Sample records for interactive learning systems

  1. Dynamic Interactive Learning Systems

    ERIC Educational Resources Information Center

    Sabry, Khaled; Barker, Jeff

    2009-01-01

    This paper reviews and discusses the notions of interactivity and dynamicity of learning systems in relation to information technologies and design principles that can contribute to interactive and dynamic learning. It explores the concept of dynamic interactive learning systems based on the emerging generation of information as part of a…

  2. Multimedia And Internetworking Architecture Infrastructure On Interactive E-Learning System

    NASA Astrophysics Data System (ADS)

    Indah, K. A. T.; Sukarata, G.

    2018-01-01

    Interactive e-learning is a distance learning method that involves information technology, electronic system or computer as one means of learning system used for teaching and learning process that is implemented without having face to face directly between teacher and student. A strong dependence on emerging technologies greatly influences the way in which the architecture is designed to produce a powerful interactive e-learning network. In this paper analyzed an architecture model where learning can be done interactively, involving many participants (N-way synchronized distance learning) using video conferencing technology. Also used broadband internet network as well as multicast techniques as a troubleshooting method for bandwidth usage can be efficient.

  3. Establishment and Usability Evaluation of an Interactive AR Learning System on Conservation of Fish

    ERIC Educational Resources Information Center

    Lin, Hao-Chiang Koong; Hsieh, Min-Chai; Wang, Cheng-Hung; Sie, Zong-Yuan; Chang, Shei-Hsi

    2011-01-01

    In this study, we develop an interactive AR Learning System based on Augmented Reality and interactive touch-screen. The learning content knowledge is about conservation of fish in Taiwan. The system combines the game by the concept of AR book which allows children to learn about the importance of conservation of fish. A mechanism is designed to…

  4. COED Transactions, Vol. X, No. 11, November 1978. A Microprocesser-Based Interactive Learning System.

    ERIC Educational Resources Information Center

    Mitchell, Eugene E., Ed.

    A Microcomputer-Implemented Design Aid and Simulator (MIDAS) has been developed and used as an interactive learning system by electrical engineering students at the freshman and sophomore level. Evaluation of the system indicates that a great potential exists in the area of dedicated, inexpensive, interactive learning systems. User acceptance has…

  5. Interactive Videos Enhance Learning about Socio-Ecological Systems

    ERIC Educational Resources Information Center

    Smithwick, Erica; Baxter, Emily; Kim, Kyung; Edel-Malizia, Stephanie; Rocco, Stevie; Blackstock, Dean

    2018-01-01

    Two forms of interactive video were assessed in an online course focused on conservation. The hypothesis was that interactive video enhances student perceptions about learning and improves mental models of social-ecological systems. Results showed that students reported greater learning and attitudes toward the subject following interactive video.…

  6. Exploring the roles of interaction and flow in explaining nurses' e-learning acceptance.

    PubMed

    Cheng, Yung-Ming

    2013-01-01

    To provide safe and competent patient care, it is very important that medical institutions should provide nurses with continuing education by using appropriate learning methods. As compared to traditional learning, electronic learning (e-learning) is a more flexible method for nurses' in-service learning. Hence, e-learning is expected to play a pivotal role in providing continuing education for nurses. This study's purpose was to explore the role and relevance of interaction factors, intrinsic motivator (i.e., flow), and extrinsic motivators (i.e., perceived usefulness (PU) and perceived ease of use (PEOU)) in explaining nurses' intention to use the e-learning system. Based on the technology acceptance model (TAM) with the flow theory, this study's research model presents three types of interaction factors, learner-system interaction, instructor-learner interaction, and learner-learner interaction to construct an extended TAM to explore nurses' intention to use the e-learning system. Sample data were gathered from nurses at two regional hospitals in Taiwan. A total of 320 questionnaires were distributed, 254 (79.375%) questionnaires were returned. Consequently, 218 usable questionnaires were analyzed in this study, with a usable response rate of 68.125%. First, confirmatory factor analysis was used to develop the measurement model. Second, to explore the causal relationships among all constructs, the structural model for the research model was tested by using structural equation modeling. First, learner-system interaction, instructor-learner interaction, and learner-learner interaction respectively had significant effects on PU, PEOU, and flow. Next, flow had significant effects on PU and PEOU, and PEOU had a significant effect on PU. Finally, the effects of flow, PU, and PEOU on intention to use were significant. Synthetically speaking, learner-system interaction, instructor-learner interaction, and learner-learner interaction can indirectly make significant impacts on nurses' usage intention of the e-learning system via their extrinsic motivators (i.e., PU and PEOU) and intrinsic motivator (i.e., flow). Copyright © 2012 Elsevier Ltd. All rights reserved.

  7. A Situated Cultural Festival Learning System Based on Motion Sensing

    ERIC Educational Resources Information Center

    Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te

    2017-01-01

    A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…

  8. Accelerated Online Learning: Perceptions of Interaction and Learning Outcomes among African American Students

    ERIC Educational Resources Information Center

    Kuo, Yu-Chun

    2014-01-01

    This study investigated student interaction, satisfaction, and performance in accelerated online learning environments with the use of an online learning course-management system. The interactions assessed in this study included learner-learner interaction, learner-instructor interaction, and learner-content interaction. The participants were…

  9. Integrating Video-Capture Virtual Reality Technology into a Physically Interactive Learning Environment for English Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang

    2010-01-01

    The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…

  10. Natural Interaction Based Online Military Boxing Learning System

    ERIC Educational Resources Information Center

    Yang, Chenglei; Wang, Lu; Sun, Bing; Yin, Xu; Wang, Xiaoting; Liu, Li; Lu, Lin

    2013-01-01

    Military boxing, a kind of Chinese martial arts, is widespread and health beneficial. In this paper, the authors introduce a military boxing learning system realized by 3D motion capture, Web3D and 3D interactive technologies. The interactions with the system are natural and intuitive. Users can observe and learn the details of each action of the…

  11. Internet-based Interactive Construction Management Learning System.

    ERIC Educational Resources Information Center

    Sawhney, Anil; Mund, Andre; Koczenasz, Jeremy

    2001-01-01

    Describes a way to incorporate practical content into the construction engineering and management curricula: the Internet-based Interactive Construction Management Learning System, which uses interactive and adaptive learning environments to train students in the areas of construction methods, equipment and processes using multimedia, databases,…

  12. The Development of Teaching and Learning in Bright-Field Microscopy Technique

    ERIC Educational Resources Information Center

    Iskandar, Yulita Hanum P.; Mahmud, Nurul Ethika; Wahab, Wan Nor Amilah Wan Abdul; Jamil, Noor Izani Noor; Basir, Nurlida

    2013-01-01

    E-learning should be pedagogically-driven rather than technologically-driven. The objectives of this study are to develop an interactive learning system in bright-field microscopy technique in order to support students' achievement of their intended learning outcomes. An interactive learning system on bright-field microscopy technique was…

  13. A neurocomputational theory of how explicit learning bootstraps early procedural learning.

    PubMed

    Paul, Erick J; Ashby, F Gregory

    2013-01-01

    It is widely accepted that human learning and memory is mediated by multiple memory systems that are each best suited to different requirements and demands. Within the domain of categorization, at least two systems are thought to facilitate learning: an explicit (declarative) system depending largely on the prefrontal cortex, and a procedural (non-declarative) system depending on the basal ganglia. Substantial evidence suggests that each system is optimally suited to learn particular categorization tasks. However, it remains unknown precisely how these systems interact to produce optimal learning and behavior. In order to investigate this issue, the present research evaluated the progression of learning through simulation of categorization tasks using COVIS, a well-known model of human category learning that includes both explicit and procedural learning systems. Specifically, the model's parameter space was thoroughly explored in procedurally learned categorization tasks across a variety of conditions and architectures to identify plausible interaction architectures. The simulation results support the hypothesis that one-way interaction between the systems occurs such that the explicit system "bootstraps" learning early on in the procedural system. Thus, the procedural system initially learns a suboptimal strategy employed by the explicit system and later refines its strategy. This bootstrapping could be from cortical-striatal projections that originate in premotor or motor regions of cortex, or possibly by the explicit system's control of motor responses through basal ganglia-mediated loops.

  14. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    NASA Astrophysics Data System (ADS)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  15. WWC Review of the Report "Interactive Online Learning on Campus: Testing MOOCs and Other Platforms in Hybrid Formats in the University System of Maryland." What Works Clearinghouse Single Study Review

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2015

    2015-01-01

    In the 2014 study, "Interactive Online Learning on Campus: Testing MOOCs and Other Platforms in Hybrid Formats in the University System of Maryland," researchers examined the impact of using hybrid forms of interactive online learning in seven undergraduate courses across seven universities in Maryland. Hybrid forms of interactive online…

  16. Robust sensorimotor representation to physical interaction changes in humanoid motion learning.

    PubMed

    Shimizu, Toshihiko; Saegusa, Ryo; Ikemoto, Shuhei; Ishiguro, Hiroshi; Metta, Giorgio

    2015-05-01

    This paper proposes a learning from demonstration system based on a motion feature, called phase transfer sequence. The system aims to synthesize the knowledge on humanoid whole body motions learned during teacher-supported interactions, and apply this knowledge during different physical interactions between a robot and its surroundings. The phase transfer sequence represents the temporal order of the changing points in multiple time sequences. It encodes the dynamical aspects of the sequences so as to absorb the gaps in timing and amplitude derived from interaction changes. The phase transfer sequence was evaluated in reinforcement learning of sitting-up and walking motions conducted by a real humanoid robot and compatible simulator. In both tasks, the robotic motions were less dependent on physical interactions when learned by the proposed feature than by conventional similarity measurements. Phase transfer sequence also enhanced the convergence speed of motion learning. Our proposed feature is original primarily because it absorbs the gaps caused by changes of the originally acquired physical interactions, thereby enhancing the learning speed in subsequent interactions.

  17. Interactive Learning System "VisMis" for Scientific Visualization Course

    ERIC Educational Resources Information Center

    Zhu, Xiaoming; Sun, Bo; Luo, Yanlin

    2018-01-01

    Now visualization courses have been taught at universities around the world. Keeping students motivated and actively engaged in this course can be a challenging task. In this paper we introduce our developed interactive learning system called VisMis (Visualization and Multi-modal Interaction System) for postgraduate scientific visualization course…

  18. Computer Self-Efficacy and Factors Influencing E-Learning Effectiveness

    ERIC Educational Resources Information Center

    Chien, Tien-Chen

    2012-01-01

    Purpose: The purpose of this study is to investigate the influences of system and instructor factors on e-learning effectiveness under the interactions of computer self-efficacy. In this study, the factors of the e-learning system are functionality, interaction, and response. The factors of the e-learning instructor are attitude, technical skills,…

  19. Expert Students in Social Learning Management Systems

    ERIC Educational Resources Information Center

    Avogadro, Paolo; Calegari, Silvia; Dominoni, Matteo Alessandro

    2016-01-01

    Purpose: A social learning management system (social LMS) is a tool which favors social interactions and allows scholastic institutions to supervise and guide the learning process. The inclusion of the social feature to a "normal" LMS leads to the creation of educational social networks (EduSN), where the students interact and learn. The…

  20. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

    PubMed

    Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien

    2017-11-01

    This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.

  1. Learning Companion Systems, Social Learning Systems, and the Global Social Learning Club.

    ERIC Educational Resources Information Center

    Chan, Tak-Wai

    1996-01-01

    Describes the development of learning companion systems and their contributions to the class of social learning systems that integrate artificial intelligence agents and use machine learning to tutor and interact with students. Outlines initial social learning projects, their programming languages, and weakness. Future improvements will include…

  2. The Interactivity Effect in Multimedia Learning

    ERIC Educational Resources Information Center

    Evans, Chris; Gibbons, Nicola J.

    2007-01-01

    The aim of this study was to determine whether the addition of interactivity to a computer-based learning package enhances the learning process. A sample of 33 (22 male and 11 female) undergraduates on a Business and Management degree used a multimedia system to learn about the operation of a bicycle pump. The system consisted of a labelled…

  3. Evaluation of a blended learning model in geriatric medicine: a successful learning experience for medical students.

    PubMed

    Duque, Gustavo; Demontiero, Oddom; Whereat, Sarah; Gunawardene, Piumali; Leung, Oliver; Webster, Peter; Sardinha, Luis; Boersma, Derek; Sharma, Anita

    2013-06-01

    Despite the increasingly ageing population, teaching geriatric medicine at medical schools is a challenge due to the particularities of this subspecialty and the lack of student interest in this subject. We assessed a blended system that combines e-learning and person-to-person interaction. Our program offered the students a hands-on learning experience based on self-reflection, access to technology, interactive learning, frequent interaction with the multidisciplinary team, more exposure to patients, and regular feedback. Our results indicate that the students appreciate this system as a rich and effective learning experience demonstrated by their positive feedback and by their significant improvement in knowledge assessed at the end of their rotation. Implementing an interactive blended system is a beneficial approach to teaching geriatric medicine in medical schools and to motivating medical students' interest in this important medical subspecialty. © 2012 The Authors. Australasian Journal on Ageing © 2012 ACOTA.

  4. The Effectiveness of Using Cloud-Based Cross-Device IRS to Support Classical Chinese Learning

    ERIC Educational Resources Information Center

    Wang, Yi-Hsuan

    2017-01-01

    The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students' classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and…

  5. From Virtual Environments to Physical Environments: Exploring Interactivity in Ubiquitous-Learning Systems

    ERIC Educational Resources Information Center

    Peng, Hsinyi; Chou, Chien; Chang, Chun-Yu

    2008-01-01

    Computing devices and applications are now used beyond the desktop, in diverse environments, and this trend toward ubiquitous computing is evolving. In this study, we re-visit the interactivity concept and its applications for interactive function design in a ubiquitous-learning system (ULS). Further, we compare interactivity dimensions and…

  6. Designing Contestability: Interaction Design, Machine Learning, and Mental Health

    PubMed Central

    Hirsch, Tad; Merced, Kritzia; Narayanan, Shrikanth; Imel, Zac E.; Atkins, David C.

    2017-01-01

    We describe the design of an automated assessment and training tool for psychotherapists to illustrate challenges with creating interactive machine learning (ML) systems, particularly in contexts where human life, livelihood, and wellbeing are at stake. We explore how existing theories of interaction design and machine learning apply to the psychotherapy context, and identify “contestability” as a new principle for designing systems that evaluate human behavior. Finally, we offer several strategies for making ML systems more accountable to human actors. PMID:28890949

  7. Effects of interactive instructional techniques in a web-based peripheral nervous system component for human anatomy.

    PubMed

    Allen, Edwin B; Walls, Richard T; Reilly, Frank D

    2008-02-01

    This study investigated the effects of interactive instructional techniques in a web-based peripheral nervous system (PNS) component of a first year medical school human anatomy course. Existing data from 9 years of instruction involving 856 students were used to determine (1) the effect of web-based interactive instructional techniques on written exam item performance and (2) differences between student opinions of the benefit level of five different types of interactive learning objects used. The interactive learning objects included Patient Case studies, review Games, Simulated Interactive Patients (SIP), Flashcards, and unit Quizzes. Exam item analysis scores were found to be significantly higher (p < 0.05) for students receiving the instructional treatment incorporating the web-based interactive learning objects than for students not receiving this treatment. Questionnaires using a five-point Likert scale were analysed to determine student opinion ratings of the interactive learning objects. Students reported favorably on the benefit level of all learning objects. Students rated the benefit level of the Simulated Interactive Patients (SIP) highest, and this rating was significantly higher (p < 0.05) than all other learning objects. This study suggests that web-based interactive instructional techniques improve student exam performance. Students indicated a strong acceptance of Simulated Interactive Patient learning objects.

  8. Speech-Enabled Tools for Augmented Interaction in E-Learning Applications

    ERIC Educational Resources Information Center

    Selouani, Sid-Ahmed A.; Lê, Tang-Hô; Benahmed, Yacine; O'Shaughnessy, Douglas

    2008-01-01

    This article presents systems that use speech technology, to emulate the one-on-one interaction a student can get from a virtual instructor. A web-based learning tool, the Learn IN Context (LINC+) system, designed and used in a real mixed-mode learning context for a computer (C++ language) programming course taught at the Université de Moncton…

  9. Utilizing a Low-Cost, Laser-Driven Interactive System (LaDIS) to Improve Learning in Developing Rural Regions

    ERIC Educational Resources Information Center

    Liou, Wei-Kai; Chang, Chun-Yen

    2014-01-01

    This study proposes an innovation Laser-Driven Interactive System (LaDIS), utilizing general IWBs (Interactive Whiteboard) didactics, to support student learning for rural and developing regions. LaDIS is a system made to support traditional classroom practices between an instructor and a group of students. This invention effectively transforms a…

  10. The Effects of Using the Kinect Motion-Sensing Interactive System to Enhance English Learning for Elementary Students

    ERIC Educational Resources Information Center

    Pan, Wen Fu

    2017-01-01

    The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…

  11. Improving learning performance with happiness by interactive scenarios.

    PubMed

    Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun

    2014-01-01

    Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance.

  12. Improving Learning Performance with Happiness by Interactive Scenarios

    PubMed Central

    Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun

    2014-01-01

    Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance. PMID:24558331

  13. System Quality Characteristics for Selecting Mobile Learning Applications

    ERIC Educational Resources Information Center

    Sarrab, Mohamed; Al-Shihi, Hafedh; Al-Manthari, Bader

    2015-01-01

    The majority of M-learning (Mobile learning) applications available today are developed for the formal learning and education environment. These applications are characterized by the improvement in the interaction between learners and instructors to provide high interaction and flexibility to the learning process. M-learning is gaining increased…

  14. Interactive web-based learning modules prior to general medicine advanced pharmacy practice experiences.

    PubMed

    Isaacs, Alex N; Walton, Alison M; Nisly, Sarah A

    2015-04-25

    To implement and evaluate interactive web-based learning modules prior to advanced pharmacy practice experiences (APPEs) on inpatient general medicine. Three clinical web-based learning modules were developed for use prior to APPEs in 4 health care systems. The aim of the interactive modules was to strengthen baseline clinical knowledge before the APPE to enable the application of learned material through the delivery of patient care. For the primary endpoint, postassessment scores increased overall and for each individual module compared to preassessment scores. Postassessment scores were similar among the health care systems. The survey demonstrated positive student perceptions of this learning experience. Prior to inpatient general medicine APPEs, web-based learning enabled the standardization and assessment of baseline student knowledge across 4 health care systems.

  15. Supporting Interaction among Participants of Online Learning Using the Knowledge Sharing Concept

    ERIC Educational Resources Information Center

    Chao, Chih-Yang; Hwu, Shiow-Lin; Chang, Chi-Cheng

    2011-01-01

    In education business, proper interaction is a crucial factor for learning effectiveness. However, it is difficult to successfully guide the participants to achieve the appropriate interaction in an online learning environment. That is, the interaction as well as internal dialogue should be systemically performed under a valid control. In this…

  16. Development of a prototype interactive learning system using multi-media technology for mission independent training program

    NASA Technical Reports Server (NTRS)

    Matson, Jack E.

    1992-01-01

    The Spacelab Mission Independent Training Program provides an overview of payload operations. Most of the training material is currently presented in workbook form with some lecture sessions to supplement selected topics. The goal of this project was to develop a prototype interactive learning system for one of the Mission Independent Training topics to demonstrate how the learning process can be improved by incorporating multi-media technology into an interactive system. This report documents the development process and some of the problems encountered during the analysis, design, and production phases of this system.

  17. Interactive Learning to Stimulate the Brain's Visual Center and to Enhance Memory Retention

    ERIC Educational Resources Information Center

    Yun, Yang H.; Allen, Philip A.; Chaumpanich, Kritsakorn; Xiao, Yingcai

    2014-01-01

    This short paper describes an ongoing NSF-funded project on enhancing science and engineering education using the latest technology. More specifically, the project aims at developing an interactive learning system with Microsoft Kinect™ and Unity3D game engine. This system promotes active, rather than passive, learning by employing embodied…

  18. Real-Time Interactive Social Environments: A Review of BT's Generic Learning Platform.

    ERIC Educational Resources Information Center

    Gardner, Michael; Ward, Holly

    1999-01-01

    Describes the development of a generic learning platform for online distance learning and explains RISE (Real-time Interactive Social Environments), a Web-based system. Reports results of trials at the University of Hull Language Institute in an English as a Foreign Language course that investigated system usability, teacher roles, and student…

  19. Interaction with Machine Improvisation

    NASA Astrophysics Data System (ADS)

    Assayag, Gerard; Bloch, George; Cont, Arshia; Dubnov, Shlomo

    We describe two multi-agent architectures for an improvisation oriented musician-machine interaction systems that learn in real time from human performers. The improvisation kernel is based on sequence modeling and statistical learning. We present two frameworks of interaction with this kernel. In the first, the stylistic interaction is guided by a human operator in front of an interactive computer environment. In the second framework, the stylistic interaction is delegated to machine intelligence and therefore, knowledge propagation and decision are taken care of by the computer alone. The first framework involves a hybrid architecture using two popular composition/performance environments, Max and OpenMusic, that are put to work and communicate together, each one handling the process at a different time/memory scale. The second framework shares the same representational schemes with the first but uses an Active Learning architecture based on collaborative, competitive and memory-based learning to handle stylistic interactions. Both systems are capable of processing real-time audio/video as well as MIDI. After discussing the general cognitive background of improvisation practices, the statistical modelling tools and the concurrent agent architecture are presented. Then, an Active Learning scheme is described and considered in terms of using different improvisation regimes for improvisation planning. Finally, we provide more details about the different system implementations and describe several performances with the system.

  20. Two spatiotemporally distinct value systems shape reward-based learning in the human brain.

    PubMed

    Fouragnan, Elsa; Retzler, Chris; Mullinger, Karen; Philiastides, Marios G

    2015-09-08

    Avoiding repeated mistakes and learning to reinforce rewarding decisions is critical for human survival and adaptive actions. Yet, the neural underpinnings of the value systems that encode different decision-outcomes remain elusive. Here coupling single-trial electroencephalography with simultaneously acquired functional magnetic resonance imaging, we uncover the spatiotemporal dynamics of two separate but interacting value systems encoding decision-outcomes. Consistent with a role in regulating alertness and switching behaviours, an early system is activated only by negative outcomes and engages arousal-related and motor-preparatory brain structures. Consistent with a role in reward-based learning, a later system differentially suppresses or activates regions of the human reward network in response to negative and positive outcomes, respectively. Following negative outcomes, the early system interacts and downregulates the late system, through a thalamic interaction with the ventral striatum. Critically, the strength of this coupling predicts participants' switching behaviour and avoidance learning, directly implicating the thalamostriatal pathway in reward-based learning.

  1. Interactions between Teachers and Learning Disabled and Non-Learning Disabled Adolescents.

    ERIC Educational Resources Information Center

    Powell, Lynda; And Others

    An observational measurement system was used to examine the interaction of 14 learning disabled (LD) students (12-15 years old) and their teachers. Interactions were compared with those of 16 non LD students (12-16 years old). It was hypothesized that LDs would have fewer interactions with their teachers and that the proportion of negative…

  2. Designing Interactive Learning Systems.

    ERIC Educational Resources Information Center

    Barker, Philip

    1990-01-01

    Describes multimedia, computer-based interactive learning systems that support various forms of individualized study. Highlights include design models; user interfaces; design guidelines; media utilization paradigms, including hypermedia and learner-controlled models; metaphors and myths; authoring tools; optical media; workstations; four case…

  3. Achieving enlightenment: what do we know about the implicit learning system and its interaction with explicit knowledge?

    PubMed

    Vidoni, Eric D; Boyd, Lara A

    2007-09-01

    Two major memory and learning systems operate in the brain: one for facts and ideas (ie, the declarative or explicit system), one for habits and behaviors (ie, the procedural or implicit system). Broadly speaking these two memory systems can operate either in concert or entirely independently of one another during the performance and learning of skilled motor behaviors. This Special Issue article has two parts. In the first, we present a review of implicit motor skill learning that is largely centered on the interactions between declarative and procedural learning and memory. Because distinct neuroanatomical substrates support unique aspects of learning and memory and thus focal injury can cause impairments that are dependent on lesion location, we also broadly consider which brain regions mediate implicit and explicit learning and memory. In the second part of this article, the interactive nature of these two memory systems is illustrated by the presentation of new data that reveal that both learning implicitly and acquiring explicit knowledge through physical practice lead to motor sequence learning. In our new data, we discovered that for healthy individuals use of the implicit versus explicit memory system differently affected variability of performance during acquisition practice; variability was higher early in practice for the implicit group and later in practice for the acquired explicit group. Despite the difference in performance variability, by retention both groups demonstrated comparable change in tracking accuracy and thus, motor sequence learning. Clinicians should be aware of the potential effects of implicit and explicit interactions when designing rehabilitation interventions, particularly when delivering explicit instructions before task practice, working with individuals with focal brain damage, and/or adjusting therapeutic parameters based on acquisition performance variability.

