that can happen with the smart devices with network connectivity. The learner is the one who learns through these portable smart devices in a personalized environment. So the M-Learning system should understand the needs of a learner, the learning styles and features of the devices; and accordingly should build the context of the learner. The system should adapt itself to the context of the learner, to deliver the content in the video or audio or text formats. The learning styles are identified as V for Visual, A for auditory, R for read and K for kinesthetic. In this paper two contexts – college and house has been considered for the study of Chi Square Test. The Chi Square test has been conducted to find the association and dependencies between the various categorical variables of college and house against the VARK learning styles.


Author(s):  
Pratika Ayuningtyas

<p> </p><p class="AbstractText">Mobile learning as one of digital teaching learningmedia has given beneficial impact to language learning. It said that mobile learning can facilitate students to learn everywhere in anytime. Learning using smartphone is one of the issues that can help the students to improve their English whenever they want and wherever they are. Whatsapp as one of the most accessed application, which can be installed in any smartphone is used in this research. The objective of the study is to find out what are the impact of using Whatsapp by exploring, describing and analyzing students opinion in learning English through Whatsapp. This research was conducted in the academic year 2017 / 2018 in the Second Year Class of the Department of Business Administration of Politeknik Sawunggalih Aji. There are 10 students in the classroom. The descriptive qualitative method is used in this research. The result of this research proved some activities done by the students via Whatsapp is showing language learning activities, such as vocabulary learning and combining words to sentence.</p>


2018 ◽  
Vol 6 (1) ◽  
pp. 23
Author(s):  
NFn Manikowati ◽  
Dody Iskandar

The schools and or students number compared with the experimental laboratories was still not proportional. The available virtual laboratory media had not accommodated the anywhere and anytime learning mobility. This research was to develop mobile V-Lab for senior high school. This research and development was conducted along May  December 2016. It started from identifying problems, analyzing needs, designing mobile V-Lab, producing the applications, implementing and evaluating them. Instruments used were closed and opened quessionaires, observation sheet, and interview sheet. From the data identified, it was needed an offine mobile V-Lab with simulation format, and completed with an experiment sheet. Information and perform/ experiment features linked with the downloadable experiment sheet was designed. Two prototypes were developed by using Unity and implemented in web www.m-edukasi.kemdikbud.go.id dan google play. Those, then, were evaluated and revised to get a qualified applications and implemented. Considering the results, it was recommended to make more apps. AbstrakPerbandingan antara jumlah sekolah dan atau siswa dengan laboratorium praktikum belum proporsional. Media pembelajaran virtual lab yang sudah dikembangkan belum bisa mengakomotir mobilitas pembelajaran yang bisa dilakukan dimana saja dan kapan saja. Untuk itu, penelitian ini bertujuan untuk mengembangkan mobile virtual lab dengan sasaran SMA. Penelitian dan pengembangan ini dilaksanakan dengan rentang waktu Mei – Desember 2016. Penelitian dimulai dari identifikasi masalah, analisis kebutuhan, perancangan mobile V-Lab, produksi aplikasi, implementasi, dan diakhiri dengan evaluasi formatif. Instrumen yang digunakan adalah kuesioner tertutup, kuesioner terbuka, lembar observasi, dan panduan wawancara. Dari permasalahan yang teridentifikasi, didapatkan kemudian kebutuhan mobile V-Lab yang bersifat offline pada aplikasinya, berformat sajian simulasi, dan dilengkapi dengan Lembar kerja Praktikum (LKP) sebagai panduan praktikum. Untuk itu, pada desainnya, mobile V-Lab dilengkapi dengan fitur informasi dan performa serta LKP yang bisa diunduhmelalui aplikasi. Dua prototipe aplikasi mobile V-Lab dibuat dengan menggunakan Unity dan selanjutnya diimplementasikan di web www.m-edukasi.kemdikbud.go.id dan google play. Kedua prototipe tersebut akhirnya diuji coba dan direvisi sehingga mendapatkan aplikasi yang berkualitas dan layak untuk dimanfaatkan dalam pembelajaran. Memperhatikan hasil yang telah diperoleh direkomendasikan kemudian agar mobile V-Lab tersebut dikembangkan lebih banyak lagi.


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