  4. A Cognitive Approach to e-Learning

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Greitzer, Frank L.; Rice, Douglas M.; Eaton, Sharon L.

    2003-12-01

    Like traditional classroom instruction, distributed learning derives from passive training paradigms. Just as student-centered classroom teaching methods have been applied over several decades of classroom instruction, interactive approaches have been encouraged for distributed learning. While implementation of multimedia-based training features may appear to produce active learning, sophisticated use of multimedia features alone does not necessarily enhance learning. This paper describes the results of applying cognitive science principles to enhance learning in a student-centered, distributed learning environment, and lessons learned in developing and delivering this training. Our interactive, scenario-based approach exploits multimedia technology within a systematic, cognitive framework for learning. Themore » basis of the application of cognitive principles is the innovative use of multimedia technology to implement interaction elements. These simple multimedia interactions, which are used to support new concepts, are later combined with other interaction elements to create more complex, integrated practical exercises. This technology-based approach may be applied in a variety of training and education contexts, but is especially well suited for training of equipment operators and maintainers. For example, it has been used in a sustainment training application for the United States Army's Combat Support System Automated Information System Interface (CAISI). The CAISI provides a wireless communications capability that allows various logistics systems to communicate across the battlefield. Based on classroom training material developed by the CAISI Project Office, the Pacific Northwest National Laboratory designed and developed an interactive, student-centered distributed-learning application for CAISI operators and maintainers. This web-based CAISI training system is also distributed on CD media for use on individual computers, and material developed for the computer-based course can be used in the classroom. In addition to its primary role in sustainment training, this distributed learning course can complement or replace portions of the classroom instruction, thus supporting a blended learning solution.« less

  5. Parallel-distributed mobile robot simulator

    NASA Astrophysics Data System (ADS)

    Okada, Hiroyuki; Sekiguchi, Minoru; Watanabe, Nobuo

    1996-06-01

    The aim of this project is to achieve an autonomous learning and growth function based on active interaction with the real world. It should also be able to autonomically acquire knowledge about the context in which jobs take place, and how the jobs are executed. This article describes a parallel distributed movable robot system simulator with an autonomous learning and growth function. The autonomous learning and growth function which we are proposing is characterized by its ability to learn and grow through interaction with the real world. When the movable robot interacts with the real world, the system compares the virtual environment simulation with the interaction result in the real world. The system then improves the virtual environment to match the real-world result more closely. This the system learns and grows. It is very important that such a simulation is time- realistic. The parallel distributed movable robot simulator was developed to simulate the space of a movable robot system with an autonomous learning and growth function. The simulator constructs a virtual space faithful to the real world and also integrates the interfaces between the user, the actual movable robot and the virtual movable robot. Using an ultrafast CG (computer graphics) system (FUJITSU AG series), time-realistic 3D CG is displayed.

  6. Perceptions of the Effectiveness of System Dynamics-Based Interactive Learning Environments: An Empirical Study

    ERIC Educational Resources Information Center

    Qudrat-Ullah, Hassan

    2010-01-01

    The use of simulations in general and of system dynamics simulation based interactive learning environments (SDILEs) in particular is well recognized as an effective way of improving users' decision making and learning in complex, dynamic tasks. However, the effectiveness of SDILEs in classrooms has rarely been evaluated. This article describes…

  7. Strategic Design of an Interactive Video Learning Lab (IVL).

    ERIC Educational Resources Information Center

    Switzer, Ralph V., Jr.; Switzer, Jamie S.

    1993-01-01

    Describes a study that researched elements necessary for the design of an interactive video learning (IVL) lab for business courses. Highlights include a review of pertinent literature; guidelines for the use of an IVL lab; IVL systems integration; system specifications; hardware costs; and system software. (five references) (LRW)

  8. Human likeness: cognitive and affective factors affecting adoption of robot-assisted learning systems

    NASA Astrophysics Data System (ADS)

    Yoo, Hosun; Kwon, Ohbyung; Lee, Namyeon

    2016-07-01

    With advances in robot technology, interest in robotic e-learning systems has increased. In some laboratories, experiments are being conducted with humanoid robots as artificial tutors because of their likeness to humans, the rich possibilities of using this type of media, and the multimodal interaction capabilities of these robots. The robot-assisted learning system, a special type of e-learning system, aims to increase the learner's concentration, pleasure, and learning performance dramatically. However, very few empirical studies have examined the effect on learning performance of incorporating humanoid robot technology into e-learning systems or people's willingness to accept or adopt robot-assisted learning systems. In particular, human likeness, the essential characteristic of humanoid robots as compared with conventional e-learning systems, has not been discussed in a theoretical context. Hence, the purpose of this study is to propose a theoretical model to explain the process of adoption of robot-assisted learning systems. In the proposed model, human likeness is conceptualized as a combination of media richness, multimodal interaction capabilities, and para-social relationships; these factors are considered as possible determinants of the degree to which human cognition and affection are related to the adoption of robot-assisted learning systems.

  9. Incorporating Social Oriented Agent and Interactive Simulation in E-learning: Impact on Learning, Perceptions, Experiences to Non-Native English Students

    ERIC Educational Resources Information Center

    Ballera, Melvin; Elssaedi, Mosbah Mohamed

    2012-01-01

    There is an unrealized potential in the use of socially-oriented pedagogical agent and interactive simulation in e-learning system. In this paper, we investigate the impact of having a socially oriented tutor agent and the incorporation of interactive simulation in e-learning into student performances, perceptions and experiences for non-native…

  10. Interface Metaphors for Interactive Machine Learning

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Jasper, Robert J.; Blaha, Leslie M.

    To promote more interactive and dynamic machine learn- ing, we revisit the notion of user-interface metaphors. User-interface metaphors provide intuitive constructs for supporting user needs through interface design elements. A user-interface metaphor provides a visual or action pattern that leverages a user’s knowledge of another domain. Metaphors suggest both the visual representations that should be used in a display as well as the interactions that should be afforded to the user. We argue that user-interface metaphors can also offer a method of extracting interaction-based user feedback for use in machine learning. Metaphors offer indirect, context-based information that can be usedmore » in addition to explicit user inputs, such as user-provided labels. Implicit information from user interactions with metaphors can augment explicit user input for active learning paradigms. Or it might be leveraged in systems where explicit user inputs are more challenging to obtain. Each interaction with the metaphor provides an opportunity to gather data and learn. We argue this approach is especially important in streaming applications, where we desire machine learning systems that can adapt to dynamic, changing data.« less

  11. Students' experiences with interactivity and learning in a high school physics multimedia distance learning course

    NASA Astrophysics Data System (ADS)

    Villarreal-Stewart, Irene

    The purpose guiding this research has been to learn about and describe the phenomena of interactivity from the learners' perspectives and to learn which of the interactivity affordances and practices were actually used by students and why in the process of learning physics using an interactive multimedia distance learning course system. The bigger purpose behind learning about and describing interactivity has been to gain knowledge and perspective for its instructional design to benefit the learner, the school as curriculum implementer, and instructional media designers to create better products. Qualitative methodology in the interpretivist tradition was used, that is, in-depth interviews and on-site observations, to gain understanding of interactivity from the learners' perspective and to gain understanding of the student learning context impacting and shaping the students' interactivity experiences. NVivo was used to sort, organize and index data. All data were read on three levels: literally, interpretively, and reflexively; and were read comparatively to other perspectives to get descriptions and interpretations that were holistic to the implementation and had potential insight to improve practice for instructional designers, teachers, administrators, specifically to improve the learning experience for students. Site-Specific Findings: Students watched videos, resisted using phone and e-mail, and worked math problems to demonstrate learning, which resulted in very little interactivity, virtually no dialogue about physics, no physical activity, one-way communication, multifaceted dissatisfaction, student need for teacher involvement in the learning enterprise, student appreciation for interactivity, and expressed desire for a real, live teacher. I also found that some students did experience the system as interactive, did experience learner control and self-directed learning, and despite dissatisfaction, liked and appreciated the course. Wider Applications: Interactivity, a design element, requires scaffolding and nurturing in implementation. The variable and changing context of implementation suggests the requirement for its consideration in design work. The study suggests that during implementation the integrity of design as a whole and flexibility within the design are important continuing considerations. Recommendations. (1) implementation supervision by the school district, (2) use of a language and activity-based theory of learning and teaching and (3) dialogic inquiry (Wells, 1999) to continue learning about interactivity.

  12. Learning procedures from interactive natural language instructions

    NASA Technical Reports Server (NTRS)

    Huffman, Scott B.; Laird, John E.

    1994-01-01

    Despite its ubiquity in human learning, very little work has been done in artificial intelligence on agents that learn from interactive natural language instructions. In this paper, the problem of learning procedures from interactive, situated instruction is examined in which the student is attempting to perform tasks within the instructional domain, and asks for instruction when it is needed. Presented is Instructo-Soar, a system that behaves and learns in response to interactive natural language instructions. Instructo-Soar learns completely new procedures from sequences of instruction, and also learns how to extend its knowledge of previously known procedures to new situations. These learning tasks require both inductive and analytic learning. Instructo-Soar exhibits a multiple execution learning process in which initial learning has a rote, episodic flavor, and later executions allow the initially learned knowledge to be generalized properly.

  13. SKOPE-IT (Shareable Knowledge Objects as Portable Intelligent Tutors): Overlaying Natural Language Tutoring on an Adaptive Learning System for Mathematics

    ERIC Educational Resources Information Center

    Nye, Benjamin D.; Pavlik, Philip I., Jr.; Windsor, Alistair; Olney, Andrew M.; Hajeer, Mustafa; Hu, Xiangen

    2018-01-01

    Background: This study investigated learning outcomes and user perceptions from interactions with a hybrid intelligent tutoring system created by combining the AutoTutor conversational tutoring system with the Assessment and Learning in Knowledge Spaces (ALEKS) adaptive learning system for mathematics. This hybrid intelligent tutoring system (ITS)…

  14. Using Mobile Devices to Enhance the Interactive Learning for Spatial Geometry

    ERIC Educational Resources Information Center

    Chang, Kuo-En; Wu, Lin-Jung; Lai, Shing-Chuang; Sung, Yao-Ting

    2016-01-01

    The purpose of this research is to develop a hands-on spatial geometry learning system to facilitate the learning of geometry. The development of this system was based on Duval's four critical elements of geometric learning: perceptual apprehension, sequential apprehension, operative apprehension, and discursive apprehension. The system offers…

  15. Unraveling Students' Interaction around a Tangible Interface Using Multimodal Learning Analytics

    ERIC Educational Resources Information Center

    Schneider, Bertrand; Blikstein, Paulo

    2015-01-01

    In this paper, we describe multimodal learning analytics (MMLA) techniques to analyze data collected around an interactive learning environment. In a previous study (Schneider & Blikstein, submitted), we designed and evaluated a Tangible User Interface (TUI) where dyads of students were asked to learn about the human hearing system by…

  16. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    ERIC Educational Resources Information Center

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  17. Coupled replicator equations for the dynamics of learning in multiagent systems

    NASA Astrophysics Data System (ADS)

    Sato, Yuzuru; Crutchfield, James P.

    2003-01-01

    Starting with a group of reinforcement-learning agents we derive coupled replicator equations that describe the dynamics of collective learning in multiagent systems. We show that, although agents model their environment in a self-interested way without sharing knowledge, a game dynamics emerges naturally through environment-mediated interactions. An application to rock-scissors-paper game interactions shows that the collective learning dynamics exhibits a diversity of competitive and cooperative behaviors. These include quasiperiodicity, stable limit cycles, intermittency, and deterministic chaos—behaviors that should be expected in heterogeneous multiagent systems described by the general replicator equations we derive.

  18. Learner Control in Hypermedia Environments

    ERIC Educational Resources Information Center

    Scheiter, Katharina; Gerjets, Peter

    2007-01-01

    Contrary to system-controlled multimedia learning environments, hypermedia systems are characterized by a high level of interactivity. This interactivity is referred to as learner control in the respective literature. For several reasons this learner control is seen as a major advantage of hypermedia for learning and instruction. For instance,…

  19. Identifying Successful Learners from Interaction Behaviour

    ERIC Educational Resources Information Center

    McCuaig, Judi; Baldwin, Julia

    2012-01-01

    The interaction behaviours of successful, high-achieving learners when using a Learning Management System (LMS) are different than the behaviours of learners who are having more difficulty mastering the course material. This paper explores the idea that conventional Learning Management Systems can exploit data mining techniques to predict the…

  20. A Commentary on Parent-Child Cognitive Learning Interaction Research: What Have We Learned from Two Decades of Research?

    PubMed

    Harris, Yvette R; Almutairi, Seham

    2016-01-01

    The role of family influences on preschool and school age cognitive development has received considerable empirical attention from cognitive developmental psychology researchers in the last few decades. As a result of the interest, investigators have focused their attention on developing coding/observational systems to capture the interactions occurring between mothers and their young children. This paper reviews a select body of research on parent-child cognitive learning interactions with the goal of determining how the researchers have operationalized the behaviors that occur within learning interactions. The paper concludes with a discussion of the suggestions on next steps for conducting parent-child cognitive learning interaction research in the future.

  1. LEAP: biomarker inference through learning and evaluating association patterns.

    PubMed

    Jiang, Xia; Neapolitan, Richard E

    2015-03-01

    Single nucleotide polymorphism (SNP) high-dimensional datasets are available from Genome Wide Association Studies (GWAS). Such data provide researchers opportunities to investigate the complex genetic basis of diseases. Much of genetic risk might be due to undiscovered epistatic interactions, which are interactions in which combination of several genes affect disease. Research aimed at discovering interacting SNPs from GWAS datasets proceeded in two directions. First, tools were developed to evaluate candidate interactions. Second, algorithms were developed to search over the space of candidate interactions. Another problem when learning interacting SNPs, which has not received much attention, is evaluating how likely it is that the learned SNPs are associated with the disease. A complete system should provide this information as well. We develop such a system. Our system, called LEAP, includes a new heuristic search algorithm for learning interacting SNPs, and a Bayesian network based algorithm for computing the probability of their association. We evaluated the performance of LEAP using 100 1,000-SNP simulated datasets, each of which contains 15 SNPs involved in interactions. When learning interacting SNPs from these datasets, LEAP outperformed seven others methods. Furthermore, only SNPs involved in interactions were found to be probable. We also used LEAP to analyze real Alzheimer's disease and breast cancer GWAS datasets. We obtained interesting and new results from the Alzheimer's dataset, but limited results from the breast cancer dataset. We conclude that our results support that LEAP is a useful tool for extracting candidate interacting SNPs from high-dimensional datasets and determining their probability. © 2015 The Authors. *Genetic Epidemiology published by Wiley Periodicals, Inc.

  2. An Instructional and Collaborative Learning System with Content Recommendation

    ERIC Educational Resources Information Center

    Zheng, Xiang-wei; Ma, Hong-wei; Li, Yan

    2013-01-01

    With the rapid development of Internet, e-learning has become a new teaching and learning mode. However, lots of e-learning systems deployed on Internet are just electronic learning materials with very limited interactivity and diagnostic capability. This paper presents an integrated e-learning environment named iCLSR. Firstly, iCLSR provides an…

  3. Interactive Videodisc: An Emerging Technology for Educators. ERIC Digest.

    ERIC Educational Resources Information Center

    Grabowski, Barbara L.

    Interactive video can be a very complex learning system, or it can be a simple tool for teachers to use to enhance their instruction. The term has been used broadly in the literature and includes three major aspects: (1) interactive video as storage; (2) interactive video as hardware; and (3) interactive video as learning concept. This digest…

  4. WebTOP: A 3D Interactive System for Teaching and Learning Optics

    ERIC Educational Resources Information Center

    Mzoughi, Taha; Herring, S. Davis; Foley, John T.; Morris, Matthew J.; Gilbert, Peter J.

    2007-01-01

    WebTOP is a three-dimensional, Web-based, interactive computer graphics system that helps instructors teach and students learn about waves and optics. Current subject areas include waves, geometrical optics, reflection and refraction, polarization, interference, diffraction, lasers, and scattering. Some of the topics covered are suited for…

  5. An Investigation of Game-Embedded Handheld Devices to Enhance English Learning

    ERIC Educational Resources Information Center

    Hung, Hui-Chun; Young, Shelley Shwu-Ching

    2015-01-01

    This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…

  6. Learning with Interactive Computer Graphics in the Undergraduate Neuroscience Classroom

    ERIC Educational Resources Information Center

    Pani, John R.; Chariker, Julia H.; Naaz, Farah; Mattingly, William; Roberts, Joshua; Sephton, Sandra E.

    2014-01-01

    Instruction of neuroanatomy depends on graphical representation and extended self-study. As a consequence, computer-based learning environments that incorporate interactive graphics should facilitate instruction in this area. The present study evaluated such a system in the undergraduate neuroscience classroom. The system used the method of…

  7. Mining Interactions in Immersive Learning Environments for Real-Time Student Feedback

    ERIC Educational Resources Information Center

    Kennedy, Gregor; Ioannou, Ioanna; Zhou, Yun; Bailey, James; O'Leary, Stephen

    2013-01-01

    The analysis and use of data generated by students' interactions with learning systems or programs--learning analytics--has recently gained widespread attention in the educational technology community. Part of the reason for this interest is based on the potential of learning analytic techniques such as data mining to find hidden patterns in…

  8. Can More Become Less? Effects of an Intensive Assessment Environment on Students' Learning Performance

    ERIC Educational Resources Information Center

    Khawaja, M. Asif; Prusty, Gangadhara B.; Ford, Robin A. J.; Marcus, Nadine; Russell, Carol

    2013-01-01

    Online interactive systems offer the beguiling prospect of an improved environment for learning at minimum extra cost. We have developed online interactive tutorials that adapt the learning environment to the current learning status of each individual student. These Adaptive Tutorials (ATs) modify the tasks given to each student according to their…

  9. Category Learning in the Brain

    PubMed Central

    Seger, Carol A.; Miller, Earl K.

    2013-01-01

    The ability to group items and events into functional categories is a fundamental characteristic of sophisticated thought. It is subserved by plasticity in many neural systems, including neocortical regions (sensory, prefrontal, parietal, and motor cortex), the medial temporal lobe, the basal ganglia, and midbrain dopaminergic systems. These systems interact during category learning. Corticostriatal loops may mediate recursive, bootstrapping interactions between fast reward-gated plasticity in the basal ganglia and slow reward-shaded plasticity in the cortex. This can provide a balance between acquisition of details of experiences and generalization across them. Interactions between the corticostriatal loops can integrate perceptual, response, and feedback-related aspects of the task and mediate the shift from novice to skilled performance. The basal ganglia and medial temporal lobe interact competitively or cooperatively, depending on the demands of the learning task. PMID:20572771

  10. Labeled Postings for Asynchronous Interaction

    ERIC Educational Resources Information Center

    ChanLin, Lih-Juan; Chen, Yong-Ting; Chan, Kung-Chi

    2009-01-01

    The Internet promotes computer-mediated communications, and so asynchronous learning network systems permit more flexibility in time, space, and interaction than synchronous mode of learning. The key point of asynchronous learning is the materials for web-aided teaching and the flow of knowledge. This research focuses on improving online…

  11. Mobile e-Learning for Next Generation Communication Environment

    ERIC Educational Resources Information Center

    Wu, Tin-Yu; Chao, Han-Chieh

    2008-01-01

    This article develops an environment for mobile e-learning that includes an interactive course, virtual online labs, an interactive online test, and lab-exercise training platform on the fourth generation mobile communication system. The Next Generation Learning Environment (NeGL) promotes the term "knowledge economy." Inter-networking…

  12. The Representation of Motor (Inter)action, States of Action, and Learning: Three Perspectives on Motor Learning by Way of Imagery and Execution

    PubMed Central

    Frank, Cornelia; Schack, Thomas

    2017-01-01

    Learning in intelligent systems is a result of direct and indirect interaction with the environment. While humans can learn by way of different states of (inter)action such as the execution or the imagery of an action, their unique potential to induce brain- and mind-related changes in the motor action system is still being debated. The systematic repetition of different states of action (e.g., physical and/or mental practice) and their contribution to the learning of complex motor actions has traditionally been approached by way of performance improvements. More recently, approaches highlighting the role of action representation in the learning of complex motor actions have evolved and may provide additional insight into the learning process. In the present perspective paper, we build on brain-related findings and sketch recent research on learning by way of imagery and execution from a hierarchical, perceptual-cognitive approach to motor control and learning. These findings provide insights into the learning of intelligent systems from a perceptual-cognitive, representation-based perspective and as such add to our current understanding of action representation in memory and its changes with practice. Future research should build bridges between approaches in order to more thoroughly understand functional changes throughout the learning process and to facilitate motor learning, which may have particular importance for cognitive systems research in robotics, rehabilitation, and sports. PMID:28588510

  13. An integrated system for interactive continuous learning of categorical knowledge

    NASA Astrophysics Data System (ADS)

    Skočaj, Danijel; Vrečko, Alen; Mahnič, Marko; Janíček, Miroslav; Kruijff, Geert-Jan M.; Hanheide, Marc; Hawes, Nick; Wyatt, Jeremy L.; Keller, Thomas; Zhou, Kai; Zillich, Michael; Kristan, Matej

    2016-09-01

    This article presents an integrated robot system capable of interactive learning in dialogue with a human. Such a system needs to have several competencies and must be able to process different types of representations. In this article, we describe a collection of mechanisms that enable integration of heterogeneous competencies in a principled way. Central to our design is the creation of beliefs from visual and linguistic information, and the use of these beliefs for planning system behaviour to satisfy internal drives. The system is able to detect gaps in its knowledge and to plan and execute actions that provide information needed to fill these gaps. We propose a hierarchy of mechanisms which are capable of engaging in different kinds of learning interactions, e.g. those initiated by a tutor or by the system itself. We present the theory these mechanisms are build upon and an instantiation of this theory in the form of an integrated robot system. We demonstrate the operation of the system in the case of learning conceptual models of objects and their visual properties.

  14. An Attempt To Design Synchronous Collaborative Learning Environments for Peer Dyads on the World Wide Web.

    ERIC Educational Resources Information Center

    Lee, Fong-Lok; Liang, Steven; Chan, Tak-Wai

    1999-01-01

    Describes the design, implementation, and preliminary evaluation of three synchronous distributed learning prototype systems: Co-Working System, Working Along System, and Hybrid System. Each supports a particular style of interaction, referred to a socio-activity learning model, between members of student dyads (pairs). All systems were…

  15. Multi-Agent Framework for Virtual Learning Spaces.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  16. Effects of Web-Based Interactive Modules on Engineering Students' Learning Motivations

    ERIC Educational Resources Information Center

    Bai, Haiyan; Aman, Amjad; Xu, Yunjun; Orlovskaya, Nina; Zhou, Mingming

    2016-01-01

    The purpose of this study is to assess the impact of a newly developed modules, Interactive Web-Based Visualization Tools for Gluing Undergraduate Fuel Cell Systems Courses system (IGLU), on learning motivations of engineering students using two samples (n[subscript 1] = 144 and n[subscript 2] = 135) from senior engineering classes. The…

  17. Using a User-Interactive QA System for Personalized E-Learning

    ERIC Educational Resources Information Center

    Hu, Dawei; Chen, Wei; Zeng, Qingtian; Hao, Tianyong; Min, Feng; Wenyin, Liu

    2008-01-01

    A personalized e-learning framework based on a user-interactive question-answering (QA) system is proposed, in which a user-modeling approach is used to capture personal information of students and a personalized answer extraction algorithm is proposed for personalized automatic answering. In our approach, a topic ontology (or concept hierarchy)…

  18. A Matlab/Simulink-Based Interactive Module for Servo Systems Learning

    ERIC Educational Resources Information Center

    Aliane, N.

    2010-01-01

    This paper presents an interactive module for learning both the fundamental and practical issues of servo systems. This module, developed using Simulink in conjunction with the Matlab graphical user interface (Matlab-GUI) tool, is used to supplement conventional lectures in control engineering and robotics subjects. First, the paper introduces the…

  19. A Multi-Agent Question-Answering System for E-Learning and Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Alinaghi, Tannaz; Bahreininejad, Ardeshir

    2011-01-01

    The increasing advances of new Internet technologies in all application domains have changed life styles and interactions. E-learning and collaborative learning environment systems are originated through such changes and aim at providing facilities for people in different times and geographical locations to cooperate, collaborate, learn and work…

  20. Getting Students to Learn about Information Systems Project Management: An Experiment in Student-centred Learning.

    ERIC Educational Resources Information Center

    Allan, George

    1999-01-01

    A student-centered learning model for a course on information systems project management consisted of individual study and group discussion with facilitator guidance. Data from session records, repertory grids, and a learning network diagram showed that interactive learning was more effective and students took responsibility, although some…

  1. Development of an E-Learning Platform for Vocational Education Systems in Germany

    ERIC Educational Resources Information Center

    Schober, Andreas; Müller, Frederik; Linden, Sabine; Klois, Martha; Künne, Bernd

    2014-01-01

    This paper describes an existing web-based learning platform named "Third Place of Learning" (TPL)--"Dritter Lernort". This project's aim is to connect the system of vocational education with digital media by a web-based learning platform. TPL supports student's digital learning by means of interactive examples and exercises.…

  2. Within- and across-trial dynamics of human EEG reveal cooperative interplay between reinforcement learning and working memory.

    PubMed

    Collins, Anne G E; Frank, Michael J

    2018-03-06

    Learning from rewards and punishments is essential to survival and facilitates flexible human behavior. It is widely appreciated that multiple cognitive and reinforcement learning systems contribute to decision-making, but the nature of their interactions is elusive. Here, we leverage methods for extracting trial-by-trial indices of reinforcement learning (RL) and working memory (WM) in human electro-encephalography to reveal single-trial computations beyond that afforded by behavior alone. Neural dynamics confirmed that increases in neural expectation were predictive of reduced neural surprise in the following feedback period, supporting central tenets of RL models. Within- and cross-trial dynamics revealed a cooperative interplay between systems for learning, in which WM contributes expectations to guide RL, despite competition between systems during choice. Together, these results provide a deeper understanding of how multiple neural systems interact for learning and decision-making and facilitate analysis of their disruption in clinical populations.

  3. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

    ERIC Educational Resources Information Center

    Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen

    2016-01-01

    In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…

  4. Antecedences to Continued Intentions of Adopting E-Learning System in Blended Learning Instruction: A Contingency Framework Based on Models of Information System Success and Task-Technology Fit

    ERIC Educational Resources Information Center

    Lin, Wen-Shan; Wang, Chun-Hsien

    2012-01-01

    The objective of this study is to propose a research framework that investigates the relation between perceived fit and system factors that can motivate learners in continuing utilizing an e-learning system in blended learning instruction. As learners have the face-to-face learning opportunity in interacting with lecturers, the study aims at…

  5. Procedural Learning during Declarative Control

    ERIC Educational Resources Information Center

    Crossley, Matthew J.; Ashby, F. Gregory

    2015-01-01

    There is now abundant evidence that human learning and memory are governed by multiple systems. As a result, research is now turning to the next question of how these putative systems interact. For instance, how is overall control of behavior coordinated, and does learning occur independently within systems regardless of what system is in control?…

  6. Teaching with a Dual-Channel Classroom Feedback System in the Digital Classroom Environment

    ERIC Educational Resources Information Center

    Yu, Yuan-Chih

    2017-01-01

    Teaching with a classroom feedback system can benefit both teaching and learning practices of interactivity. In this paper, we propose a dual-channel classroom feedback system integrated with a back-end e-Learning system. The system consists of learning agents running on the students' computers and a teaching agent running on the instructor's…

  7. Automated identification of protein-ligand interaction features using Inductive Logic Programming: a hexose binding case study.

    PubMed

    A Santos, Jose C; Nassif, Houssam; Page, David; Muggleton, Stephen H; E Sternberg, Michael J

    2012-07-11

    There is a need for automated methods to learn general features of the interactions of a ligand class with its diverse set of protein receptors. An appropriate machine learning approach is Inductive Logic Programming (ILP), which automatically generates comprehensible rules in addition to prediction. The development of ILP systems which can learn rules of the complexity required for studies on protein structure remains a challenge. In this work we use a new ILP system, ProGolem, and demonstrate its performance on learning features of hexose-protein interactions. The rules induced by ProGolem detect interactions mediated by aromatics and by planar-polar residues, in addition to less common features such as the aromatic sandwich. The rules also reveal a previously unreported dependency for residues cys and leu. They also specify interactions involving aromatic and hydrogen bonding residues. This paper shows that Inductive Logic Programming implemented in ProGolem can derive rules giving structural features of protein/ligand interactions. Several of these rules are consistent with descriptions in the literature. In addition to confirming literature results, ProGolem's model has a 10-fold cross-validated predictive accuracy that is superior, at the 95% confidence level, to another ILP system previously used to study protein/hexose interactions and is comparable with state-of-the-art statistical learners.

  8. E-Learning System of Asia through Open Courseware (OCW) and Educational Resources (OER) for Universal Access to Knowledge and Information

    ERIC Educational Resources Information Center

    Kayal, Soumen; Das, Baisakhi

    2017-01-01

    One of the most impressive uses of information and communication technology is the advent of e-learning. The current E-learning system mainly plays a role of learning assistance such as providing learning content or learning information, and sometime it provides channels or platform in the learning environment for discussion and interaction. In…

  9. Exploring Effects of Multi-Touch Tabletop on Collaborative Fraction Learning and the Relationship of Learning Behavior and Interaction with Learning Achievement

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Shadiev, Rustam; Tseng, Chi-Wei; Huang, Yueh-Min

    2015-01-01

    This study designed a learning system to facilitate elementary school students' fraction learning. An experiment was carried out to investigate how the system, which runs on multi-touch tabletop versus tablet PC, affects fraction learning. Two groups, a control and experimental, were assigned. Control students have learned fraction by using tablet…

  10. Hierarchical control of procedural and declarative category-learning systems

    PubMed Central

    Turner, Benjamin O.; Crossley, Matthew J.; Ashby, F. Gregory

    2017-01-01

    Substantial evidence suggests that human category learning is governed by the interaction of multiple qualitatively distinct neural systems. In this view, procedural memory is used to learn stimulus-response associations, and declarative memory is used to apply explicit rules and test hypotheses about category membership. However, much less is known about the interaction between these systems: how is control passed between systems as they interact to influence motor resources? Here, we used fMRI to elucidate the neural correlates of switching between procedural and declarative categorization systems. We identified a key region of the cerebellum (left Crus I) whose activity was bidirectionally modulated depending on switch direction. We also identified regions of the default mode network (DMN) that were selectively connected to left Crus I during switching. We propose that the cerebellum—in coordination with the DMN—serves a critical role in passing control between procedural and declarative memory systems. PMID:28213114

  11. Enhancing Collaborative Learning in Web 2.0-Based E-Learning Systems: A Design Framework for Building Collaborative E-Learning Contents

    ERIC Educational Resources Information Center

    El Mhouti, Abderrahim; Nasseh, Azeddine; Erradi, Mohamed; Vasquèz, José Marfa

    2017-01-01

    Today, the implication of Web 2.0 technologies in e-learning allows envisaging new teaching and learning forms, advocating an important place to the collaboration and social interaction. However, in e-learning systems, learn in a collaborative way is not always so easy because one of the difficulties when arranging e-learning courses can be that…

  12. Designing Learning Environments to Teach Interactive Quantum Physics

    ERIC Educational Resources Information Center

    Puente, Sonia M. Gomez; Swagten, Henk J. M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small…

  13. Bringing Management Reality into the Classroom--The Development of Interactive Learning.

    ERIC Educational Resources Information Center

    Nicholson, Alastair

    1997-01-01

    Effective learning in management education can be enhanced by reproducing the real-world need to solve problems under pressure of time, inadequate information, and group interaction. An interactive classroom communication system involving problems in decision making and continuous improvement is one method for bridging theory and practice. (SK)

  14. Recent Developments in Interactive and Communicative CALL: Hypermedia and "Intelligent" Systems.

    ERIC Educational Resources Information Center

    Coughlin, Josette M.

    Two recent developments in computer-assisted language learning (CALL), interactive video systems and "intelligent" games, are discussed. Under the first heading, systems combining the use of a computer and video disc player are described, and Compact Discs Interactive (CDI) and Digital Video Interactive (DVI) are reviewed. The…

  15. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  16. Increasing Interactivity in Blended Classrooms through a Cutting-Edge Mobile Learning System

    ERIC Educational Resources Information Center

    Shen, Ruimin; Wang, Minjuan; Pan, Xiaoyan

    2008-01-01

    Chinese classrooms, whether on school grounds or online, have long suffered from a lack of interactivity. Many online classes simply provide recorded lectures to which students listen after downloading. This format only reinforces the negative effects of passive non-participatory learning. At the e-Learning Lab of Shanghai Jiaotong University…

  17. Rationale, Design and Implementation of a Computer Vision-Based Interactive E-Learning System

    ERIC Educational Resources Information Center

    Xu, Richard Y. D.; Jin, Jesse S.

    2007-01-01

    This article presents a schematic application of computer vision technologies to e-learning that is synchronous, peer-to-peer-based, and supports an instructor's interaction with non-computer teaching equipments. The article first discusses the importance of these focused e-learning areas, where the properties include accurate bidirectional…

  18. Designing for Discovery Learning of Complexity Principles of Congestion by Driving Together in the TrafficJams Simulation

    ERIC Educational Resources Information Center

    Levy, Sharona T.; Peleg, Ran; Ofeck, Eyal; Tabor, Naamit; Dubovi, Ilana; Bluestein, Shiri; Ben-Zur, Hadar

    2018-01-01

    We propose and evaluate a framework supporting collaborative discovery learning of complex systems. The framework blends five design principles: (1) individual action: amidst (2) social interactions; challenged with (3) multiple tasks; set in (4) a constrained interactive learning environment that draws attention to (5) highlighted target…

  19. The Reading Disc: Learning to Read Using Interactive CD.

    ERIC Educational Resources Information Center

    Shaw, Simon

    1991-01-01

    Describes the development of an interactive compact disc on CD-ROM XA that was designed to help adults learn to read. The application of technology to learning is discussed, differences in learner control in computer-based systems are considered, virtual writing is described, and assessment activities available on the disc are explained. (five…

  20. Automated analysis of short responses in an interactive synthetic tutoring system for introductory physics

    NASA Astrophysics Data System (ADS)

    Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.

    2016-06-01

    Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part of a project to develop and test an interactive learning environment designed to help students learn introductory physics concepts. The system is designed around an interactive video tutoring interface. We have analyzed 9 with about 150 responses or less. We observe for 4 of the 9 automated assessment with interrater agreement of 70% or better with the human rater. This level of agreement may represent a baseline for practical utility in instruction and indicates that the method warrants further investigation for use in this type of application. Our results also suggest strategies that may be useful for writing activities and questions that are more appropriate for automated assessment. These strategies include building activities that have relatively few conceptually distinct ways of perceiving the physical behavior of relatively few physical objects. Further success in this direction may allow us to promote interactivity and better provide feedback in online learning systems. These capabilities could enable our system to function more like a real tutor.

  1. Simon Fraser University's New Interactive Learning System to Teach French as a Second Language.

    ERIC Educational Resources Information Center

    Kirchner, Glenn

    1988-01-01

    Provides an overview of the design, production, and preliminary testing of a microcomputer-controlled interactive learning workstation developed at Simon Fraser University to teach French as a Second Language. Criteria and guidelines are discussed; the authoring system is explained; and field testing with grades four through seven is described.…

  2. The Effect of Student Collaboration in Solving Physics Problems Using an Online Interactive Response System

    ERIC Educational Resources Information Center

    Balta, Nuri; Awedh, Mohammad Hamza

    2017-01-01

    Advanced technology helps educational institutes to improve student learning performance and outcomes. In this study, our aim is to measure and assess student engagement and collaborative learning in engineering classes when using online technology in solving physics problems. The interactive response system used in this study is a collaborative…

  3. Gaussian Processes for Data-Efficient Learning in Robotics and Control.

    PubMed

    Deisenroth, Marc Peter; Fox, Dieter; Rasmussen, Carl Edward

    2015-02-01

    Autonomous learning has been a promising direction in control and robotics for more than a decade since data-driven learning allows to reduce the amount of engineering knowledge, which is otherwise required. However, autonomous reinforcement learning (RL) approaches typically require many interactions with the system to learn controllers, which is a practical limitation in real systems, such as robots, where many interactions can be impractical and time consuming. To address this problem, current learning approaches typically require task-specific knowledge in form of expert demonstrations, realistic simulators, pre-shaped policies, or specific knowledge about the underlying dynamics. In this paper, we follow a different approach and speed up learning by extracting more information from data. In particular, we learn a probabilistic, non-parametric Gaussian process transition model of the system. By explicitly incorporating model uncertainty into long-term planning and controller learning our approach reduces the effects of model errors, a key problem in model-based learning. Compared to state-of-the art RL our model-based policy search method achieves an unprecedented speed of learning. We demonstrate its applicability to autonomous learning in real robot and control tasks.

  4. Early prediction of student goals and affect in narrative-centered learning environments

    NASA Astrophysics Data System (ADS)

    Lee, Sunyoung

    Recent years have seen a growing recognition of the role of goal and affect recognition in intelligent tutoring systems. Goal recognition is the task of inferring users' goals from a sequence of observations of their actions. Because of the uncertainty inherent in every facet of human computer interaction, goal recognition is challenging, particularly in contexts in which users can perform many actions in any order, as is the case with intelligent tutoring systems. Affect recognition is the task of identifying the emotional state of a user from a variety of physical cues, which are produced in response to affective changes in the individual. Accurately recognizing student goals and affect states could contribute to more effective and motivating interactions in intelligent tutoring systems. By exploiting knowledge of student goals and affect states, intelligent tutoring systems can dynamically modify their behavior to better support individual students. To create effective interactions in intelligent tutoring systems, goal and affect recognition models should satisfy two key requirements. First, because incorrectly predicted goals and affect states could significantly diminish the effectiveness of interactive systems, goal and affect recognition models should provide accurate predictions of user goals and affect states. When observations of users' activities become available, recognizers should make accurate early" predictions. Second, goal and affect recognition models should be highly efficient so they can operate in real time. To address key issues, we present an inductive approach to recognizing student goals and affect states in intelligent tutoring systems by learning goals and affect recognition models. Our work focuses on goal and affect recognition in an important new class of intelligent tutoring systems, narrative-centered learning environments. We report the results of empirical studies of induced recognition models from observations of students' interactions in narrative-centered learning environments. Experimental results suggest that induced models can make accurate early predictions of student goals and affect states, and they are sufficiently efficient to meet the real-time performance requirements of interactive learning environments.

  5. Using the Interactive Learning Environment Aplusix for Teaching and Learning School Algebra: A Research Experiment in a Middle School

    ERIC Educational Resources Information Center

    Hadjerrouit, Said

    2011-01-01

    Most software tools that have been developed with the aim of helping students to learn school algebra have not yet achieved successful results in classroom. Almost all of them are menu-based systems that provide transformation rules in menus and buttons. Aplusix is a new interactive software tool for learning school algebra. In contrast to…

  6. Learning in neural networks based on a generalized fluctuation theorem

    NASA Astrophysics Data System (ADS)

    Hayakawa, Takashi; Aoyagi, Toshio

    2015-11-01

    Information maximization has been investigated as a possible mechanism of learning governing the self-organization that occurs within the neural systems of animals. Within the general context of models of neural systems bidirectionally interacting with environments, however, the role of information maximization remains to be elucidated. For bidirectionally interacting physical systems, universal laws describing the fluctuation they exhibit and the information they possess have recently been discovered. These laws are termed fluctuation theorems. In the present study, we formulate a theory of learning in neural networks bidirectionally interacting with environments based on the principle of information maximization. Our formulation begins with the introduction of a generalized fluctuation theorem, employing an interpretation appropriate for the present application, which differs from the original thermodynamic interpretation. We analytically and numerically demonstrate that the learning mechanism presented in our theory allows neural networks to efficiently explore their environments and optimally encode information about them.

  7. Social coordination in toddler's word learning: interacting systems of perception and action

    NASA Astrophysics Data System (ADS)

    Pereira, Alfredo; Smith, Linda; Yu, Chen

    2008-06-01

    We measured turn-taking in terms of hand and head movements and asked if the global rhythm of the participants' body activity relates to word learning. Six dyads composed of parents and toddlers (M=18 months) interacted in a tabletop task wearing motion-tracking sensors on their hands and head. Parents were instructed to teach the labels of 10 novel objects and the child was later tested on a name-comprehension task. Using dynamic time warping, we compared the motion data of all body-part pairs, within and between partners. For every dyad, we also computed an overall measure of the quality of the interaction, that takes into consideration the state of interaction when the parent uttered an object label and the overall smoothness of the turn-taking. The overall interaction quality measure was correlated with the total number of words learned. In particular, head movements were inversely related to other partner's hand movements, and the degree of bodily coupling of parent and toddler predicted the words that children learned during the interaction. The implications of joint body dynamics to understanding joint coordination of activity in a social interaction, its scaffolding effect on the child's learning and its use in the development of artificial systems are discussed.

  8. The Efficiency of the "Learning Management System (LMS)" in AOU, Kuwait, as a Communication Tool in an E-Learning System

    ERIC Educational Resources Information Center

    Alfadly, Ahmad Assaf

    2013-01-01

    Purpose: The integration of a Learning Management System (LMS) at the Arab Open University (AOU), Kuwait, opens new possibilities for online interaction between teachers and students. The purpose of this paper is to evaluate the efficiency of the LMS at AOU, Kuwait as a communication tool in the E-learning system and to find the best automated…

  9. Collective states in social systems with interacting learning agents

    NASA Astrophysics Data System (ADS)

    Semeshenko, Viktoriya; Gordon, Mirta B.; Nadal, Jean-Pierre

    2008-08-01

    We study the implications of social interactions and individual learning features on consumer demand in a simple market model. We consider a social system of interacting heterogeneous agents with learning abilities. Given a fixed price, agents repeatedly decide whether or not to buy a unit of a good, so as to maximize their expected utilities. This model is close to Random Field Ising Models, where the random field corresponds to the idiosyncratic willingness to pay. We show that the equilibrium reached depends on the nature of the information agents use to estimate their expected utilities. It may be different from the systems’ Nash equilibria.

  10. Representing and Learning Complex Object Interactions

    PubMed Central

    Zhou, Yilun; Konidaris, George

    2017-01-01

    We present a framework for representing scenarios with complex object interactions, in which a robot cannot directly interact with the object it wishes to control, but must instead do so via intermediate objects. For example, a robot learning to drive a car can only indirectly change its pose, by rotating the steering wheel. We formalize such complex interactions as chains of Markov decision processes and show how they can be learned and used for control. We describe two systems in which a robot uses learning from demonstration to achieve indirect control: playing a computer game, and using a hot water dispenser to heat a cup of water. PMID:28593181

  11. Working Memory Load Strengthens Reward Prediction Errors.

    PubMed

    Collins, Anne G E; Ciullo, Brittany; Frank, Michael J; Badre, David

    2017-04-19

    Reinforcement learning (RL) in simple instrumental tasks is usually modeled as a monolithic process in which reward prediction errors (RPEs) are used to update expected values of choice options. This modeling ignores the different contributions of different memory and decision-making systems thought to contribute even to simple learning. In an fMRI experiment, we investigated how working memory (WM) and incremental RL processes interact to guide human learning. WM load was manipulated by varying the number of stimuli to be learned across blocks. Behavioral results and computational modeling confirmed that learning was best explained as a mixture of two mechanisms: a fast, capacity-limited, and delay-sensitive WM process together with slower RL. Model-based analysis of fMRI data showed that striatum and lateral prefrontal cortex were sensitive to RPE, as shown previously, but, critically, these signals were reduced when the learning problem was within capacity of WM. The degree of this neural interaction related to individual differences in the use of WM to guide behavioral learning. These results indicate that the two systems do not process information independently, but rather interact during learning. SIGNIFICANCE STATEMENT Reinforcement learning (RL) theory has been remarkably productive at improving our understanding of instrumental learning as well as dopaminergic and striatal network function across many mammalian species. However, this neural network is only one contributor to human learning and other mechanisms such as prefrontal cortex working memory also play a key role. Our results also show that these other players interact with the dopaminergic RL system, interfering with its key computation of reward prediction errors. Copyright © 2017 the authors 0270-6474/17/374332-11$15.00/0.

  12. Learning to Control Advanced Life Support Systems

    NASA Technical Reports Server (NTRS)

    Subramanian, Devika

    2004-01-01

    Advanced life support systems have many interacting processes and limited resources. Controlling and optimizing advanced life support systems presents unique challenges. In particular, advanced life support systems are nonlinear coupled dynamical systems and it is difficult for humans to take all interactions into account to design an effective control strategy. In this project. we developed several reinforcement learning controllers that actively explore the space of possible control strategies, guided by rewards from a user specified long term objective function. We evaluated these controllers using a discrete event simulation of an advanced life support system. This simulation, called BioSim, designed by Nasa scientists David Kortenkamp and Scott Bell has multiple, interacting life support modules including crew, food production, air revitalization, water recovery, solid waste incineration and power. They are implemented in a consumer/producer relationship in which certain modules produce resources that are consumed by other modules. Stores hold resources between modules. Control of this simulation is via adjusting flows of resources between modules and into/out of stores. We developed adaptive algorithms that control the flow of resources in BioSim. Our learning algorithms discovered several ingenious strategies for maximizing mission length by controlling the air and water recycling systems as well as crop planting schedules. By exploiting non-linearities in the overall system dynamics, the learned controllers easily out- performed controllers written by human experts. In sum, we accomplished three goals. We (1) developed foundations for learning models of coupled dynamical systems by active exploration of the state space, (2) developed and tested algorithms that learn to efficiently control air and water recycling processes as well as crop scheduling in Biosim, and (3) developed an understanding of the role machine learning in designing control systems for advanced life support.

  13. Collaborative Learning: Group Interaction in an Intelligent Mobile-Assisted Multiple Language Learning System

    ERIC Educational Resources Information Center

    Troussas, Christos; Virvou, Maria; Alepis, Efthimios

    2014-01-01

    This paper proposes a student-oriented approach tailored to effective collaboration between students using mobile phones for language learning within the life cycle of an intelligent tutoring system. For this reason, in this research, a prototype mobile application has been developed for multiple language learning that incorporates intelligence in…

  14. A Methodology to Obtain Learning Effective Laboratories with Learning Management System Integration

    ERIC Educational Resources Information Center

    Ruano, Ildefonso; Gamez, Javier; Dormido, Sebastian; Gomez, Juan

    2016-01-01

    Online laboratories are useful and valuable resources in high education, especially in engineering studies. This work presents a methodology to create effective laboratories for learning that interact with a Learning Management System (LMS) to achieve advanced integration. It is based on pedagogical aspects and considers not only the laboratory…

  15. Interactive Response Systems (IRS) Socrative Application Sample

    ERIC Educational Resources Information Center

    Aslan, Bilge; Seker, Hasan

    2017-01-01

    In globally developing education system, technology has made instructional improved in many ways. One of these improvements is the Interactive Response Systems (IRS) that are applied in classroom activities. Therefore, it is "smart" to focus on interactive response systems in learning environment. This study was conducted aiming to focus…

  16. An Enhanced Personal Learning Environment Using Social Semantic Web Technologies

    ERIC Educational Resources Information Center

    Halimi, Khaled; Seridi-Bouchelaghem, Hassina; Faron-Zucker, Catherine

    2014-01-01

    Compared with learning in classrooms, classical e-learning systems are less adaptive and once a system that supports a particular strategy has been designed and implemented, it is less likely to change according to student's interactions and preferences. Remote educational systems should be developed to ensure as much as necessary the…

  17. Automatic Dialogue Scoring for a Second Language Learning System

    ERIC Educational Resources Information Center

    Huang, Jin-Xia; Lee, Kyung-Soon; Kwon, Oh-Woog; Kim, Young-Kil

    2016-01-01

    This paper presents an automatic dialogue scoring approach for a Dialogue-Based Computer-Assisted Language Learning (DB-CALL) system, which helps users learn language via interactive conversations. The system produces overall feedback according to dialogue scoring to help the learner know which parts should be more focused on. The scoring measures…

  18. Learning about Ecological Systems by Constructing Qualitative Models with DynaLearn

    ERIC Educational Resources Information Center

    Leiba, Moshe; Zuzovsky, Ruth; Mioduser, David; Benayahu, Yehuda; Nachmias, Rafi

    2012-01-01

    A qualitative model of a system is an abstraction that captures ordinal knowledge and predicts the set of qualitatively possible behaviours of the system, given a qualitative description of its structure and initial state. This paper examines an innovative approach to science education using an interactive learning environment that supports…

  19. A Dynamic Social Feedback System to Support Learning and Social Interaction in Higher Education

    ERIC Educational Resources Information Center

    Thoms, Brian

    2011-01-01

    In this research, we examine the design, construction, and implementation of a dynamic, easy to use, feedback mechanism for social software. The tool was integrated into an existing university's online learning community (OLC). In line with constructivist learning models and practical information systems (IS) design, the feedback system provides…

  20. Understanding Motivational System in Open Learning: Learners' Engagement with a Traditional Chinese-Based Open Educational Resource System

    ERIC Educational Resources Information Center

    Huang, Wenhao David; Wu, Chorng-Guang

    2017-01-01

    Learning has embraced the "open" process in recent years, as many educational resources are made available for free online. Existing research, however, has not provided sufficient evidence to systematically improve open learning interactions and engagement in open educational resource (OER) systems. This deficiency presents two…

  1. Exploring Adaptability through Learning Layers and Learning Loops

    ERIC Educational Resources Information Center

    Lof, Annette

    2010-01-01

    Adaptability in social-ecological systems results from individual and collective action, and multi-level interactions. It can be understood in a dual sense as a system's ability to adapt to disturbance and change, and to navigate system transformation. Inherent in this conception, as found in resilience thinking, are the concepts of learning and…

  2. Micro-Macro Compatibility: When Does a Complex Systems Approach Strongly Benefit Science Learning?

    ERIC Educational Resources Information Center

    Samon, Sigal; Levy, Sharona T.

    2017-01-01

    The study explores how a complexity approach empowers science learning. A complexity approach represents systems as many interacting entities. The construct of micro-macro compatibility is introduced, the degree of similarity between behaviors at the micro- and macro-levels of the system. Seventh-grade students' learning about gases was studied…

  3. Motor skill learning and offline-changes in TGA patients with acute hippocampal CA1 lesions.

    PubMed

    Döhring, Juliane; Stoldt, Anne; Witt, Karsten; Schönfeld, Robby; Deuschl, Günther; Born, Jan; Bartsch, Thorsten

    2017-04-01

    Learning and the formation of memory are reflected in various memory systems in the human brain such as the hippocampus based declarative memory system and the striatum-cortex based system involved in motor sequence learning. It is a matter of debate how both memory systems interact in humans during learning and consolidation and how this interaction is influenced by sleep. We studied the effect of an acute dysfunction of hippocampal CA1 neurons on the acquisition (on-line condition) and off-line changes of a motor skill in patients with a transient global amnesia (TGA). Sixteen patients (68 ± 4.4 yrs) were studied in the acute phase and during follow-up using a declarative and procedural test, and were compared to controls. Acute TGA patients displayed profound deficits in all declarative memory functions. During the acute amnestic phase, patients were able to acquire the motor skill task reflected by increasing finger tapping speed across the on-line condition, albeit to a lesser degree than during follow-up or compared to controls. Retrieval two days later indicated a greater off-line gain in motor speed in patients than controls. Moreover, this gain in motor skill performance was negatively correlated to the declarative learning deficit. Our results suggest a differential interaction between procedural and declarative memory systems during acquisition and consolidation of motor sequences in older humans. During acquisition, hippocampal dysfunction attenuates fast learning and thus unmasks the slow and rigid learning curve of striatum-based procedural learning. The stronger gains in the post-consolidation condition in motor skill in CA1 lesioned patients indicate a facilitated consolidation process probably occurring during sleep, and suggest a competitive interaction between the memory systems. These findings might be a reflection of network reorganization and plasticity in older humans and in the presence of CA1 hippocampal pathology. Copyright © 2016 Elsevier Ltd. All rights reserved.

  4. Humanoids Learning to Walk: A Natural CPG-Actor-Critic Architecture.

    PubMed

    Li, Cai; Lowe, Robert; Ziemke, Tom

    2013-01-01

    The identification of learning mechanisms for locomotion has been the subject of much research for some time but many challenges remain. Dynamic systems theory (DST) offers a novel approach to humanoid learning through environmental interaction. Reinforcement learning (RL) has offered a promising method to adaptively link the dynamic system to the environment it interacts with via a reward-based value system. In this paper, we propose a model that integrates the above perspectives and applies it to the case of a humanoid (NAO) robot learning to walk the ability of which emerges from its value-based interaction with the environment. In the model, a simplified central pattern generator (CPG) architecture inspired by neuroscientific research and DST is integrated with an actor-critic approach to RL (cpg-actor-critic). In the cpg-actor-critic architecture, least-square-temporal-difference based learning converges to the optimal solution quickly by using natural gradient learning and balancing exploration and exploitation. Futhermore, rather than using a traditional (designer-specified) reward it uses a dynamic value function as a stability indicator that adapts to the environment. The results obtained are analyzed using a novel DST-based embodied cognition approach. Learning to walk, from this perspective, is a process of integrating levels of sensorimotor activity and value.

  5. Humanoids Learning to Walk: A Natural CPG-Actor-Critic Architecture

    PubMed Central

    Li, Cai; Lowe, Robert; Ziemke, Tom

    2013-01-01

    The identification of learning mechanisms for locomotion has been the subject of much research for some time but many challenges remain. Dynamic systems theory (DST) offers a novel approach to humanoid learning through environmental interaction. Reinforcement learning (RL) has offered a promising method to adaptively link the dynamic system to the environment it interacts with via a reward-based value system. In this paper, we propose a model that integrates the above perspectives and applies it to the case of a humanoid (NAO) robot learning to walk the ability of which emerges from its value-based interaction with the environment. In the model, a simplified central pattern generator (CPG) architecture inspired by neuroscientific research and DST is integrated with an actor-critic approach to RL (cpg-actor-critic). In the cpg-actor-critic architecture, least-square-temporal-difference based learning converges to the optimal solution quickly by using natural gradient learning and balancing exploration and exploitation. Futhermore, rather than using a traditional (designer-specified) reward it uses a dynamic value function as a stability indicator that adapts to the environment. The results obtained are analyzed using a novel DST-based embodied cognition approach. Learning to walk, from this perspective, is a process of integrating levels of sensorimotor activity and value. PMID:23675345

  6. Dynamic Fuzzy Logic-Based Quality of Interaction within Blended-Learning: The Rare and Contemporary Dance Cases

    ERIC Educational Resources Information Center

    Dias, Sofia B.; Diniz, José A.; Hadjileontiadis, Leontios J.

    2014-01-01

    The combination of the process of pedagogical planning within the Blended (b-) learning environment with the users' quality of interaction ("QoI") with the Learning Management System (LMS) is explored here. The required "QoI" (both for professors and students) is estimated by adopting a fuzzy logic-based modeling approach,…

  7. Analyzing User Interaction to Design an Intelligent e-Learning Environment

    ERIC Educational Resources Information Center

    Sharma, Richa

    2011-01-01

    Building intelligent course designing systems adaptable to the learners' needs is one of the key goals of research in e-learning. This goal is all the more crucial as gaining knowledge in an e-learning environment depends solely on computer mediated interaction within the learner group and among the learners and instructors. The patterns generated…

  8. Effects of Prior Knowledge in Mathematics on Learner-Interface Interactions in a Learning-by-Teaching Intelligent Tutoring System

    ERIC Educational Resources Information Center

    Bringula, Rex P.; Basa, Roselle S.; Dela Cruz, Cecilio; Rodrigo, Ma. Mercedes T.

    2016-01-01

    This study attempted to determine the influence of prior knowledge in mathematics of students on learner-interface interactions in a learning-by-teaching intelligent tutoring system. One hundred thirty-nine high school students answered a pretest (i.e., the prior knowledge in mathematics) and a posttest. In between the pretest and posttest, they…

  9. An Evaluation of Independent Learning of the Japanese Hiragana System Using an Interactive CD

    ERIC Educational Resources Information Center

    Geraghty, Barbara; Quinn, Ann Marcus

    2009-01-01

    As Japanese uses three writing systems (hiragana, katakana, and the ideograms known as kanji), and as materials in the target language include all three, it is a major challenge to learn to read and write quickly. This paper focuses on interactive multi-media methods of teaching Japanese reading which foster learner autonomy. As little has been…

  10. The Relationship between the Interactive Computer Interview System and the "Praxis II" Principles of Learning and Teaching Test

    ERIC Educational Resources Information Center

    Pruett, Sharon M.

    2012-01-01

    The objective of this study was to compare the relationships between the subtests of the Interactive Computer Interview System and the ETS "Praxis II" Principles of Learning and Teaching examination. In particular, this study compares scores on the ICIS instrument subtests to those gathered from the same classroom teachers on the…

  11. Outcomes from building system courseware for teaching and testing in a discipline-based human structure curriculum.

    PubMed

    Reilly, Frank D

    2011-01-01

    This study investigated the educational benefits of system-based lecture notes and interactive learning objects in a peripheral nervous system component of a traditional first-year medical school human anatomy course. The impetus for the investigation was anecdotal evidence suggesting enhanced learner satisfaction with the learning resources. Retrospective review of existing data from 2006 to 2009 was undertaken to quantify (1) the effects of Web-based system courseware on examination item performance, and (2) differences among learner opinions regarding the benefit level of the five different types of interactive learning objects as evaluated by instructional design questionnaires. Interactive patient-based case studies (IPCS) and review games (Games), simulated interactive patients (SIP), flashcards, and unit quizzes (Quizzes) developed in-house have been peer-reviewed and published in MedEdPORTAL. Statistics included one-way analysis of variance, Tukey's post hoc test, and power meta-analysis (d). Examination item analysis scores remained significantly higher (P ≤ 0.05; d = 0.3938) for learners receiving the instructional treatment incorporating system-based lecture notes and interactive learning objects than for those not receiving this treatment. Using questionnaires with a five-point Likert scale, students reported favorably on the benefit level of all learning objects. They rated the SIP and IPCS significantly higher (P ≤0.05) and games significantly lower (P ≤ 0.05) than in previous years, indicating a change in learner preferences. This study reaffirms that online system-based instructional techniques improve student examination performance and overall student satisfaction. Learners indicated stronger preferences for SIP and IPCS over exercises encouraging passive memorization of anatomical content. Copyright © 2011 American Association of Anatomists.

  12. Development of cyberblog-based intelligent tutorial system to improve students learning ability algorithm

    NASA Astrophysics Data System (ADS)

    Wahyudin; Riza, L. S.; Putro, B. L.

    2018-05-01

    E-learning as a learning activity conducted online by the students with the usual tools is favoured by students. The use of computer media in learning provides benefits that are not owned by other learning media that is the ability of computers to interact individually with students. But the weakness of many learning media is to assume that all students have a uniform ability, when in reality this is not the case. The concept of Intelligent Tutorial System (ITS) combined with cyberblog application can overcome the weaknesses in neglecting diversity. An Intelligent Tutorial System-based Cyberblog application (ITS) is a web-based interactive application program that implements artificial intelligence which can be used as a learning and evaluation media in the learning process. The use of ITS-based Cyberblog in learning is one of the alternative learning media that is interesting and able to help students in measuring ability in understanding the material. This research will be associated with the improvement of logical thinking ability (logical thinking) of students, especially in algorithm subjects.

  13. The impact of social context on learning and cognitive demands for interactive virtual human simulations

    PubMed Central

    Lyons, Rebecca; Johnson, Teresa R.; Khalil, Mohammed K.

    2014-01-01

    Interactive virtual human (IVH) simulations offer a novel method for training skills involving person-to-person interactions. This article examines the effectiveness of an IVH simulation for teaching medical students to assess rare cranial nerve abnormalities in both individual and small-group learning contexts. Individual (n = 26) and small-group (n = 30) interaction with the IVH system was manipulated to examine the influence on learning, learner engagement, perceived cognitive demands of the learning task, and instructional efficiency. Results suggested the IVH activity was an equally effective and engaging instructional tool in both learning structures, despite learners in the group learning contexts having to share hands-on access to the simulation interface. Participants in both conditions demonstrated a significant increase in declarative knowledge post-training. Operation of the IVH simulation technology imposed moderate cognitive demand but did not exceed the demands of the task content or appear to impede learning. PMID:24883241

  14. Interactive computer-assisted instruction in acid-base physiology for mobile computer platforms.

    PubMed

    Longmuir, Kenneth J

    2014-03-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ∼20 screens of information, on the subjects of the CO2-bicarbonate buffer system, other body buffer systems, and acid-base disorders. Five clinical case modules were also developed. For the learning modules, the interactive, active learning activities were primarily step-by-step learner control of explanations of complex physiological concepts, usually presented graphically. For the clinical cases, the active learning activities were primarily question-and-answer exercises that related clinical findings to the relevant basic science concepts. The student response was remarkably positive, with the interactive, active learning aspect of the instruction cited as the most important feature. Also, students cited the self-paced instruction, extensive use of interactive graphics, and side-by-side presentation of text and graphics as positive features. Most students reported that it took less time to study the subject matter with this online instruction compared with subject matter presented in the lecture hall. However, the approach to learning was highly examination driven, with most students delaying the study of the subject matter until a few days before the scheduled examination. Wider implementation of active learning computer-assisted instruction will require that instructors present subject matter interactively, that students fully embrace the responsibilities of independent learning, and that institutional administrations measure instructional effort by criteria other than scheduled hours of instruction.

  15. Automated identification of protein-ligand interaction features using Inductive Logic Programming: a hexose binding case study

    PubMed Central

    2012-01-01

    Background There is a need for automated methods to learn general features of the interactions of a ligand class with its diverse set of protein receptors. An appropriate machine learning approach is Inductive Logic Programming (ILP), which automatically generates comprehensible rules in addition to prediction. The development of ILP systems which can learn rules of the complexity required for studies on protein structure remains a challenge. In this work we use a new ILP system, ProGolem, and demonstrate its performance on learning features of hexose-protein interactions. Results The rules induced by ProGolem detect interactions mediated by aromatics and by planar-polar residues, in addition to less common features such as the aromatic sandwich. The rules also reveal a previously unreported dependency for residues cys and leu. They also specify interactions involving aromatic and hydrogen bonding residues. This paper shows that Inductive Logic Programming implemented in ProGolem can derive rules giving structural features of protein/ligand interactions. Several of these rules are consistent with descriptions in the literature. Conclusions In addition to confirming literature results, ProGolem’s model has a 10-fold cross-validated predictive accuracy that is superior, at the 95% confidence level, to another ILP system previously used to study protein/hexose interactions and is comparable with state-of-the-art statistical learners. PMID:22783946

  16. The interactive evolution of human communication systems.

    PubMed

    Fay, Nicolas; Garrod, Simon; Roberts, Leo; Swoboda, Nik

    2010-04-01

    This paper compares two explanations of the process by which human communication systems evolve: iterated learning and social collaboration. It then reports an experiment testing the social collaboration account. Participants engaged in a graphical communication task either as a member of a community, where they interacted with seven different partners drawn from the same pool, or as a member of an isolated pair, where they interacted with the same partner across the same number of games. Participants' horizontal, pair-wise interactions led "bottom up" to the creation of an effective and efficient shared sign system in the community condition. Furthermore, the community-evolved sign systems were as effective and efficient as the local sign systems developed by isolated pairs. Finally, and as predicted by a social collaboration account, and not by an iterated learning account, interaction was critical to the creation of shared sign systems, with different isolated pairs establishing different local sign systems and different communities establishing different global sign systems. Copyright © 2010 Cognitive Science Society, Inc.

  17. Teaching Human Poses Interactively to a Social Robot

    PubMed Central

    Gonzalez-Pacheco, Victor; Malfaz, Maria; Fernandez, Fernando; Salichs, Miguel A.

    2013-01-01

    The main activity of social robots is to interact with people. In order to do that, the robot must be able to understand what the user is saying or doing. Typically, this capability consists of pre-programmed behaviors or is acquired through controlled learning processes, which are executed before the social interaction begins. This paper presents a software architecture that enables a robot to learn poses in a similar way as people do. That is, hearing its teacher's explanations and acquiring new knowledge in real time. The architecture leans on two main components: an RGB-D (Red-, Green-, Blue- Depth) -based visual system, which gathers the user examples, and an Automatic Speech Recognition (ASR) system, which processes the speech describing those examples. The robot is able to naturally learn the poses the teacher is showing to it by maintaining a natural interaction with the teacher. We evaluate our system with 24 users who teach the robot a predetermined set of poses. The experimental results show that, with a few training examples, the system reaches high accuracy and robustness. This method shows how to combine data from the visual and auditory systems for the acquisition of new knowledge in a natural manner. Such a natural way of training enables robots to learn from users, even if they are not experts in robotics. PMID:24048336

  18. Teaching human poses interactively to a social robot.

    PubMed

    Gonzalez-Pacheco, Victor; Malfaz, Maria; Fernandez, Fernando; Salichs, Miguel A

    2013-09-17

    The main activity of social robots is to interact with people. In order to do that, the robot must be able to understand what the user is saying or doing. Typically, this capability consists of pre-programmed behaviors or is acquired through controlled learning processes, which are executed before the social interaction begins. This paper presents a software architecture that enables a robot to learn poses in a similar way as people do. That is, hearing its teacher's explanations and acquiring new knowledge in real time. The architecture leans on two main components: an RGB-D (Red-, Green-, Blue- Depth) -based visual system, which gathers the user examples, and an Automatic Speech Recognition (ASR) system, which processes the speech describing those examples. The robot is able to naturally learn the poses the teacher is showing to it by maintaining a natural interaction with the teacher. We evaluate our system with 24 users who teach the robot a predetermined set of poses. The experimental results show that, with a few training examples, the system reaches high accuracy and robustness. This method shows how to combine data from the visual and auditory systems for the acquisition of new knowledge in a natural manner. Such a natural way of training enables robots to learn from users, even if they are not experts in robotics.

  19. 34 CFR 464.3 - What kinds of activities may be assisted?

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...

  20. Data Analysis Tools and Methods for Improving the Interaction Design in E-Learning

    ERIC Educational Resources Information Center

    Popescu, Paul Stefan

    2015-01-01

    In this digital era, learning from data gathered from different software systems may have a great impact on the quality of the interaction experience. There are two main directions that come to enhance this emerging research domain, Intelligent Data Analysis (IDA) and Human Computer Interaction (HCI). HCI specific research methodologies can be…

  1. Combining Collaborative Learning with Learning Management Systems in Teaching Programming Language

    ERIC Educational Resources Information Center

    Cavus, Nadire; Uzunboylu, Huseyin; Ibrahim, Dogan

    2006-01-01

    The development of collaborative studies in learning has led to a renewed interest in the field of web-based education. In this experimental study, a highly interactive and collaborative teaching environment was created using Moodle, a learning management system with two types of Collaborative Tools (CTs): Standard CT and Advanced CT to create a…

  2. Student and Staff Perceptions of a Learning Management System for Blended Learning in Teacher Education

    ERIC Educational Resources Information Center

    Holmes, Kathryn A.; Prieto-Rodriguez, Elena

    2018-01-01

    Higher education institutions routinely use Learning Management Systems (LMS) for multiple purposes; to organise coursework and assessment, to facilitate staff and student interactions, and to act as repositories of learning objects. The analysis reported here involves staff (n = 46) and student (n = 470) responses to surveys as well as data…

  3. Using Clickers in Class. The Role of Interactivity, Active Collaborative Learning and Engagement in Learning Performance

    ERIC Educational Resources Information Center

    Blasco-Arcas, Lorena; Buil, Isabel; Hernandez-Ortega, Blanca; Sese, F. Javier

    2013-01-01

    As more and more educational institutions are integrating new technologies (e.g. audience response systems) into their learning systems to support the learning process, it is becoming increasingly necessary to have a thorough understanding of the underlying mechanisms of these advanced technologies and their consequences on student learning…

  4. I CAN Learn[R] Pre-Algebra and Algebra. What Works Clearinghouse Intervention Report

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2009

    2009-01-01

    The I CAN Learn[R] Education System is an interactive, self-paced, mastery-based software system that includes the I CAN Learn[R] Fundamentals of Math (5th-6th grade math) curriculum, the I CAN Learn[R] Pre-Algebra curriculum, and the I CAN Learn[R] Algebra curriculum. College algebra credit is also available to students in participating schools…

  5. Clustering and Profiling Students According to Their Interactions with an Intelligent Tutoring System Fostering Self-Regulated Learning

    ERIC Educational Resources Information Center

    Bouchet, Francois; Harley, Jason M.; Trevors, Gregory J.; Azevedo, Roger

    2013-01-01

    In this paper, we present the results obtained using a clustering algorithm (Expectation-Maximization) on data collected from 106 college students learning about the circulatory system with MetaTutor, an agent-based Intelligent Tutoring System (ITS) designed to foster self-regulated learning (SRL). The three extracted clusters were validated and…

  6. Exploring the Use of MXit: A Cell-Phone Social Network to Facilitate Learning in Distance Education

    ERIC Educational Resources Information Center

    Makoe, Mpine

    2010-01-01

    The aim of this paper is to investigate the pedagogical suitability of using cell phones to enhance learning through social interaction in distance education. Social interaction was used as a conceptual framework to explore the potential for using "MXit"--a cell-phone instant messaging system--to support and enhance learning for distance…

  7. The Effects of Concept Map-Oriented Gesture-Based Teaching System on Learners' Learning Performance and Cognitive Load in Earth Science Course

    ERIC Educational Resources Information Center

    Hsieh, Sheng-Wen; Ho, Shu-Chun; Wu, Min-ping; Ni, Ci-Yuan

    2016-01-01

    Gesture-based learning have particularities, because learners interact in the learning process through the actual way, just like they interact in the nondigital world. It also can support kinesthetic pedagogical practices to benefit learners with strong bodily-kinesthetic intelligence. But without proper assistance or guidance, learners' learning…

  8. WWC Quick Review of the Article "Culture and the Interaction of Student Ethnicity with Reward Structure in Group Learning" Revised

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2010

    2010-01-01

    This paper presents an updated WWC (What Works Clearinghouse) Review of the Article "Culture and the Interaction of Student Ethnicity with Reward Structure in Group Learning". The study examined the effects of different reward systems used in group learning situations on the math skills of African-American and White students. The…

  9. WWC Review of the Article "Culture and the Interaction of Student Ethnicity with Reward Structure in Group Learning"

    ERIC Educational Resources Information Center

    What Works Clearinghouse, 2010

    2010-01-01

    "Culture and the Interaction of Student Ethnicity with Reward Structure in Group Learning" examined the effects of different reward systems used in group learning situations on the math skills of African-American and white students. The study analyzed data on 75 African-American and 57 white fourth- and fifth-grade students from urban…

  10. The emergence of learning-teaching trajectories in education: a complex dynamic systems approach.

    PubMed

    Steenbeek, Henderien; van Geert, Paul

    2013-04-01

    In this article we shall focus on learning-teaching trajectories ='successful' as well as 'unsuccessful' ones - as emergent and dynamic phenomena resulting from the interactions in the entire educational context, in particular the interaction between students and teachers viewed as processes of intertwining self-, other- and co-regulation. The article provides a review of the educational research literature on action regulation in learning and teaching, and interprets this literature in light of the theory of complex dynamic systems. Based on this reinterpretation of the literature, two dynamic models are proposed, one focusing on the short-term dynamics of learning-teaching interactions as they take place in classrooms, the other focusing on the long-term dynamics of interactions in a network of variables encompassing concerns, evaluations, actions and action effects (such as learning) students and teachers. The aim of presenting these models is to demonstrate, first, the possibility of transforming existing educational theory into dynamic models and, second, to provide some suggestions as to how such models can be used to further educational theory and practice.

  11. A broadband multimedia TeleLearning system

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Wang, Ruiping; Karmouch, A.

    1996-12-31

    In this paper we discuss a broadband multimedia TeleLearning system under development in the Multimedia Information Research Laboratory at the University of Ottawa. The system aims at providing a seamless environment for TeleLearning using the latest telecommunication and multimedia information processing technology. It basically consists of a media production center, a courseware author site, a courseware database, a courseware user site, and an on-line facilitator site. All these components are distributed over an ATM network and work together to offer a multimedia interactive courseware service. An MHEG-based model is exploited in designing the system architecture to achieve the real-time, interactive,more » and reusable information interchange through heterogeneous platforms. The system architecture, courseware processing strategies, courseware document models are presented.« less

  12. Interactive and collaborative learning in the classroom at the medical school Automated response systems and team-based learning.

    PubMed

    Nasr, Rihab; Antoun, Jumana; Sabra, Ramzi; Zgheib, Nathalie K

    2016-01-01

    There has been a pedagogic shift in higher education from the traditional teacher centered to the student centered approach in teaching, necessitating a change in the role of the teacher from a supplier of information to passive receptive students into a more facilitative role. Active learning activities are based on various learning theories such as self-directed learning, cooperative learning and adult learning. There exist many instructional activities that enhance active and collaborative learning. The aim of this manuscript is to describe two methods of interactive and collaborative learning in the classroom, automated response systems (ARS) and team-based learning (TBL), and to list some of their applications and advantages. The success of these innovative teaching and learning methods at a large scale depends on few elements, probably the most important of which is the support of the higher administration and leadership in addition to the availability of “champions” who are committed to lead the change.

  13. Deep Interactive Learning with Sharkzor

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    None

    Sharkzor is a web application for machine-learning assisted image sort and summary. Deep learning algorithms are leveraged to infer, augment, and automate the user’s mental model. Initially, images uploaded by the user are spread out on a canvas. The user then interacts with the images to impute their mental model into the applications algorithmic underpinnings. Methods of interaction within Sharkzor’s user interface and user experience support three primary user tasks: triage, organize and automate. The user triages the large pile of overlapping images by moving images of interest into proximity. The user then organizes said images into meaningful groups. Aftermore » interacting with the images and groups, deep learning helps to automate the user’s interactions. The loop of interaction, automation, and response by the user allows the system to quickly make sense of large amounts of data.« less

  14. Learning management system and e-learning tools: an experience of medical students' usage and expectations.

    PubMed

    Back, David A; Behringer, Florian; Haberstroh, Nicole; Ehlers, Jan P; Sostmann, Kai; Peters, Harm

    2016-08-20

    To investigate medical students´ utilization of and problems with a learning management system and its e-learning tools as well as their expectations on future developments. A single-center online survey has been carried out to investigate medical students´ (n = 505) usage and perception concerning the learning management system Blackboard, and provided e-learning tools. Data were collected with a standardized questionnaire consisting of 70 items and analyzed by quantitative and qualitative methods. The participants valued lecture notes (73.7%) and Wikipedia (74%) as their most important online sources for knowledge acquisition. Missing integration of e-learning into teaching was seen as the major pitfall (58.7%). The learning management system was mostly used for study information (68.3%), preparation of exams (63.3%) and lessons (54.5%). Clarity (98.3%), teaching-related contexts (92.5%) and easy use of e-learning offers (92.5%) were rated highest. Interactivity was most important in free-text comments (n = 123). It is desired that contents of a learning management system support an efficient learning. Interactivity of tools and their conceptual integration into face-to-face teaching are important for students. The learning management system was especially important for organizational purposes and the provision of learning materials. Teachers should be aware that free online sources such as Wikipedia enjoy a high approval as source of knowledge acquisition. This study provides an empirical basis for medical schools and teachers to improve their offerings in the field of digital learning for their students.

  15. Learning management system and e-learning tools: an experience of medical students' usage and expectations

    PubMed Central

    Back, David A.; Behringer, Florian; Haberstroh, Nicole; Ehlers, Jan P.; Sostmann, Kai

    2016-01-01

    Objectives To investigate medical students´ utilization of and problems with a learning management system and its e-learning tools as well as their expectations on future developments. Methods A single-center online survey has been carried out to investigate medical students´ (n = 505) usage and perception concerning the learning management system Blackboard, and provided e-learning tools. Data were collected with a standardized questionnaire consisting of 70 items and analyzed by quantitative and qualitative methods. Results The participants valued lecture notes (73.7%) and Wikipedia (74%) as their most important online sources for knowledge acquisition. Missing integration of e-learning into teaching was seen as the major pitfall (58.7%). The learning management system was mostly used for study information (68.3%), preparation of exams (63.3%) and lessons (54.5%). Clarity (98.3%), teaching-related contexts (92.5%) and easy use of e-learning offers (92.5%) were rated highest. Interactivity was most important in free-text comments (n = 123). Conclusions It is desired that contents of a learning management system support an efficient learning. Interactivity of tools and their conceptual integration into face-to-face teaching are important for students. The learning management system was especially important for organizational purposes and the provision of learning materials. Teachers should be aware that free online sources such as Wikipedia enjoy a high approval as source of knowledge acquisition. This study provides an empirical basis for medical schools and teachers to improve their offerings in the field of digital learning for their students. PMID:27544782

  16. Instructable autonomous agents. Ph.D. Thesis

    NASA Technical Reports Server (NTRS)

    Huffman, Scott Bradley

    1994-01-01

    In contrast to current intelligent systems, which must be laboriously programmed for each task they are meant to perform, instructable agents can be taught new tasks and associated knowledge. This thesis presents a general theory of learning from tutorial instruction and its use to produce an instructable agent. Tutorial instruction is a particularly powerful form of instruction, because it allows the instructor to communicate whatever kind of knowledge a student needs at whatever point it is needed. To exploit this broad flexibility, however, a tutorable agent must support a full range of interaction with its instructor to learn a full range of knowledge. Thus, unlike most machine learning tasks, which target deep learning of a single kind of knowledge from a single kind of input, tutorability requires a breadth of learning from a broad range of instructional interactions. The theory of learning from tutorial instruction presented here has two parts. First, a computational model of an intelligent agent, the problem space computational model, indicates the types of knowledge that determine an agent's performance, and thus, that should be acquirable via instruction. Second, a learning technique, called situated explanation specifies how the agent learns general knowledge from instruction. The theory is embodied by an implemented agent, Instructo-Soar, built within the Soar architecture. Instructo-Soar is able to learn hierarchies of completely new tasks, to extend task knowledge to apply in new situations, and in fact to acquire every type of knowledge it uses during task performance - control knowledge, knowledge of operators' effects, state inferences, etc. - from interactive natural language instructions. This variety of learning occurs by applying the situated explanation technique to a variety of instructional interactions involving a variety of types of instructions (commands, statements, conditionals, etc.). By taking seriously the requirements of flexible tutorial instruction, Instructo-Soar demonstrates a breadth of interaction and learning capabilities that goes beyond previous instructable systems, such as learning apprentice systems. Instructo-Soar's techniques could form the basis for future 'instructable technologies' that come equipped with basic capabilities, and can be taught by novice users to perform any number of desired tasks.

  17. Using Websites Wisely

    ERIC Educational Resources Information Center

    Coiro, Julie; Fogleman, Jay

    2011-01-01

    Online resources can deepen student learning--if teachers design the right tasks and learner supports. In this article, the authors look at instructional websites teachers will want to use with their students. They focus on three types of web-based learning environments--(1) informational reading systems; (2) interactive learning systems; and (3)…

  18. Combining Computational Modeling and Neuroimaging to Examine Multiple Category Learning Systems in the Brain

    PubMed Central

    Nomura, Emi M.; Reber, Paul J.

    2012-01-01

    Considerable evidence has argued in favor of multiple neural systems supporting human category learning, one based on conscious rule inference and one based on implicit information integration. However, there have been few attempts to study potential system interactions during category learning. The PINNACLE (Parallel Interactive Neural Networks Active in Category Learning) model incorporates multiple categorization systems that compete to provide categorization judgments about visual stimuli. Incorporating competing systems requires inclusion of cognitive mechanisms associated with resolving this competition and creates a potential credit assignment problem in handling feedback. The hypothesized mechanisms make predictions about internal mental states that are not always reflected in choice behavior, but may be reflected in neural activity. Two prior functional magnetic resonance imaging (fMRI) studies of category learning were re-analyzed using PINNACLE to identify neural correlates of internal cognitive states on each trial. These analyses identified additional brain regions supporting the two types of category learning, regions particularly active when the systems are hypothesized to be in maximal competition, and found evidence of covert learning activity in the “off system” (the category learning system not currently driving behavior). These results suggest that PINNACLE provides a plausible framework for how competing multiple category learning systems are organized in the brain and shows how computational modeling approaches and fMRI can be used synergistically to gain access to cognitive processes that support complex decision-making machinery. PMID:24962771

  19. Robots show us how to teach them: feedback from robots shapes tutoring behavior during action learning.

    PubMed

    Vollmer, Anna-Lisa; Mühlig, Manuel; Steil, Jochen J; Pitsch, Karola; Fritsch, Jannik; Rohlfing, Katharina J; Wrede, Britta

    2014-01-01

    Robot learning by imitation requires the detection of a tutor's action demonstration and its relevant parts. Current approaches implicitly assume a unidirectional transfer of knowledge from tutor to learner. The presented work challenges this predominant assumption based on an extensive user study with an autonomously interacting robot. We show that by providing feedback, a robot learner influences the human tutor's movement demonstrations in the process of action learning. We argue that the robot's feedback strongly shapes how tutors signal what is relevant to an action and thus advocate a paradigm shift in robot action learning research toward truly interactive systems learning in and benefiting from interaction.

  20. Robots Show Us How to Teach Them: Feedback from Robots Shapes Tutoring Behavior during Action Learning

    PubMed Central

    Vollmer, Anna-Lisa; Mühlig, Manuel; Steil, Jochen J.; Pitsch, Karola; Fritsch, Jannik; Rohlfing, Katharina J.; Wrede, Britta

    2014-01-01

    Robot learning by imitation requires the detection of a tutor's action demonstration and its relevant parts. Current approaches implicitly assume a unidirectional transfer of knowledge from tutor to learner. The presented work challenges this predominant assumption based on an extensive user study with an autonomously interacting robot. We show that by providing feedback, a robot learner influences the human tutor's movement demonstrations in the process of action learning. We argue that the robot's feedback strongly shapes how tutors signal what is relevant to an action and thus advocate a paradigm shift in robot action learning research toward truly interactive systems learning in and benefiting from interaction. PMID:24646510

  1. Effects of lentivirus-mediated CREB expression in the dorsolateral striatum: memory enhancement and evidence for competitive and cooperative interactions with the hippocampus.

    PubMed

    Kathirvelu, Balachandar; Colombo, Paul J

    2013-11-01

    Neural systems specialized for memory may interact during memory formation or recall, and the results of interactions are important determinants of how systems control behavioral output. In two experiments, we used lentivirus-mediated expression of the transcription factor CREB (LV-CREB) to test if localized manipulations of cellular plasticity influence interactions between the hippocampus and dorsolateral striatum. In Experiment 1, we tested the hypothesis that infusion of LV-CREB in the dorsolateral striatum facilitates memory for response learning, and impairs memory for place learning. LV-CREB in the dorsolateral striatum had no effect on response learning, but impaired place memory; a finding consistent with competition between the striatum and hippocampus. In Experiment 2, we tested the hypothesis that infusion of LV-CREB in the dorsolateral striatum facilitates memory for cue learning, and impairs memory for contextual fear conditioning. LV-CREB in the dorsolateral striatum enhanced memory for cue learning and, in contrast to our prediction, also enhanced memory for contextual fear conditioning, consistent with a cooperative interaction between the striatum and hippocampus. Overall, the current experiments demonstrate that infusion of LV-CREB in the dorsolateral striatum (1) increases levels of CREB protein locally, (2) does not alter acquisition of place, response, cue, or contextual fear conditioning, (3) facilitates memory for cue learning and contextual fear conditioning, and (4) impairs memory for place learning. Taken together, the present results provide evidence that LV-CREB in the dorsolateral striatum can enhance memory formation and cause both competitive and cooperative interactions with the hippocampus. Copyright © 2013 Wiley Periodicals, Inc.

  2. A learning controller for nonrepetitive robotic operation

    NASA Technical Reports Server (NTRS)

    Miller, W. T., III

    1987-01-01

    A practical learning control system is described which is applicable to complex robotic and telerobotic systems involving multiple feedback sensors and multiple command variables. In the controller, the learning algorithm is used to learn to reproduce the nonlinear relationship between the sensor outputs and the system command variables over particular regions of the system state space, rather than learning the actuator commands required to perform a specific task. The learned information is used to predict the command signals required to produce desired changes in the sensor outputs. The desired sensor output changes may result from automatic trajectory planning or may be derived from interactive input from a human operator. The learning controller requires no a priori knowledge of the relationships between the sensor outputs and the command variables. The algorithm is well suited for real time implementation, requiring only fixed point addition and logical operations. The results of learning experiments using a General Electric P-5 manipulator interfaced to a VAX-11/730 computer are presented. These experiments involved interactive operator control, via joysticks, of the position and orientation of an object in the field of view of a video camera mounted on the end of the robot arm.

  3. Finding Waldo: Learning about Users from their Interactions.

    PubMed

    Brown, Eli T; Ottley, Alvitta; Zhao, Helen; Quan Lin; Souvenir, Richard; Endert, Alex; Chang, Remco

    2014-12-01

    Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user's interactions with a system reflect a large amount of the user's reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user's task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task, and apply well-known machine learning algorithms to three encodings of the users' interaction data. We achieve, depending on algorithm and encoding, between 62% and 83% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user's personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time: in one case 95% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed-initiative visual analytics systems.

  4. Visualizing the process of interaction in a 3D environment

    NASA Astrophysics Data System (ADS)

    Vaidya, Vivek; Suryanarayanan, Srikanth; Krishnan, Kajoli; Mullick, Rakesh

    2007-03-01

    As the imaging modalities used in medicine transition to increasingly three-dimensional data the question of how best to interact with and analyze this data becomes ever more pressing. Immersive virtual reality systems seem to hold promise in tackling this, but how individuals learn and interact in these environments is not fully understood. Here we will attempt to show some methods in which user interaction in a virtual reality environment can be visualized and how this can allow us to gain greater insight into the process of interaction/learning in these systems. Also explored is the possibility of using this method to improve understanding and management of ergonomic issues within an interface.

  5. Dynamic Lesson Planning in EFL Reading Classes through a New e-Learning System

    ERIC Educational Resources Information Center

    Okada, Takeshi; Sakamoto, Yasunobu

    2015-01-01

    This paper illustrates how lesson plans, teaching styles and assessment can be dynamically adapted on a real-time basis during an English as a Foreign Language (EFL) reading classroom session by using a new e-learning system named iBELLEs (interactive Blended English Language Learning Enhancement system). iBELLEs plays a crucial role in filling…

  6. A Technology Enhanced Learning Model for Quality Education

    NASA Astrophysics Data System (ADS)

    Sherly, Elizabeth; Uddin, Md. Meraj

    Technology Enhanced Learning and Teaching (TELT) Model provides learning through collaborations and interactions with a framework for content development and collaborative knowledge sharing system as a supplementary for learning to improve the quality of education system. TELT deals with a unique pedagogy model for Technology Enhanced Learning System which includes course management system, digital library, multimedia enriched contents and video lectures, open content management system and collaboration and knowledge sharing systems. Open sources like Moodle and Wiki for content development, video on demand solution with a low cost mid range system, an exhaustive digital library are provided in a portal system. The paper depicts a case study of e-learning initiatives with TELT model at IIITM-K and how effectively implemented.

  7. An Investigation of the Potential of Interactive Simulations for Developing System Thinking Skills in Elementary School: A Case Study with Fifth-Graders and Sixth-Graders

    ERIC Educational Resources Information Center

    Evagorou, Maria; Korfiatis, Kostas; Nicolaou, Christiana; Constantinou, Costas

    2009-01-01

    The purpose of this study was to investigate the impact of a simulation-based learning environment on elementary school students' (11-12 years old) development of system thinking skills. The learning environment included interactive simulations using the Stagecast Creator software to simulate the ecosystem of a marsh. Simulations are an important…

  8. The Effectiveness of Using Interactive Multimedia in Improving the Concept of Fashion Design and Its Application in The Making of Digital Fashion Design

    NASA Astrophysics Data System (ADS)

    Wiana, W.

    2018-02-01

    This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Non-equivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.

  9. ShapeShop: Towards Understanding Deep Learning Representations via Interactive Experimentation.

    PubMed

    Hohman, Fred; Hodas, Nathan; Chau, Duen Horng

    2017-05-01

    Deep learning is the driving force behind many recent technologies; however, deep neural networks are often viewed as "black-boxes" due to their internal complexity that is hard to understand. Little research focuses on helping people explore and understand the relationship between a user's data and the learned representations in deep learning models. We present our ongoing work, ShapeShop, an interactive system for visualizing and understanding what semantics a neural network model has learned. Built using standard web technologies, ShapeShop allows users to experiment with and compare deep learning models to help explore the robustness of image classifiers.

  10. Integrating a Learning Management System with a Student Assignments Digital Repository. A Case Study

    ERIC Educational Resources Information Center

    Díaz, Javier; Schiavoni, Alejandra; Osorio, María Alejandra; Amadeo, Ana Paola; Charnelli, María Emilia

    2013-01-01

    The integration of different platforms and information Systems in the academic environment is highly important and quite a challenge within the field of Information Technology. This integration allows for higher resource availability and improved interaction among intervening actors. In the field of e-Learning, where Learning Management Systems…

  11. Neuromodulatory adaptive combination of correlation-based learning in cerebellum and reward-based learning in basal ganglia for goal-directed behavior control

    PubMed Central

    Dasgupta, Sakyasingha; Wörgötter, Florentin; Manoonpong, Poramate

    2014-01-01

    Goal-directed decision making in biological systems is broadly based on associations between conditional and unconditional stimuli. This can be further classified as classical conditioning (correlation-based learning) and operant conditioning (reward-based learning). A number of computational and experimental studies have well established the role of the basal ganglia in reward-based learning, where as the cerebellum plays an important role in developing specific conditioned responses. Although viewed as distinct learning systems, recent animal experiments point toward their complementary role in behavioral learning, and also show the existence of substantial two-way communication between these two brain structures. Based on this notion of co-operative learning, in this paper we hypothesize that the basal ganglia and cerebellar learning systems work in parallel and interact with each other. We envision that such an interaction is influenced by reward modulated heterosynaptic plasticity (RMHP) rule at the thalamus, guiding the overall goal directed behavior. Using a recurrent neural network actor-critic model of the basal ganglia and a feed-forward correlation-based learning model of the cerebellum, we demonstrate that the RMHP rule can effectively balance the outcomes of the two learning systems. This is tested using simulated environments of increasing complexity with a four-wheeled robot in a foraging task in both static and dynamic configurations. Although modeled with a simplified level of biological abstraction, we clearly demonstrate that such a RMHP induced combinatorial learning mechanism, leads to stabler and faster learning of goal-directed behaviors, in comparison to the individual systems. Thus, in this paper we provide a computational model for adaptive combination of the basal ganglia and cerebellum learning systems by way of neuromodulated plasticity for goal-directed decision making in biological and bio-mimetic organisms. PMID:25389391

  12. Neuromodulatory adaptive combination of correlation-based learning in cerebellum and reward-based learning in basal ganglia for goal-directed behavior control.

    PubMed

    Dasgupta, Sakyasingha; Wörgötter, Florentin; Manoonpong, Poramate

    2014-01-01

    Goal-directed decision making in biological systems is broadly based on associations between conditional and unconditional stimuli. This can be further classified as classical conditioning (correlation-based learning) and operant conditioning (reward-based learning). A number of computational and experimental studies have well established the role of the basal ganglia in reward-based learning, where as the cerebellum plays an important role in developing specific conditioned responses. Although viewed as distinct learning systems, recent animal experiments point toward their complementary role in behavioral learning, and also show the existence of substantial two-way communication between these two brain structures. Based on this notion of co-operative learning, in this paper we hypothesize that the basal ganglia and cerebellar learning systems work in parallel and interact with each other. We envision that such an interaction is influenced by reward modulated heterosynaptic plasticity (RMHP) rule at the thalamus, guiding the overall goal directed behavior. Using a recurrent neural network actor-critic model of the basal ganglia and a feed-forward correlation-based learning model of the cerebellum, we demonstrate that the RMHP rule can effectively balance the outcomes of the two learning systems. This is tested using simulated environments of increasing complexity with a four-wheeled robot in a foraging task in both static and dynamic configurations. Although modeled with a simplified level of biological abstraction, we clearly demonstrate that such a RMHP induced combinatorial learning mechanism, leads to stabler and faster learning of goal-directed behaviors, in comparison to the individual systems. Thus, in this paper we provide a computational model for adaptive combination of the basal ganglia and cerebellum learning systems by way of neuromodulated plasticity for goal-directed decision making in biological and bio-mimetic organisms.

  13. Effects of Different Student Response Modes on Science Learning

    ERIC Educational Resources Information Center

    Kho, Lee Sze; Chen, Chwen Jen

    2017-01-01

    Student response systems (SRSs) are wireless answering devices that enable students to provide simple real-time feedback to instructors. This study aims to evaluate the effects of different SRS interaction modes on elementary school students' science learning. Three interaction modes which include SRS Individual, SRS Collaborative, and Classroom…

  14. Learning by Communicating in Natural Language with Conversational Agents

    ERIC Educational Resources Information Center

    Graesser, Arthur; Li, Haiying; Forsyth, Carol

    2014-01-01

    Learning is facilitated by conversational interactions both with human tutors and with computer agents that simulate human tutoring and ideal pedagogical strategies. In this article, we describe some intelligent tutoring systems (e.g., AutoTutor) in which agents interact with students in natural language while being sensitive to their cognitive…

  15. ICCE/ICCAI 2000 Full & Short Papers (Interactive Learning Environments).

    ERIC Educational Resources Information Center

    2000

    This document contains the full and short papers on interactive learning environments from ICCE/ICCAI 2000 (International Conference on Computers in Education/International Conference on Computer-Assisted Instruction) covering the following topics: a CAL system for appreciation of 3D shapes by surface development; a constructivist virtual physics…

  16. Multimedia Interactive eBooks in Laboratory Bioscience Education

    ERIC Educational Resources Information Center

    Morris, Neil P.; Lambe, James

    2017-01-01

    Bioscience students in the UK higher education system are making increasing use of technology to support their learning within taught classes and during private study. This experimental study was designed to assess the role for multimedia interactive eBooks in bioscience laboratory classes, delivered using a blended learning approach. Thirty-nine…

  17. Elements of Engagement: A Model of Teacher Interactions via Professional Learning Networks

    ERIC Educational Resources Information Center

    Krutka, Daniel G.; Carpenter, Jeffrey P.; Trust, Torrey

    2016-01-01

    In recent years, many educators have turned to participatory online affinity spaces for professional growth with peers who are more accessible because of reduced temporal and spatial constraints. Specifically, professional learning networks (PLNs) are "uniquely personalized, complex systems of interactions consisting of people, resources, and…

  18. Mobile Learning in Distance Education: Utility or Futility?

    ERIC Educational Resources Information Center

    Koole, Marguerite; McQuilkin, Janice Letkeman; Ally, Mohamed

    2010-01-01

    Can mobile technology improve flexibility and quality of interaction for graduate students in distance programs? This paper reports the results of an innovative study exploring the usability, learning, and social interaction of mobile access to online course materials at a Canadian distance education university. Through a system called MobiGlam,…

  19. Design of Intelligent Robot as A Tool for Teaching Media Based on Computer Interactive Learning and Computer Assisted Learning to Improve the Skill of University Student

    NASA Astrophysics Data System (ADS)

    Zuhrie, M. S.; Basuki, I.; Asto B, I. G. P.; Anifah, L.

    2018-01-01

    The focus of the research is the teaching module which incorporates manufacturing, planning mechanical designing, controlling system through microprocessor technology and maneuverability of the robot. Computer interactive and computer-assisted learning is strategies that emphasize the use of computers and learning aids (computer assisted learning) in teaching and learning activity. This research applied the 4-D model research and development. The model is suggested by Thiagarajan, et.al (1974). 4-D Model consists of four stages: Define Stage, Design Stage, Develop Stage, and Disseminate Stage. This research was conducted by applying the research design development with an objective to produce a tool of learning in the form of intelligent robot modules and kit based on Computer Interactive Learning and Computer Assisted Learning. From the data of the Indonesia Robot Contest during the period of 2009-2015, it can be seen that the modules that have been developed confirm the fourth stage of the research methods of development; disseminate method. The modules which have been developed for students guide students to produce Intelligent Robot Tool for Teaching Based on Computer Interactive Learning and Computer Assisted Learning. Results of students’ responses also showed a positive feedback to relate to the module of robotics and computer-based interactive learning.

  20. Integrating Training Simulations and e-Learning Systems: The SimSCORM Platform (Integratie van Training Simulaties en e-Learning Systemen: Het SimSCORM Platform)

    DTIC Science & Technology

    2008-07-01

    SimSCORM Opdrachtnummer Trainingsconcepten voor Defensie Datum Programmanummer Projectnummer juli 2008 V406 032.13224 Auteur (s) ir H.L.H. de Penning...simulators can provide learners with powerful and realistic learning environments: whereas e-learning systems provide them with interactive, mostly theory ...practice and theory , in both learning and evaluation, is becoming increasingly important. From a learner’s point of view, a powerful learning environment

  1. Simple and efficient machine learning frameworks for identifying protein-protein interaction relevant articles and experimental methods used to study the interactions.

    PubMed

    Agarwal, Shashank; Liu, Feifan; Yu, Hong

    2011-10-03

    Protein-protein interaction (PPI) is an important biomedical phenomenon. Automatically detecting PPI-relevant articles and identifying methods that are used to study PPI are important text mining tasks. In this study, we have explored domain independent features to develop two open source machine learning frameworks. One performs binary classification to determine whether the given article is PPI relevant or not, named "Simple Classifier", and the other one maps the PPI relevant articles with corresponding interaction method nodes in a standardized PSI-MI (Proteomics Standards Initiative-Molecular Interactions) ontology, named "OntoNorm". We evaluated our system in the context of BioCreative challenge competition using the standardized data set. Our systems are amongst the top systems reported by the organizers, attaining 60.8% F1-score for identifying relevant documents, and 52.3% F1-score for mapping articles to interaction method ontology. Our results show that domain-independent machine learning frameworks can perform competitively well at the tasks of detecting PPI relevant articles and identifying the methods that were used to study the interaction in such articles. Simple Classifier is available at http://sourceforge.net/p/simpleclassify/home/ and OntoNorm at http://sourceforge.net/p/ontonorm/home/.

  2. Domain learning naming game for color categorization.

    PubMed

    Li, Doujie; Fan, Zhongyan; Tang, Wallace K S

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents.

  3. Domain learning naming game for color categorization

    PubMed Central

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents. PMID:29136661

  4. Experiments in socially guided exploration: lessons learned in building robots that learn with and without human teachers

    NASA Astrophysics Data System (ADS)

    Thomaz, Andrea; Breazeal, Cynthia

    2008-06-01

    We present a learning system, socially guided exploration, in which a social robot learns new tasks through a combination of self-exploration and social interaction. The system's motivational drives, along with social scaffolding from a human partner, bias behaviour to create learning opportunities for a hierarchical reinforcement learning mechanism. The robot is able to learn on its own, but can flexibly take advantage of the guidance of a human teacher. We report the results of an experiment that analyses what the robot learns on its own as compared to being taught by human subjects. We also analyse the video of these interactions to understand human teaching behaviour and the social dynamics of the human-teacher/robot-learner system. With respect to learning performance, human guidance results in a task set that is significantly more focused and efficient at the tasks the human was trying to teach, whereas self-exploration results in a more diverse set. Analysis of human teaching behaviour reveals insights of social coupling between the human teacher and robot learner, different teaching styles, strong consistency in the kinds and frequency of scaffolding acts across teachers and nuances in the communicative intent behind positive and negative feedback.

  5. Using Research-Based Interactive Video Vignettes to Enhance Out-of-Class Learning in Introductory Physics

    NASA Astrophysics Data System (ADS)

    Laws, Priscilla W.; Willis, Maxine C.; Jackson, David P.; Koenig, Kathleen; Teese, Robert

    2015-02-01

    Ever since the first generalized computer-assisted instruction system (PLATO1) was introduced over 50 years ago, educators have been adding computer-based materials to their classes. Today many textbooks have complete online versions that include video lectures and other supplements. In the past 25 years the web has fueled an explosion of online homework and course management systems, both as blended learning and online courses. Meanwhile, introductory physics instructors have been implementing new approaches to teaching based on the outcomes of Physics Education Research (PER). A common theme of PER-based instruction has been the use of active-learning strategies designed to help students overcome alternative conceptions that they often bring to the study of physics.2 Unfortunately, while classrooms have become more active, online learning typically relies on passive lecture videos or Kahn-style3 tablet drawings. To bring active learning online, the LivePhoto Physics Group has been developing Interactive Video Vignettes (IVVs) that add interactivity and PER-based elements to short presentations. These vignettes incorporate web-based video activities that contain interactive elements and typically require students to make predictions and analyze real-world phenomena.

  6. Learning gestures for customizable human-computer interaction in the operating room.

    PubMed

    Schwarz, Loren Arthur; Bigdelou, Ali; Navab, Nassir

    2011-01-01

    Interaction with computer-based medical devices in the operating room is often challenging for surgeons due to sterility requirements and the complexity of interventional procedures. Typical solutions, such as delegating the interaction task to an assistant, can be inefficient. We propose a method for gesture-based interaction in the operating room that surgeons can customize to personal requirements and interventional workflow. Given training examples for each desired gesture, our system learns low-dimensional manifold models that enable recognizing gestures and tracking particular poses for fine-grained control. By capturing the surgeon's movements with a few wireless body-worn inertial sensors, we avoid issues of camera-based systems, such as sensitivity to illumination and occlusions. Using a component-based framework implementation, our method can easily be connected to different medical devices. Our experiments show that the approach is able to robustly recognize learned gestures and to distinguish these from other movements.

  7. Atypical birdsong and artificial languages provide insights into how communication systems are shaped by learning, use, and transmission.

    PubMed

    Fehér, Olga

    2017-02-01

    In this article, I argue that a comparative approach focusing on the cognitive capacities and behavioral mechanisms that underlie vocal learning in songbirds and humans can provide valuable insights into the evolutionary origins of language. The experimental approaches I discuss use abnormal song and atypical linguistic input to study the processes of individual learning, social interaction, and cultural transmission. Atypical input places increased learning and communicative pressure on learners, so exploring how they respond to this type of input provides a particularly clear picture of the biases and constraints at work during learning and use. Furthermore, simulating the cultural transmission of these unnatural communication systems in the laboratory informs us about how learning and social biases influence the structure of communication systems in the long run. Findings based on these methods suggest fundamental similarities in the basic social-cognitive mechanisms underlying vocal learning in birds and humans, and continuing research promises insights into the uniquely human mechanisms and into how human cognition and social behavior interact, and ultimately impact on the evolution of language.

  8. Learning through social interaction in game technology.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25more » participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.« less

  9. The Development of Interactive Distance Learning in Taiwan: Challenges and Prospects.

    ERIC Educational Resources Information Center

    Chu, Clarence T.

    1999-01-01

    Describes three types of interactive distance-education systems under development in Taiwan: real-time multicast systems; virtual-classroom systems; and curriculum-on-demand systems. Discusses the use of telecommunications and computer technology in higher education, problems and challenges, and future prospects. (Author/LRW)

  10. A Solution-Based Intelligent Tutoring System Integrated with an Online Game-Based Formative Assessment: Development and Evaluation

    ERIC Educational Resources Information Center

    Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok

    2016-01-01

    Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…

  11. Capturing the complexity: Content, type, and amount of instruction and quality of the classroom learning environment synergistically predict third graders’ vocabulary and reading comprehension outcomes

    PubMed Central

    Connor, Carol McDonald; Spencer, Mercedes; Day, Stephanie L.; Giuliani, Sarah; Ingebrand, Sarah W.; McLean, Leigh; Morrison, Frederick J.

    2014-01-01

    We examined classrooms as complex systems that affect students’ literacy learning through interacting effects of content and amount of time individual students spent in literacy instruction along with the global quality of the classroom-learning environment. We observed 27 third grade classrooms serving 315 target students using two different observation systems. The first assessed instruction at a more micro-level; specifically, the amount of time individual students spent in literacy instruction defined by the type of instruction, role of the teacher, and content. The second assessed the quality of the classroom-learning environment at a more macro level focusing on classroom organization, teacher responsiveness, and support for vocabulary and language. Results revealed that both global quality of the classroom learning environment and time individual students spent in specific types of literacy instruction covering specific content interacted to predict students’ comprehension and vocabulary gains whereas neither system alone did. These findings support a dynamic systems model of how individual children learn in the context of classroom literacy instruction and the classroom-learning environment, which can help to improve observations systems, advance research, elevate teacher evaluation and professional development, and enhance student achievement. PMID:25400293

  12. A Multi-Agent System for Intelligent Online Education.

    ERIC Educational Resources Information Center

    O'Riordan, Colm; Griffith, Josephine

    1999-01-01

    Describes the system architecture of an intelligent Web-based education system that includes user modeling agents, information filtering agents for automatic information gathering, and the multi-agent interaction. Discusses information management; user interaction; support for collaborative peer-peer learning; implementation; testing; and future…

  13. Synergetic motor control paradigm for optimizing energy efficiency of multijoint reaching via tacit learning

    PubMed Central

    Hayashibe, Mitsuhiro; Shimoda, Shingo

    2014-01-01

    A human motor system can improve its behavior toward optimal movement. The skeletal system has more degrees of freedom than the task dimensions, which incurs an ill-posed problem. The multijoint system involves complex interaction torques between joints. To produce optimal motion in terms of energy consumption, the so-called cost function based optimization has been commonly used in previous works.Even if it is a fact that an optimal motor pattern is employed phenomenologically, there is no evidence that shows the existence of a physiological process that is similar to such a mathematical optimization in our central nervous system.In this study, we aim to find a more primitive computational mechanism with a modular configuration to realize adaptability and optimality without prior knowledge of system dynamics.We propose a novel motor control paradigm based on tacit learning with task space feedback. The motor command accumulation during repetitive environmental interactions, play a major role in the learning process. It is applied to a vertical cyclic reaching which involves complex interaction torques.We evaluated whether the proposed paradigm can learn how to optimize solutions with a 3-joint, planar biomechanical model. The results demonstrate that the proposed method was valid for acquiring motor synergy and resulted in energy efficient solutions for different load conditions. The case in feedback control is largely affected by the interaction torques. In contrast, the trajectory is corrected over time with tacit learning toward optimal solutions.Energy efficient solutions were obtained by the emergence of motor synergy. During learning, the contribution from feedforward controller is augmented and the one from the feedback controller is significantly minimized down to 12% for no load at hand, 16% for a 0.5 kg load condition.The proposed paradigm could provide an optimization process in redundant system with dynamic-model-free and cost-function-free approach. PMID:24616695

  14. Synergetic motor control paradigm for optimizing energy efficiency of multijoint reaching via tacit learning.

    PubMed

    Hayashibe, Mitsuhiro; Shimoda, Shingo

    2014-01-01

    A human motor system can improve its behavior toward optimal movement. The skeletal system has more degrees of freedom than the task dimensions, which incurs an ill-posed problem. The multijoint system involves complex interaction torques between joints. To produce optimal motion in terms of energy consumption, the so-called cost function based optimization has been commonly used in previous works.Even if it is a fact that an optimal motor pattern is employed phenomenologically, there is no evidence that shows the existence of a physiological process that is similar to such a mathematical optimization in our central nervous system.In this study, we aim to find a more primitive computational mechanism with a modular configuration to realize adaptability and optimality without prior knowledge of system dynamics.We propose a novel motor control paradigm based on tacit learning with task space feedback. The motor command accumulation during repetitive environmental interactions, play a major role in the learning process. It is applied to a vertical cyclic reaching which involves complex interaction torques.We evaluated whether the proposed paradigm can learn how to optimize solutions with a 3-joint, planar biomechanical model. The results demonstrate that the proposed method was valid for acquiring motor synergy and resulted in energy efficient solutions for different load conditions. The case in feedback control is largely affected by the interaction torques. In contrast, the trajectory is corrected over time with tacit learning toward optimal solutions.Energy efficient solutions were obtained by the emergence of motor synergy. During learning, the contribution from feedforward controller is augmented and the one from the feedback controller is significantly minimized down to 12% for no load at hand, 16% for a 0.5 kg load condition.The proposed paradigm could provide an optimization process in redundant system with dynamic-model-free and cost-function-free approach.

  15. Does (Non-)Meaningful Sensori-Motor Engagement Promote Learning with Animated Physical Systems?

    ERIC Educational Resources Information Center

    Pouw, Wim T. J. L.; Eielts, Charly; Gog, Tamara; Zwaan, Rolf A.; Paas, Fred

    2016-01-01

    Previous research indicates that sensori-motor experience with physical systems can have a positive effect on learning. However, it is not clear whether this effect is caused by mere bodily engagement or the intrinsically meaningful information that such interaction affords in performing the learning task. We investigated (N = 74), through the use…

  16. Note-Taking within MetaTutor: Interactions between an Intelligent Tutoring System and Prior Knowledge on Note-Taking and Learning

    ERIC Educational Resources Information Center

    Trevors, Gregory; Duffy, Melissa; Azevedo, Roger

    2014-01-01

    Hypermedia learning environments (HLE) unevenly present new challenges and opportunities to learning processes and outcomes depending on learner characteristics and instructional supports. In this experimental study, we examined how one such HLE--MetaTutor, an intelligent, multi-agent tutoring system designed to scaffold cognitive and…

  17. Seeing the System through the End Users' Eyes: Shadow Expert Technique for Evaluating the Consistency of a Learning Management System

    NASA Astrophysics Data System (ADS)

    Holzinger, Andreas; Stickel, Christian; Fassold, Markus; Ebner, Martin

    Interface consistency is an important basic concept in web design and has an effect on performance and satisfaction of end users. Consistency also has significant effects on the learning performance of both expert and novice end users. Consequently, the evaluation of consistency within a e-learning system and the ensuing eradication of irritating discrepancies in the user interface redesign is a big issue. In this paper, we report of our experiences with the Shadow Expert Technique (SET) during the evaluation of the consistency of the user interface of a large university learning management system. The main objective of this new usability evaluation method is to understand the interaction processes of end users with a specific system interface. Two teams of usability experts worked independently from each other in order to maximize the objectivity of the results. The outcome of this SET method is a list of recommended changes to improve the user interaction processes, hence to facilitate high consistency.

  18. Finding Waldo: Learning about Users from their Interactions

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Brown, Eli T.; Ottley, Alvitta; Zhao, Helen

    Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user’s interactions with a system reflect a large amount of the user’s reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user’s task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, wemore » conduct an experiment in which participants perform a visual search task and we apply well-known machine learning algorithms to three encodings of the users interaction data. We achieve, depending on algorithm and encoding, between 62% and 96% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user’s personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time, in some cases, 82% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed- initiative visual analytics systems.« less

  19. Man Machine Systems in Education.

    ERIC Educational Resources Information Center

    Sall, Malkit S.

    This review of the research literature on the interaction between humans and computers discusses how man machine systems can be utilized effectively in the learning-teaching process, especially in secondary education. Beginning with a definition of man machine systems and comments on the poor quality of much of the computer-based learning material…

  20. E-Coaching Systems: Convenient, Anytime, Anywhere, and Nonhuman

    ERIC Educational Resources Information Center

    Warner, Teri

    2012-01-01

    Technologies continue to evolve to provide more compelling and interactive learning opportunities. Coaching has traditionally been face-to-face or by email. By combining the new technologies with coaching, learning developers now have the opportunity to develop an asynchronous, online, nonhuman coaching system, or e-coaching system. An e-coaching…

  1. ShapeShop: Towards Understanding Deep Learning Representations via Interactive Experimentation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hohman, Frederick M.; Hodas, Nathan O.; Chau, Duen Horng

    Deep learning is the driving force behind many recent technologies; however, deep neural networks are often viewed as “black-boxes” due to their internal complexity that is hard to understand. Little research focuses on helping people explore and understand the relationship between a user’s data and the learned representations in deep learning models. We present our ongoing work, ShapeShop, an interactive system for visualizing and understanding what semantics a neural network model has learned. Built using standard web technologies, ShapeShop allows users to experiment with and compare deep learning models to help explore the robustness of image classifiers.

  2. Interactive Multimedia-Based Animation: A Study of Effectiveness on Fashion Design Technology Learning

    NASA Astrophysics Data System (ADS)

    Wiana, W.

    2018-01-01

    The learning process is believed will reach optimal results if facilitated by diversity of learning’s device from aspects of the approach, method, media or it’s evaluation system, in individually, groups, or as well as classical. One of the learning’s Device can be developed in an attempt to improve the results of the study is Computer Based Learning (CBL). CBL was developed aim to help students to understand the concepts of the learning material which presented interactively by the system and able to provide information and learning process better. This research is closely related to efforts to improve the quality of Fashion design in digital format learning, with specific targets to generate interactive multimedia-based animation as effective media and learning resources for fashion design learning. Applications that are generated may be an option for delivering learning material as well as to engender interest in learning as well as understanding with students against the subject matter so that it can improve the learning achievements of students. The instruments used to collect data is a test sheet of mastering the concept which developed on the basis of indicators understanding the concept of fashion design, the material elements and principles of fashion design as well as application on making fashion design. As for the skills test is done through test performance to making fashion design in digital format. The results of testing against the mastery of concepts and skills of fashion designing in digital formatted shows that experimental group obtained significantly higher qualifications compared to the control group. That means that the use of interactive multimedia-based animation, effective to increased mastery of concepts and skills on making fashion design in digital format.

  3. The Promise of Interactive Video: An Affective Search.

    ERIC Educational Resources Information Center

    Hon, David

    1983-01-01

    Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…

  4. Using Low-Tech Interactions in the Chemistry Classroom to Engage Students in Active Learning

    ERIC Educational Resources Information Center

    Shaver, Michael P.

    2010-01-01

    Two complementary techniques to gauge student understanding and inspire interactive learning in the chemistry classroom are presented. Specifically, this article explores the use of student responses with their thumbs as an alternative to electronic-response systems and complementing these experiences with longer, task-based questions in an…

  5. The Impact of Using Audience Response Systems in the Classroom on Knowledge Retention

    ERIC Educational Resources Information Center

    Nice, Shelly

    2017-01-01

    The purpose of this study was to determine whether the use of interactive learning technology in the classroom can impact knowledge retention among students as compared to classrooms where interactive learning technology was not utilized. Through a quasi-experimental design, the study explored non-cognitive factor relationships to knowledge…

  6. An Interactive Multimedia Learning Environment for VLSI Built with COSMOS

    ERIC Educational Resources Information Center

    Angelides, Marios C.; Agius, Harry W.

    2002-01-01

    This paper presents Bigger Bits, an interactive multimedia learning environment that teaches students about VLSI within the context of computer electronics. The system was built with COSMOS (Content Oriented semantic Modelling Overlay Scheme), which is a modelling scheme that we developed for enabling the semantic content of multimedia to be used…

  7. Building Social-Aware Software Applications for the Interactive Learning Age

    ERIC Educational Resources Information Center

    Capuruco, Renato A. C.; Capretz, Luiz F.

    2009-01-01

    There have been a number of frameworks and models developed to support different aspects of interactive learning. Some were developed to deal with course design through the application of authoring tools, whereas others such as conversational, advisory, and ontology-based systems were used in virtual classrooms to improve and support collaborative…

  8. A Comparison of Student Reactions to Biology Instruction by Interactive Videodisc or Conventional Laboratory.

    ERIC Educational Resources Information Center

    Leonard, William H.

    1989-01-01

    Examines college students' perception of an interactive videodisc learning system as an alternative to the conventional laboratory for learning biology skills and concepts taught under classroom laboratory conditions. Reports that the videodisc instruction gave more experimental and procedural options and more efficient use of time than the…

  9. An Expert System-based Context-Aware Ubiquitous Learning Approach for Conducting Science Learning Activities

    ERIC Educational Resources Information Center

    Wu, Po-Han; Hwang, Gwo-Jen; Tsai, Wen-Hung

    2013-01-01

    Context-aware ubiquitous learning has been recognized as being a promising approach that enables students to interact with real-world learning targets with supports from the digital world. Several researchers have indicated the importance of providing learning guidance or hints to individual students during the context-aware ubiquitous learning…

  10. Interdisciplinary research and education in the Vienna Doctoral Programme on Water Resource Systems: a framework for evaluation

    NASA Astrophysics Data System (ADS)

    Bloeschl, G.; Carr, G.; Loucks, D. P.

    2017-12-01

    Greater understanding of how interdisciplinary research and education evolves is critical for identifying and implementing appropriate programme management strategies. We propose a program evaluation framework that is based on social learning processes (individual learning, interdisciplinary research practices, and interaction between researchers with different backgrounds); social capital outcomes (ability to interact, interpersonal connectivity, and shared understanding); and knowledge and human capital outcomes (new knowledge that integrates multiple research fields). The framework is tested on established case study doctoral program: the Vienna Doctoral Program on Water Resource Systems. Data are collected via mixed qualitative/quantitative methods that include semi-structured interviews, publication co-author analysis, analysis of research proposals, categorisation of the interdisciplinarity of publications and graduate analysis. Through the evaluation and analysis, several interesting findings about how interdisciplinary research evolves and can be supported are identified. Firstly, different aspects of individual learning seem to contribute to a researcher's ability to interact with researchers from other research fields and work collaboratively. These include learning new material from different research fields, learning how to learn new material and learning how to integrate different material. Secondly, shared interdisciplinary research practices can be identified that may be common to other programs and support interaction and shared understanding between different researchers. They include clarification and questioning, harnessing differences and setting defensible research boundaries. Thirdly, intensive interaction between researchers from different backgrounds support connectivity between the researchers, further enabling cross-disciplinary collaborative work. The case study data suggest that social learning processes and social capital outcomes precede new interdisciplinary research findings and are therefore a critical aspect to consider in interdisciplinary program management.

  11. Consequences of Switching to Blended Learning: The Grenoble Medical School Key Elements.

    PubMed

    Houssein, Sahal; Di Marco, Lionel; Schwebel, Carole; Luengo, Vanda; Morand, Patrice; Gillois, Pierre

    2018-01-01

    In 2006, the Grenoble-Alpes University Medical School decided to switch the learning paradigm of the first year to a blended learning model based on a flipped classroom with a continuous dual assessment system providing personal follow-up. We report a descriptive analysis of two pedagogical models. The innovative blended learning model is divided into 5 week-sequences of learning, starting with a series of knowledge capsules, following with Interactive On Line Questions, Interactive On Site Training and an Explanation Meeting. The fourth and final steps are the dual assessment system that prepares for the final contest and the personal weekly follow-up. The data were extracted from the information systems over 17 years, during which the same learning model was applied. With the same student workload, the hourly knowledge/skills ratio decreased to approximately 50% with the blended learning model. The teachers' workload increased significantly in the first year (+70%), and then decreased each year (reaching -20%). Furthermore, the type of education has also changed for the teacher, from an initial hourly knowledge/skill ratio of 3, to a ratio of 1/3 with the new model after a few years. The institution also needed to resize the classroom from a large amphitheatre to small interactive learning spaces. There is a significant initial effort required to establish this model both for the teachers and for the institution, which have different needs and costs However, the satisfaction rates and the demand for extension to the other curriculums from medics and paramedics learners indicate that this model provides the enhanced learning paradigm of the future.

  12. iCBLS: An interactive case-based learning system for medical education.

    PubMed

    Ali, Maqbool; Han, Soyeon Caren; Bilal, Hafiz Syed Muhammad; Lee, Sungyoung; Kang, Matthew Jee Yun; Kang, Byeong Ho; Razzaq, Muhammad Asif; Amin, Muhammad Bilal

    2018-01-01

    Medical students should be able to actively apply clinical reasoning skills to further their interpretative, diagnostic, and treatment skills in a non-obtrusive and scalable way. Case-Based Learning (CBL) approach has been receiving attention in medical education as it is a student-centered teaching methodology that exposes students to real-world scenarios that need to be solved using their reasoning skills and existing theoretical knowledge. In this paper, we propose an interactive CBL System, called iCBLS, which supports the development of collaborative clinical reasoning skills for medical students in an online environment. The iCBLS consists of three modules: (i) system administration (SA), (ii) clinical case creation (CCC) with an innovative semi-automatic approach, and (iii) case formulation (CF) through intervention of medical students' and teachers' knowledge. Two evaluations under the umbrella of the context/input/process/product (CIPP) model have been performed with a Glycemia study. The first focused on the system satisfaction, evaluated by 54 students. The latter aimed to evaluate the system effectiveness, simulated by 155 students. The results show a high success rate of 70% for students' interaction, 76.4% for group learning, 72.8% for solo learning, and 74.6% for improved clinical skills. Copyright © 2017 Elsevier B.V. All rights reserved.

  13. Machine Learning.

    ERIC Educational Resources Information Center

    Kirrane, Diane E.

    1990-01-01

    As scientists seek to develop machines that can "learn," that is, solve problems by imitating the human brain, a gold mine of information on the processes of human learning is being discovered, expert systems are being improved, and human-machine interactions are being enhanced. (SK)

  14. Development and Evaluation of an Interactive WebQuest Environment: "Web Macerasi"

    ERIC Educational Resources Information Center

    Gulbahar, Yasemin; Madran, R. Orcun; Kalelioglu, Filiz

    2010-01-01

    This study was conducted to develop a web-based interactive system, Web Macerasi, for teaching-learning and evaluation purposes, and to find out the possible effects of this system. The study has two stages. In the first stage, a WebQuest site was designed as an interactive system in which various Internet and web technologies were used for…

  15. Improving semi-automated segmentation by integrating learning with active sampling

    NASA Astrophysics Data System (ADS)

    Huo, Jing; Okada, Kazunori; Brown, Matthew

    2012-02-01

    Interactive segmentation algorithms such as GrowCut usually require quite a few user interactions to perform well, and have poor repeatability. In this study, we developed a novel technique to boost the performance of the interactive segmentation method GrowCut involving: 1) a novel "focused sampling" approach for supervised learning, as opposed to conventional random sampling; 2) boosting GrowCut using the machine learned results. We applied the proposed technique to the glioblastoma multiforme (GBM) brain tumor segmentation, and evaluated on a dataset of ten cases from a multiple center pharmaceutical drug trial. The results showed that the proposed system has the potential to reduce user interaction while maintaining similar segmentation accuracy.

  16. Patients with Parkinson's disease learn to control complex systems-an indication for intact implicit cognitive skill learning.

    PubMed

    Witt, Karsten; Daniels, Christine; Daniel, Victoria; Schmitt-Eliassen, Julia; Volkmann, Jens; Deuschl, Günther

    2006-01-01

    Implicit memory and learning mechanisms are composed of multiple processes and systems. Previous studies demonstrated a basal ganglia involvement in purely cognitive tasks that form stimulus response habits by reinforcement learning such as implicit classification learning. We will test the basal ganglia influence on two cognitive implicit tasks previously described by Berry and Broadbent, the sugar production task and the personal interaction task. Furthermore, we will investigate the relationship between certain aspects of an executive dysfunction and implicit learning. To this end, we have tested 22 Parkinsonian patients and 22 age-matched controls on two implicit cognitive tasks, in which participants learned to control a complex system. They interacted with the system by choosing an input value and obtaining an output that was related in a complex manner to the input. The objective was to reach and maintain a specific target value across trials (dynamic system learning). The two tasks followed the same underlying complex rule but had different surface appearances. Subsequently, participants performed an executive test battery including the Stroop test, verbal fluency and the Wisconsin card sorting test (WCST). The results demonstrate intact implicit learning in patients, despite an executive dysfunction in the Parkinsonian group. They lead to the conclusion that the basal ganglia system affected in Parkinson's disease does not contribute to the implicit acquisition of a new cognitive skill. Furthermore, the Parkinsonian patients were able to reach a specific goal in an implicit learning context despite impaired goal directed behaviour in the WCST, a classic test of executive functions. These results demonstrate a functional independence of implicit cognitive skill learning and certain aspects of executive functions.

  17. Evolving from Course-Centric to Learning-Centric: Portfolios, Wikis, and Social Learning

    ERIC Educational Resources Information Center

    Everhart, Deborah

    2006-01-01

    Teaching and learning strategies for using course management systems have evolved from basic "fill in the blank" models to interactive designs that encourage multi-formatted individual contributions and collaborative forms of learning. In keeping with the participatory development of online resources, web-based courses are shifting from…

  18. Building a Virtual Learning Network for Teachers in a Suburban School District

    ERIC Educational Resources Information Center

    Kurtzworth-Keen, Kristin A.

    2011-01-01

    Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…

  19. Map for Decision Making in Operating Distance Learning System--Research Results.

    ERIC Educational Resources Information Center

    Offir, Baruch

    2000-01-01

    Examines decision-making aspects of the introduction of distance learning into university instruction and learning based on experiences in Israel. Discusses the introduction of information technology into the classroom; examines teacher/student interactions; and suggests a model for introducing distance learning that focuses on the role of the…

  20. Social Intelligence in a Human-Machine Collaboration System

    NASA Astrophysics Data System (ADS)

    Nakajima, Hiroshi; Morishima, Yasunori; Yamada, Ryota; Brave, Scott; Maldonado, Heidy; Nass, Clifford; Kawaji, Shigeyasu

    In this information society of today, it is often argued that it is necessary to create a new way of human-machine interaction. In this paper, an agent with social response capabilities has been developed to achieve this goal. There are two kinds of information that is exchanged by two entities: objective and functional information (e.g., facts, requests, states of matters, etc.) and subjective information (e.g., feelings, sense of relationship, etc.). Traditional interactive systems have been designed to handle the former kind of information. In contrast, in this study social agents handling the latter type of information are presented. The current study focuses on sociality of the agent from the view point of Media Equation theory. This article discusses the definition, importance, and benefits of social intelligence as agent technology and argues that social intelligence has a potential to enhance the user's perception of the system, which in turn can lead to improvements of the system's performance. In order to implement social intelligence in the agent, a mind model has been developed to render affective expressions and personality of the agent. The mind model has been implemented in a human-machine collaborative learning system. One differentiating feature of the collaborative learning system is that it has an agent that performs as a co-learner with which the user interacts during the learning session. The mind model controls the social behaviors of the agent, thus making it possible for the user to have more social interactions with the agent. The experiment with the system suggested that a greater degree of learning was achieved when the students worked with the co-learner agent and that the co-learner agent with the mind model that expressed emotions resulted in a more positive attitude toward the system.

  1. Free-access open-source e-learning in comprehensive neurosurgery skills training.

    PubMed

    Jotwani, Payal; Srivastav, Vinkle; Tripathi, Manjul; Deo, Rama Chandra; Baby, Britty; Damodaran, Natesan; Singh, Ramandeep; Suri, Ashish; Bettag, Martin; Roy, Tara Sankar; Busert, Christoph; Mehlitz, Marcus; Lalwani, Sanjeev; Garg, Kanwaljeet; Paul, Kolin; Prasad, Sanjiva; Banerjee, Subhashis; Kalra, Prem; Kumar, Subodh; Sharma, Bhavani Shankar; Mahapatra, Ashok Kumar

    2014-01-01

    Since the end of last century, technology has taken a front seat in dispersion of medical education. Advancements of technology in neurosurgery and traditional training methods are now being challenged by legal and ethical concerns of patient safety, resident work-hour restriction and cost of operating-room time. To supplement the existing neurosurgery education pattern, various e-learning platforms are introduced as structured, interactive learning system. This study focuses on the concept, formulation, development and impact of web based learning platforms dedicated to neurosurgery discipline to disseminate education, supplement surgical knowledge and improve skills of neurosurgeons. 'Neurosurgery Education and Training School (NETS), e-learning platform' has integration of web-based technologies like 'Content Management System' for organizing the education material and 'Learning Management System' for updating neurosurgeons. NETS discussion forum networks neurosurgeons, neuroscientists and neuro-technologists across the globe facilitating collaborative translational research. Multi-authored neurosurgical e-learning material supplements the deficiencies of regular time-bound education. Interactive open-source, global, free-access e-learning platform of NETS has around 1) 425 visitors/month from 73 countries; ratio of new visitors to returning visitors 42.3; 57.7 (2); 64,380 views from 190 subscribers for surgical videos, 3-D animation, graphics based training modules (3); average 402 views per post. The e-Learning platforms provide updated educational content that make them "quick, surf, find and extract" resources. e-Learning tools like web-based education, social interactive platform and question-answer forum will save unnecessary expenditure of time and travel of neurosurgeons seeking knowledge. The need for free access platforms is more pronounced for the neurosurgeons and patients in developing nations.

  2. Interactions Among Working Memory, Reinforcement Learning, and Effort in Value-Based Choice: A New Paradigm and Selective Deficits in Schizophrenia.

    PubMed

    Collins, Anne G E; Albrecht, Matthew A; Waltz, James A; Gold, James M; Frank, Michael J

    2017-09-15

    When studying learning, researchers directly observe only the participants' choices, which are often assumed to arise from a unitary learning process. However, a number of separable systems, such as working memory (WM) and reinforcement learning (RL), contribute simultaneously to human learning. Identifying each system's contributions is essential for mapping the neural substrates contributing in parallel to behavior; computational modeling can help to design tasks that allow such a separable identification of processes and infer their contributions in individuals. We present a new experimental protocol that separately identifies the contributions of RL and WM to learning, is sensitive to parametric variations in both, and allows us to investigate whether the processes interact. In experiments 1 and 2, we tested this protocol with healthy young adults (n = 29 and n = 52, respectively). In experiment 3, we used it to investigate learning deficits in medicated individuals with schizophrenia (n = 49 patients, n = 32 control subjects). Experiments 1 and 2 established WM and RL contributions to learning, as evidenced by parametric modulations of choice by load and delay and reward history, respectively. They also showed interactions between WM and RL, where RL was enhanced under high WM load. Moreover, we observed a cost of mental effort when controlling for reinforcement history: participants preferred stimuli they encountered under low WM load. Experiment 3 revealed selective deficits in WM contributions and preserved RL value learning in individuals with schizophrenia compared with control subjects. Computational approaches allow us to disentangle contributions of multiple systems to learning and, consequently, to further our understanding of psychiatric diseases. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  3. Interactive Online Modules and Videos for Learning Geological Concepts at the University of Toronto Department of Earth Sciences

    NASA Astrophysics Data System (ADS)

    Veglio, E.; Graves, L. W.; Bank, C. G.

    2014-12-01

    We designed various computer-based applications and videos as educational resources for undergraduate courses at the University of Toronto in the Earth Science Department. These resources were developed in effort to enhance students' self-learning of key concepts as identified by educators at the department. The interactive learning modules and videos were created using the programs MATLAB and Adobe Creative Suite 5 (Photoshop and Premiere) and range from optical mineralogy (extinction and Becke line), petrology (equilibrium melting in 2-phase systems), crystallography (crystal systems), geophysics (gravity anomaly), and geologic history (evolution of Canada). These resources will be made available for students on internal course websites as well as through the University of Toronto Earth Science's website (www.es.utoronto.ca) where appropriate; the video platform YouTube.com may be used to reach a wide audience and promote the material. Usage of the material will be monitored and feedback will be collected over the next academic year in order to gage the use of these interactive learning tools and to assess if these computer-based applications and videos foster student engagement and active learning, and thus offer an enriched learning experience.

  4. Attentional control of associative learning--a possible role of the central cholinergic system.

    PubMed

    Pauli, Wolfgang M; O'Reilly, Randall C

    2008-04-02

    How does attention interact with learning? Kruschke [Kruschke, J.K. (2001). Toward a unified Model of Attention in Associative Learning. J. Math. Psychol. 45, 812-863.] proposed a model (EXIT) that captures Mackintosh's [Mackintosh, N.J. (1975). A theory of attention: Variations in the associability of stimuli with reinforcement. Psychological Review, 82(4), 276-298.] framework for attentional modulation of associative learning. We developed a computational model that showed analogous interactions between selective attention and associative learning, but is significantly simplified and, in contrast to EXIT, is motivated by neurophysiological findings. Competition among input representations in the internal representation layer, which increases the contrast between stimuli, is critical for simulating these interactions in human behavior. Furthermore, this competition is modulated in a way that might be consistent with the phasic activation of the central cholinergic system, which modulates activity in sensory cortices. Specifically, phasic increases in acetylcholine can cause increased excitability of both pyramidal excitatory neurons in cortical layers II/III and cortical GABAergic inhibitory interneurons targeting the same pyramidal neurons. These effects result in increased attentional contrast in our model. This model thus represents an initial attempt to link human attentional learning data with underlying neural substrates.

  5. Autonomous development and learning in artificial intelligence and robotics: Scaling up deep learning to human-like learning.

    PubMed

    Oudeyer, Pierre-Yves

    2017-01-01

    Autonomous lifelong development and learning are fundamental capabilities of humans, differentiating them from current deep learning systems. However, other branches of artificial intelligence have designed crucial ingredients towards autonomous learning: curiosity and intrinsic motivation, social learning and natural interaction with peers, and embodiment. These mechanisms guide exploration and autonomous choice of goals, and integrating them with deep learning opens stimulating perspectives.

  6. Expanding Learning and Social Interaction through Intelligent Systems Design: Implementing a Reputation and Recommender System for the Claremont Conversation Online

    ERIC Educational Resources Information Center

    Thoms, Brian

    2009-01-01

    In this dissertation I examine the design, construction and implementation of an online blog ratings and user recommender system for the Claremont Conversation Online (CCO). In line with constructivist learning models and practical information systems (IS) design, I implemented a blog ratings system (a system that can be extended to allow for…

  7. Joined up Thinking? Evaluating the Use of Concept-Mapping to Develop Complex System Learning

    ERIC Educational Resources Information Center

    Stewart, Martyn

    2012-01-01

    In the physical and natural sciences, the complexity of natural systems and their interactions is becoming better understood. With increased emphasis on learning about complex systems, students will be encountering concepts that are dynamic, ill-structured and interconnected. Concept-mapping is a method considered particularly valuable for…

  8. Attitudes of Graduate Students Toward Distance Education, Educational Technologies and Independent Learning

    ERIC Educational Resources Information Center

    Ural, Ozana

    2007-01-01

    Distance education systems are being used in along with the traditional education systems in order to respond to the demand for higher education. Technological advancements, interactive learning possibilities are forcing the traditional universities to make more use of the distance education systems and technologies. Most of the traditional…

  9. Why Students Engage in "Gaming the System" Behavior in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Baker, Ryan; Walonoski, Jason; Heffernan, Neil; Roll, Ido; Corbett, Albert; Koedinger, Kenneth

    2008-01-01

    In recent years there has been increasing interest in the phenomena of "gaming the system," where a learner attempts to succeed in an educational environment by exploiting properties of the system's help and feedback rather than by attempting to learn the material. Developing environments that respond constructively and effectively to…

  10. Evaluating Web-Based Learning Systems

    ERIC Educational Resources Information Center

    Pergola, Teresa M.; Walters, L. Melissa

    2011-01-01

    Accounting educators continuously seek ways to effectively integrate instructional technology into accounting coursework as a means to facilitate active learning environments and address the technology-driven learning preferences of the current generation of students. Most accounting textbook publishers now provide interactive, web-based learning…

  11. Teacher feedback during active learning: current practices in primary schools.

    PubMed

    van den Bergh, Linda; Ros, Anje; Beijaard, Douwe

    2013-06-01

    Feedback is one of the most powerful tools, which teachers can use to enhance student learning. It appears difficult for teachers to give qualitatively good feedback, especially during active learning. In this context, teachers should provide facilitative feedback that is focused on the development of meta-cognition and social learning. The purpose of the present study is to contribute to the existing knowledge about feedback and to give directions to improve teacher feedback in the context of active learning. The participants comprised 32 teachers who practiced active learning in the domain of environmental studies in the sixth, seventh, or eighth grade of 13 Dutch primary schools. A total of 1,465 teacher-student interactions were examined. Video observations were made of active learning lessons in the domain of environmental studies. A category system was developed based on the literature and empirical data. Teacher-student interactions were assessed using this system. Results. About half of the teacher-student interactions contained feedback. This feedback was usually focused on the tasks that were being performed by the students and on the ways in which these tasks were processed. Only 5% of the feedback was explicitly related to a learning goal. In their feedback, the teachers were directing (rather than facilitating) the learning processes. During active learning, feedback on meta-cognition and social learning is important. Feedback should be explicitly related to learning goals. In practice, these kinds of feedback appear to be scarce. Therefore, giving feedback during active learning seems to be an important topic for teachers' professional development. © 2012 The British Psychological Society.

  12. Development of a Peer-Assisted Learning Strategy in Computer-Supported Collaborative Learning Environments for Elementary School Students

    ERIC Educational Resources Information Center

    Tsuei, Mengping

    2011-01-01

    This study explores the effects of Electronic Peer-Assisted Learning for Kids (EPK), on the quality and development of reading skills, peer interaction and self-concept in elementary students. The EPK methodology uses a well-developed, synchronous computer-supported, collaborative learning system to facilitate students' learning in Chinese. We…

  13. Perceived Satisfaction, Perceived Usefulness and Interactive Learning Environments as Predictors to Self-Regulation in e-Learning Environments

    ERIC Educational Resources Information Center

    Liaw, Shu-Sheng; Huang, Hsiu-Mei

    2013-01-01

    The research purpose is to investigate learner self-regulation in e-learning environments. In order to better understand learner attitudes toward e-learning, 196 university students answer a questionnaire survey after use an e-learning system few months. The statistical results showed that perceived satisfaction, perceived usefulness, and…

  14. Examining the Effect of Academic Procrastination on Achievement Using LMS Data in E-Learning

    ERIC Educational Resources Information Center

    You, Ji Won

    2015-01-01

    This study aimed to investigate the effect of academic procrastination on e-learning course achievement. Because all of the interactions among students, instructors, and contents in an e-learning environment were automatically recorded in a learning management system (LMS), procrastination such as the delays in weekly scheduled learning and late…

  15. Effects of Self-Explanation and Game-Reward on Sixth Graders' Algebra Variable Learning

    ERIC Educational Resources Information Center

    Sun-Lin, Hong-Zheng; Chiou, Guey-Fa

    2017-01-01

    This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…

  16. A Web-Based Learning Support System for Inquiry-Based Learning

    NASA Astrophysics Data System (ADS)

    Kim, Dong Won; Yao, Jingtao

    The emergence of the Internet and Web technology makes it possible to implement the ideals of inquiry-based learning, in which students seek truth, information, or knowledge by questioning. Web-based learning support systems can provide a good framework for inquiry-based learning. This article presents a study on a Web-based learning support system called Online Treasure Hunt. The Web-based learning support system mainly consists of a teaching support subsystem, a learning support subsystem, and a treasure hunt game. The teaching support subsystem allows instructors to design their own inquiry-based learning environments. The learning support subsystem supports students' inquiry activities. The treasure hunt game enables students to investigate new knowledge, develop ideas, and review their findings. Online Treasure Hunt complies with a treasure hunt model. The treasure hunt model formalizes a general treasure hunt game to contain the learning strategies of inquiry-based learning. This Web-based learning support system empowered with the online-learning game and founded on the sound learning strategies furnishes students with the interactive and collaborative student-centered learning environment.

  17. Interactive Cable Television. Final Report.

    ERIC Educational Resources Information Center

    Active Learning Systems, Inc., Minneapolis, MN.

    This report describes an interactive video system developed by Active Learning Systems which utilizes a cable television (TV) network as its delivery system to transmit computer literacy lessons to high school and college students. The system consists of an IBM PC, Pioneer LDV 4000 videodisc player, and Whitney Supercircuit set up at the head end…

  18. Conservative Forgetful Scholars: How People Learn Causal Structure through Sequences of Interventions

    ERIC Educational Resources Information Center

    Bramley, Neil R.; Lagnado, David A.; Speekenbrink, Maarten

    2015-01-01

    Interacting with a system is key to uncovering its causal structure. A computational framework for interventional causal learning has been developed over the last decade, but how real causal learners might achieve or approximate the computations entailed by this framework is still poorly understood. Here we describe an interactive computer task in…

  19. Learning Protein Structure with Peers in an AR-Enhanced Learning Environment

    ERIC Educational Resources Information Center

    Chen, Yu-Chien

    2013-01-01

    Augmented reality (AR) is an interactive system that allows users to interact with virtual objects and the real world at the same time. The purpose of this dissertation was to explore how AR, as a new visualization tool, that can demonstrate spatial relationships by representing three dimensional objects and animations, facilitates students to…

  20. Modeling a student-classroom interaction in a tutorial-like system using learning automata.

    PubMed

    Oommen, B John; Hashem, M Khaled

    2010-02-01

    Almost all of the learning paradigms used in machine learning, learning automata (LA), and learning theory, in general, use the philosophy of a Student (learning mechanism) attempting to learn from a teacher. This paradigm has been generalized in a myriad of ways, including the scenario when there are multiple teachers or a hierarchy of mechanisms that collectively achieve the learning. In this paper, we consider a departure from this paradigm by allowing the Student to be a member of a classroom of Students, where, for the most part, we permit each member of the classroom not only to learn from the teacher(s) but also to "extract" information from any of his fellow Students. This paper deals with issues concerning the modeling, decision-making process, and testing of such a scenario within the LA context. The main result that we show is that a weak learner can actually benefit from this capability of utilizing the information that he gets from a superior colleague-if this information transfer is done appropriately. As far as we know, the whole concept of Students learning from both a teacher and from a classroom of Students is novel and unreported in the literature. The proposed Student-classroom interaction has been tested for numerous strategies and for different environments, including the established benchmarks, and the results show that Students can improve their learning by interacting with each other. For example, for some interaction strategies, a weak Student can improve his learning by up to 73% when interacting with a classroom of Students, which includes Students of various capabilities. In these interactions, the Student does not have a priori knowledge of the identity or characteristics of the Students who offer their assistance.

  1. Interactive Machine Learning at Scale with CHISSL

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Arendt, Dustin L.; Grace, Emily A.; Volkova, Svitlana

    We demonstrate CHISSL, a scalable client-server system for real-time interactive machine learning. Our system is capa- ble of incorporating user feedback incrementally and imme- diately without a structured or pre-defined prediction task. Computation is partitioned between a lightweight web-client and a heavyweight server. The server relies on representation learning and agglomerative clustering to learn a dendrogram, a hierarchical approximation of a representation space. The client uses only this dendrogram to incorporate user feedback into the model via transduction. Distances and predictions for each unlabeled instance are updated incrementally and deter- ministically, with O(n) space and time complexity. Our al- gorithmmore » is implemented in a functional prototype, designed to be easy to use by non-experts. The prototype organizes the large amounts of data into recommendations. This allows the user to interact with actual instances by dragging and drop- ping to provide feedback in an intuitive manner. We applied CHISSL to several domains including cyber, social media, and geo-temporal analysis.« less

  2. Interacting Learning Processes during Skill Acquisition: Learning to control with gradually changing system dynamics.

    PubMed

    Ludolph, Nicolas; Giese, Martin A; Ilg, Winfried

    2017-10-16

    There is increasing evidence that sensorimotor learning under real-life conditions relies on a composition of several learning processes. Nevertheless, most studies examine learning behaviour in relation to one specific learning mechanism. In this study, we examined the interaction between reward-based skill acquisition and motor adaptation to changes of object dynamics. Thirty healthy subjects, split into two groups, acquired the skill of balancing a pole on a cart in virtual reality. In one group, we gradually increased the gravity, making the task easier in the beginning and more difficult towards the end. In the second group, subjects had to acquire the skill on the maximum, most difficult gravity level. We hypothesized that the gradual increase in gravity during skill acquisition supports learning despite the necessary adjustments to changes in cart-pole dynamics. We found that the gradual group benefits from the slow increment, although overall improvement was interrupted by the changes in gravity and resulting system dynamics, which caused short-term degradations in performance and timing of actions. In conclusion, our results deliver evidence for an interaction of reward-based skill acquisition and motor adaptation processes, which indicates the importance of both processes for the development of optimized skill acquisition schedules.

  3. Contingency learning is reduced for high conflict stimuli.

    PubMed

    Whitehead, Peter S; Brewer, Gene A; Patwary, Nowed; Blais, Chris

    2016-09-16

    Recent theories have proposed that contingency learning occurs independent of control processes. These parallel processing accounts propose that behavioral effects originally thought to be products of control processes are in fact products solely of contingency learning. This view runs contrary to conflict-mediated Hebbian-learning models that posit control and contingency learning are parts of an interactive system. In this study we replicate the contingency learning effect and modify it to further test the veracity of the parallel processing accounts in comparison to conflict-mediated Hebbian-learning models. This is accomplished by manipulating conflict to test for an interaction, or lack thereof, between conflict and contingency learning. The results are consistent with conflict-mediated Hebbian-learning in that the addition of conflict reduces the magnitude of the contingency learning effect. Copyright © 2016 Elsevier B.V. All rights reserved.

  4. The Development of an Interaction Support System for International Distance Education

    ERIC Educational Resources Information Center

    Yueh, Hsiu-Ping; Lin, Weijane; Liu, Yi-Lin; Shoji, Tetsuo; Minoh, Michihiko

    2014-01-01

    This paper reports on the implementation of a learner identification system developed to facilitate real-time interaction in an international distance course. To increase the teacher immediacy and social presence, it proposes an integrative system for incorporating technology to improve the learning involvement, teaching effectiveness, and quality…

  5. A Computer Model of the Cardiovascular System for Effective Learning.

    ERIC Educational Resources Information Center

    Rothe, Carl F.

    1980-01-01

    Presents a model of the cardiovascular system which solves a set of interacting, possibly nonlinear, differential equations. Figures present a schematic diagram of the model and printouts that simulate normal conditions, exercise, hemorrhage, reduced contractility. The nine interacting equations used to describe the system are described in the…

  6. A Mobile-Based E-Learning System

    ERIC Educational Resources Information Center

    Ojokoh, Bolanle Adefowoke; Doyeni, Olubimtan Ayo; Adewale, Olumide Sunday; Isinkaye, Folasade Olubusola

    2013-01-01

    E-learning is an innovative approach for delivering electronically mediated, well-designed, learner-centred interactive learning environments by utilizing internet and digital technologies with respect to instructional design principles. This paper presents the application of Software Development techniques in the development of a Mobile Based…

  7. Engineering Lessons Learned and Systems Engineering Applications

    NASA Technical Reports Server (NTRS)

    Gill, Paul S.; Garcia, Danny; Vaughan, William W.

    2005-01-01

    Systems Engineering is fundamental to good engineering, which in turn depends on the integration and application of engineering lessons learned. Thus, good Systems Engineering also depends on systems engineering lessons learned from within the aerospace industry being documented and applied. About ten percent of the engineering lessons learned documented in the NASA Lessons Learned Information System are directly related to Systems Engineering. A key issue associated with lessons learned datasets is the communication and incorporation of this information into engineering processes. As part of the NASA Technical Standards Program activities, engineering lessons learned datasets have been identified from a number of sources. These are being searched and screened for those having a relation to Technical Standards. This paper will address some of these Systems Engineering Lessons Learned and how they are being related to Technical Standards within the NASA Technical Standards Program, including linking to the Agency's Interactive Engineering Discipline Training Courses and the life cycle for a flight vehicle development program.

  8. 34 CFR 464.3 - What kinds of activities may be assisted?

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...

  9. 34 CFR 464.3 - What kinds of activities may be assisted?

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...

  10. 34 CFR 464.3 - What kinds of activities may be assisted?

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...

  11. 34 CFR 464.3 - What kinds of activities may be assisted?

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... literacy instructors in reading instruction and in— (i) Selecting and making the most effective use of... instruction; (B) Video tapes; (C) Interactive systems; and (D) Data link systems; or (ii) Assessing learning style, screening for learning disabilities, and providing individualized remedial reading instruction...

  12. Language learning, language use and the evolution of linguistic variation

    PubMed Central

    Perfors, Amy; Fehér, Olga; Samara, Anna; Swoboda, Kate; Wonnacott, Elizabeth

    2017-01-01

    Linguistic universals arise from the interaction between the processes of language learning and language use. A test case for the relationship between these factors is linguistic variation, which tends to be conditioned on linguistic or sociolinguistic criteria. How can we explain the scarcity of unpredictable variation in natural language, and to what extent is this property of language a straightforward reflection of biases in statistical learning? We review three strands of experimental work exploring these questions, and introduce a Bayesian model of the learning and transmission of linguistic variation along with a closely matched artificial language learning experiment with adult participants. Our results show that while the biases of language learners can potentially play a role in shaping linguistic systems, the relationship between biases of learners and the structure of languages is not straightforward. Weak biases can have strong effects on language structure as they accumulate over repeated transmission. But the opposite can also be true: strong biases can have weak or no effects. Furthermore, the use of language during interaction can reshape linguistic systems. Combining data and insights from studies of learning, transmission and use is therefore essential if we are to understand how biases in statistical learning interact with language transmission and language use to shape the structural properties of language. This article is part of the themed issue ‘New frontiers for statistical learning in the cognitive sciences’. PMID:27872370

  13. Language learning, language use and the evolution of linguistic variation.

    PubMed

    Smith, Kenny; Perfors, Amy; Fehér, Olga; Samara, Anna; Swoboda, Kate; Wonnacott, Elizabeth

    2017-01-05

    Linguistic universals arise from the interaction between the processes of language learning and language use. A test case for the relationship between these factors is linguistic variation, which tends to be conditioned on linguistic or sociolinguistic criteria. How can we explain the scarcity of unpredictable variation in natural language, and to what extent is this property of language a straightforward reflection of biases in statistical learning? We review three strands of experimental work exploring these questions, and introduce a Bayesian model of the learning and transmission of linguistic variation along with a closely matched artificial language learning experiment with adult participants. Our results show that while the biases of language learners can potentially play a role in shaping linguistic systems, the relationship between biases of learners and the structure of languages is not straightforward. Weak biases can have strong effects on language structure as they accumulate over repeated transmission. But the opposite can also be true: strong biases can have weak or no effects. Furthermore, the use of language during interaction can reshape linguistic systems. Combining data and insights from studies of learning, transmission and use is therefore essential if we are to understand how biases in statistical learning interact with language transmission and language use to shape the structural properties of language.This article is part of the themed issue 'New frontiers for statistical learning in the cognitive sciences'. © 2016 The Authors.

  14. Predicting Nurses' Turnover: The Aversive Effects of Decreased Identity, Poor Interpersonal Communication, and Learned Helplessness.

    PubMed

    Moreland, Jennifer J; Ewoldsen, David R; Albert, Nancy M; Kosicki, Gerald M; Clayton, Margaret F

    2015-01-01

    Through a social identity theoretical lens, this study examines how nurses' identification with their working small group, unit, or floor, nursing role (e.g., staff ER nurse, nurse practitioner), and nursing profession relate to nurses' interaction involvement, willingness to confront conflict, feelings of learned helplessness, and tenure (employment turnover) intentions. A cross-sectional survey (N = 466) was conducted at a large, quaternary care hospital system. Structural equation modeling uncovered direct and indirect effects between the five primary variables. Findings demonstrate direct relationships between nurse identity (as a latent variable) and interaction involvement, willingness to confront conflict, and tenure intentions. Feelings of learned helplessness are attenuated by increased nurse identity through interaction involvement and willingness to confront conflict. In addition, willingness to confront conflict and learned helplessness mediate the relationship between interaction involvement and nurses' tenure intentions. Theoretical extensions include indirect links between nurse identity and learned helplessness via interaction involvement and willingness to confront conflict. Implications for interpersonal communication theory development, health communication, and the nursing profession are discussed.

  15. Promoting Higher Order Thinking Skills via IPTEACES e-Learning Framework in the Learning of Information Systems Units

    ERIC Educational Resources Information Center

    Isaias, Pedro; Issa, Tomayess; Pena, Nuno

    2014-01-01

    When developing and working with various types of devices from a supercomputer to an iPod Mini, it is essential to consider the issues of Human Computer Interaction (HCI) and Usability. Developers and designers must incorporate HCI, Usability and user satisfaction in their design plans to ensure that systems are easy to learn, effective,…

  16. The Use of an Online Learning and Teaching System for Monitoring Computer Aided Design Student Participation and Predicting Student Success

    ERIC Educational Resources Information Center

    Akhtar, S.; Warburton, S.; Xu, W.

    2017-01-01

    In this paper we report on the use of a purpose built Computer Support Collaborative learning environment designed to support lab-based CAD teaching through the monitoring of student participation and identified predictors of success. This was carried out by analysing data from the interactive learning system and correlating student behaviour with…

  17. Enhanced Multisensory Integration and Motor Reactivation after Active Motor Learning of Audiovisual Associations

    ERIC Educational Resources Information Center

    Butler, Andrew J.; James, Thomas W.; James, Karin Harman

    2011-01-01

    Everyday experience affords us many opportunities to learn about objects through multiple senses using physical interaction. Previous work has shown that active motor learning of unisensory items enhances memory and leads to the involvement of motor systems during subsequent perception. However, the impact of active motor learning on subsequent…

  18. Online Chats: A Strategy to Enhance Learning in Large Classes

    ERIC Educational Resources Information Center

    Mtshali, Muntuwenkosi Abraham; Maistry, Suriamurthee Moonsamy; Govender, Desmond Wesley

    2015-01-01

    Online-supported teaching and learning is a technological innovation in education that integrates face-to-face teaching in plenary lectures, with an online component using a learning management system. This extends opportunities to students to interact with one another via online chats in the process of transacting their learning. There is a need…

  19. Intelligent Fuzzy Spelling Evaluator for e-Learning Systems

    ERIC Educational Resources Information Center

    Chakraborty, Udit Kr.; Konar, Debanjan; Roy, Samir; Choudhury, Sankhayan

    2016-01-01

    Evaluating Learners' Response in an e-Learning environment has been the topic of current research in areas of Human Computer Interaction, e-Learning, Education Technology and even Natural Language Processing. The current paper presents a twofold strategy to evaluate single word response of a learner in an e-Learning environment. The response of…

  20. A FAQ-Based e-Learning Environment to Support Japanese Language Learning

    ERIC Educational Resources Information Center

    Liu, Yuqin; Yin, Chengjiu; Ogata, Hiroaki; Qiao, Guojun; Yano, Yoneo

    2011-01-01

    In traditional classes, having many questions from learners is important because these questions indicate difficult points for learners and for teachers. This paper proposes a FAQ-based e-Learning environment to support Japanese language learning that focuses on learner questions. This knowledge sharing system enables learners to interact and…

  1. An Integration Architecture of Virtual Campuses with External e-Learning Tools

    ERIC Educational Resources Information Center

    Navarro, Antonio; Cigarran, Juan; Huertas, Francisco; Rodriguez-Artacho, Miguel; Cogolludo, Alberto

    2014-01-01

    Technology enhanced learning relies on a variety of software architectures and platforms to provide different kinds of management service and enhanced instructional interaction. As e-learning support has become more complex, there is a need for virtual campuses that combine learning management systems with the services demanded by educational…

  2. Coupling Visualization, Simulation, and Deep Learning for Ensemble Steering of Complex Energy Models: Preprint

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Potter, Kristin C; Brunhart-Lupo, Nicholas J; Bush, Brian W

    We have developed a framework for the exploration, design, and planning of energy systems that combines interactive visualization with machine-learning based approximations of simulations through a general purpose dataflow API. Our system provides a visual inter- face allowing users to explore an ensemble of energy simulations representing a subset of the complex input parameter space, and spawn new simulations to 'fill in' input regions corresponding to new enegery system scenarios. Unfortunately, many energy simula- tions are far too slow to provide interactive responses. To support interactive feedback, we are developing reduced-form models via machine learning techniques, which provide statistically soundmore » esti- mates of the full simulations at a fraction of the computational cost and which are used as proxies for the full-form models. Fast com- putation and an agile dataflow enhance the engagement with energy simulations, and allow researchers to better allocate computational resources to capture informative relationships within the system and provide a low-cost method for validating and quality-checking large-scale modeling efforts.« less

  3. Transcranial infrared laser stimulation improves rule-based, but not information-integration, category learning in humans.

    PubMed

    Blanco, Nathaniel J; Saucedo, Celeste L; Gonzalez-Lima, F

    2017-03-01

    This is the first randomized, controlled study comparing the cognitive effects of transcranial laser stimulation on category learning tasks. Transcranial infrared laser stimulation is a new non-invasive form of brain stimulation that shows promise for wide-ranging experimental and neuropsychological applications. It involves using infrared laser to enhance cerebral oxygenation and energy metabolism through upregulation of the respiratory enzyme cytochrome oxidase, the primary infrared photon acceptor in cells. Previous research found that transcranial infrared laser stimulation aimed at the prefrontal cortex can improve sustained attention, short-term memory, and executive function. In this study, we directly investigated the influence of transcranial infrared laser stimulation on two neurobiologically dissociable systems of category learning: a prefrontal cortex mediated reflective system that learns categories using explicit rules, and a striatally mediated reflexive learning system that forms gradual stimulus-response associations. Participants (n=118) received either active infrared laser to the lateral prefrontal cortex or sham (placebo) stimulation, and then learned one of two category structures-a rule-based structure optimally learned by the reflective system, or an information-integration structure optimally learned by the reflexive system. We found that prefrontal rule-based learning was substantially improved following transcranial infrared laser stimulation as compared to placebo (treatment X block interaction: F(1, 298)=5.117, p=0.024), while information-integration learning did not show significant group differences (treatment X block interaction: F(1, 288)=1.633, p=0.202). These results highlight the exciting potential of transcranial infrared laser stimulation for cognitive enhancement and provide insight into the neurobiological underpinnings of category learning. Copyright © 2017 Elsevier Inc. All rights reserved.

  4. Outcomes from Building System Courseware for Teaching and Testing in a Discipline-Based Human Structure Curriculum

    ERIC Educational Resources Information Center

    Reilly, Frank D.

    2011-01-01

    This study investigated the educational benefits of system-based lecture notes and interactive learning objects in a peripheral nervous system component of a traditional first-year medical school human anatomy course. The impetus for the investigation was anecdotal evidence suggesting enhanced learner satisfaction with the learning resources.…

  5. Design Patterns for Learning and Assessment: Facilitating the Introduction of a Complex Simulation-Based Learning Environment into a Community of Instructors

    ERIC Educational Resources Information Center

    Frezzo, Dennis C.; Behrens, John T.; Mislevy, Robert J.

    2010-01-01

    Simulation environments make it possible for science and engineering students to learn to interact with complex systems. Putting these capabilities to effective use for learning, and assessing learning, requires more than a simulation environment alone. It requires a conceptual framework for the knowledge, skills, and ways of thinking that are…

  6. Probing Teachers' Lesson Planning: Promoting Metacognition

    ERIC Educational Resources Information Center

    Eilam, Billie

    2017-01-01

    Classrooms are complex systems, with dynamic interactions of different kinds among their composing varied elements. Such complex interactions lead to the system's unpredictable emergent learning behaviors. To support teachers' lesson planning and monitoring in the complex environment of classrooms, the present article examines the core…

  7. The Pathway Active Learning Environment: An interactive web-based tool for physics education

    NASA Astrophysics Data System (ADS)

    Nakamura, Christopher Matthew

    The work described here represents an effort to design, construct, and test an interactive online multimedia learning environment that can provide physics instruction to students in their homes. The system was designed with one-on-one human tutoring in mind as the mode of instruction. The system uses an original combination of a video-based tutor that incorporates natural language processing video-centered lessons and additional illustrative multimedia. Our Synthetic Interview (SI) tutor provides pre-recorded video answers from expert physics instructors in response to students' typed natural language questions. Our lessons cover Newton's laws and provide a context for the tutoring interaction to occur, connect physics ideas to real-world behavior of mechanical systems, and allow for quantitative testing of physics. Additional multimedia can be used to supplement the SI tutors' explanations and illustrate the physics of interest. The system is targeted at students of algebra-based and concept-based physics at the college and high school level. The system logs queries to the SI tutor, responses to lesson questions and several other interactions with the system, tagging those interactions with a username and timestamp. We have provided several groups of students with access to our system under several different conditions ranging from the controlled conditions of our interview facility to the naturalistic conditions of use at home. In total nearly two-hundred students have accessed the system. To gain insight into the ways students might use the system and understand the utility of its various components we analyzed qualitative interview data collected with 22 algebra-based physics students who worked with our system in our interview facility. We also performed a descriptive analysis of data from the system's log of user interactions. Finally we explored the use of machine learning to explore the possibility of using automated assessment to augment the interactive capabilities of the system as well as to identify productive and unproductive use patterns. This work establishes a proof-of-concept level demonstration of the feasibility of deploying this type of system. The impact of this work and the possibility of future research efforts are discussed in the context of Internet technologies that are changing rapidly.

  8. Functional contributions and interactions between the human hippocampus and subregions of the striatum during arbitrary associative learning and memory

    PubMed Central

    Mattfeld, Aaron T.; Stark, Craig E. L.

    2015-01-01

    The hippocampus and striatum are thought to have different functional roles in learning and memory. It is unknown under what experimental conditions their contributions are dissimilar or converge, and the extent to which they interact over the course of learning. In order to evaluate both the functional contributions of as well as the interactions between the human hippocampus and striatum, the present study used high-resolution functional magnetic resonance imaging (fMRI) and variations of a conditional visuomotor associative learning task that either taxed arbitrary associative learning (Experiment 1) or stimulus-response learning (Experiment 2). In the first experiment we observed changes in activity in the hippocampus and anterior caudate that reflect differences between the two regions consistent with distinct computational principles. In the second experiment we observed activity in the putamen that reflected content specific representations during the learning of arbitrary conditional visuomotor associations. In both experiments the hippocampus and ventral striatum demonstrated dynamic functional coupling during the learning of new arbitrary associations, but not during retrieval of well-learned arbitrary associations using control variants of the tasks that did not preferentially tax one system versus the other. These findings suggest that both the hippocampus and subregions of the dorsal striatum contribute uniquely to the learning of arbitrary associations while the hippocampus and ventral striatum interact over the course of learning. PMID:25560298

  9. Increasing Interactivity in the Online Learning Environment: Using Digital Tools to Support Students in Socially Constructed Meaning-Making

    ERIC Educational Resources Information Center

    Moreillon, Judi

    2015-01-01

    As more and more library and LIS education migrates to the online environment, college and university faculty are called upon to expand their pedagogy. Interactivity has been cited as one factor in attracting and retaining students in online courses and programs. LIS educators can reach outside the online learning management system (LMS) to…

  10. HYPER-­TVT: Development and Implementation of an Interactive Learning Environment for Students of Chemical and Process Engineering

    ERIC Educational Resources Information Center

    Santoro, Marina; Mazzotti, Marco

    2006-01-01

    Hyper-TVT is a computer-aided education system that has been developed at the Institute of Process Engineering at the ETH Zurich. The aim was to create an interactive learning environment for chemical and process engineering students. The topics covered are the most important multistage separation processes, i.e. fundamentals of separation…

  11. Collective learning for the emergence of social norms in networked multiagent systems.

    PubMed

    Yu, Chao; Zhang, Minjie; Ren, Fenghui

    2014-12-01

    Social norms such as social rules and conventions play a pivotal role in sustaining system order by regulating and controlling individual behaviors toward a global consensus in large-scale distributed systems. Systematic studies of efficient mechanisms that can facilitate the emergence of social norms enable us to build and design robust distributed systems, such as electronic institutions and norm-governed sensor networks. This paper studies the emergence of social norms via learning from repeated local interactions in networked multiagent systems. A collective learning framework, which imitates the opinion aggregation process in human decision making, is proposed to study the impact of agent local collective behaviors on the emergence of social norms in a number of different situations. In the framework, each agent interacts repeatedly with all of its neighbors. At each step, an agent first takes a best-response action toward each of its neighbors and then combines all of these actions into a final action using ensemble learning methods. Extensive experiments are carried out to evaluate the framework with respect to different network topologies, learning strategies, numbers of actions, influences of nonlearning agents, and so on. Experimental results reveal some significant insights into the manipulation and control of norm emergence in networked multiagent systems achieved through local collective behaviors.

  12. Interactive algorithms for teaching and learning acute medicine in the network of medical faculties MEFANET.

    PubMed

    Schwarz, Daniel; Štourač, Petr; Komenda, Martin; Harazim, Hana; Kosinová, Martina; Gregor, Jakub; Hůlek, Richard; Smékalová, Olga; Křikava, Ivo; Štoudek, Roman; Dušek, Ladislav

    2013-07-08

    Medical Faculties Network (MEFANET) has established itself as the authority for setting standards for medical educators in the Czech Republic and Slovakia, 2 independent countries with similar languages that once comprised a federation and that still retain the same curricular structure for medical education. One of the basic goals of the network is to advance medical teaching and learning with the use of modern information and communication technologies. We present the education portal AKUTNE.CZ as an important part of the MEFANET's content. Our focus is primarily on simulation-based tools for teaching and learning acute medicine issues. Three fundamental elements of the MEFANET e-publishing system are described: (1) medical disciplines linker, (2) authentication/authorization framework, and (3) multidimensional quality assessment. A new set of tools for technology-enhanced learning have been introduced recently: Sandbox (works in progress), WikiLectures (collaborative content authoring), Moodle-MEFANET (central learning management system), and Serious Games (virtual casuistics and interactive algorithms). The latest development in MEFANET is designed for indexing metadata about simulation-based learning objects, also known as electronic virtual patients or virtual clinical cases. The simulations assume the form of interactive algorithms for teaching and learning acute medicine. An anonymous questionnaire of 10 items was used to explore students' attitudes and interests in using the interactive algorithms as part of their medical or health care studies. Data collection was conducted over 10 days in February 2013. In total, 25 interactive algorithms in the Czech and English languages have been developed and published on the AKUTNE.CZ education portal to allow the users to test and improve their knowledge and skills in the field of acute medicine. In the feedback survey, 62 participants completed the online questionnaire (13.5%) from the total 460 addressed. Positive attitudes toward the interactive algorithms outnumbered negative trends. The peer-reviewed algorithms were used for conducting problem-based learning sessions in general medicine (first aid, anesthesiology and pain management, emergency medicine) and in nursing (emergency medicine for midwives, obstetric analgesia, and anesthesia for midwifes). The feedback from the survey suggests that the students found the interactive algorithms as effective learning tools, facilitating enhanced knowledge in the field of acute medicine. The interactive algorithms, as a software platform, are open to academic use worldwide. The existing algorithms, in the form of simulation-based learning objects, can be incorporated into any educational website (subject to the approval of the authors).

  13. Interactive Algorithms for Teaching and Learning Acute Medicine in the Network of Medical Faculties MEFANET

    PubMed Central

    Štourač, Petr; Komenda, Martin; Harazim, Hana; Kosinová, Martina; Gregor, Jakub; Hůlek, Richard; Smékalová, Olga; Křikava, Ivo; Štoudek, Roman; Dušek, Ladislav

    2013-01-01

    Background Medical Faculties Network (MEFANET) has established itself as the authority for setting standards for medical educators in the Czech Republic and Slovakia, 2 independent countries with similar languages that once comprised a federation and that still retain the same curricular structure for medical education. One of the basic goals of the network is to advance medical teaching and learning with the use of modern information and communication technologies. Objective We present the education portal AKUTNE.CZ as an important part of the MEFANET’s content. Our focus is primarily on simulation-based tools for teaching and learning acute medicine issues. Methods Three fundamental elements of the MEFANET e-publishing system are described: (1) medical disciplines linker, (2) authentication/authorization framework, and (3) multidimensional quality assessment. A new set of tools for technology-enhanced learning have been introduced recently: Sandbox (works in progress), WikiLectures (collaborative content authoring), Moodle-MEFANET (central learning management system), and Serious Games (virtual casuistics and interactive algorithms). The latest development in MEFANET is designed for indexing metadata about simulation-based learning objects, also known as electronic virtual patients or virtual clinical cases. The simulations assume the form of interactive algorithms for teaching and learning acute medicine. An anonymous questionnaire of 10 items was used to explore students’ attitudes and interests in using the interactive algorithms as part of their medical or health care studies. Data collection was conducted over 10 days in February 2013. Results In total, 25 interactive algorithms in the Czech and English languages have been developed and published on the AKUTNE.CZ education portal to allow the users to test and improve their knowledge and skills in the field of acute medicine. In the feedback survey, 62 participants completed the online questionnaire (13.5%) from the total 460 addressed. Positive attitudes toward the interactive algorithms outnumbered negative trends. Conclusions The peer-reviewed algorithms were used for conducting problem-based learning sessions in general medicine (first aid, anesthesiology and pain management, emergency medicine) and in nursing (emergency medicine for midwives, obstetric analgesia, and anesthesia for midwifes). The feedback from the survey suggests that the students found the interactive algorithms as effective learning tools, facilitating enhanced knowledge in the field of acute medicine. The interactive algorithms, as a software platform, are open to academic use worldwide. The existing algorithms, in the form of simulation-based learning objects, can be incorporated into any educational website (subject to the approval of the authors). PMID:23835586

  14. Why Robots Should Be Social: Enhancing Machine Learning through Social Human-Robot Interaction

    PubMed Central

    de Greeff, Joachim; Belpaeme, Tony

    2015-01-01

    Social learning is a powerful method for cultural propagation of knowledge and skills relying on a complex interplay of learning strategies, social ecology and the human propensity for both learning and tutoring. Social learning has the potential to be an equally potent learning strategy for artificial systems and robots in specific. However, given the complexity and unstructured nature of social learning, implementing social machine learning proves to be a challenging problem. We study one particular aspect of social machine learning: that of offering social cues during the learning interaction. Specifically, we study whether people are sensitive to social cues offered by a learning robot, in a similar way to children’s social bids for tutoring. We use a child-like social robot and a task in which the robot has to learn the meaning of words. For this a simple turn-based interaction is used, based on language games. Two conditions are tested: one in which the robot uses social means to invite a human teacher to provide information based on what the robot requires to fill gaps in its knowledge (i.e. expression of a learning preference); the other in which the robot does not provide social cues to communicate a learning preference. We observe that conveying a learning preference through the use of social cues results in better and faster learning by the robot. People also seem to form a “mental model” of the robot, tailoring the tutoring to the robot’s performance as opposed to using simply random teaching. In addition, the social learning shows a clear gender effect with female participants being responsive to the robot’s bids, while male teachers appear to be less receptive. This work shows how additional social cues in social machine learning can result in people offering better quality learning input to artificial systems, resulting in improved learning performance. PMID:26422143

  15. Why Robots Should Be Social: Enhancing Machine Learning through Social Human-Robot Interaction.

    PubMed

    de Greeff, Joachim; Belpaeme, Tony

    2015-01-01

    Social learning is a powerful method for cultural propagation of knowledge and skills relying on a complex interplay of learning strategies, social ecology and the human propensity for both learning and tutoring. Social learning has the potential to be an equally potent learning strategy for artificial systems and robots in specific. However, given the complexity and unstructured nature of social learning, implementing social machine learning proves to be a challenging problem. We study one particular aspect of social machine learning: that of offering social cues during the learning interaction. Specifically, we study whether people are sensitive to social cues offered by a learning robot, in a similar way to children's social bids for tutoring. We use a child-like social robot and a task in which the robot has to learn the meaning of words. For this a simple turn-based interaction is used, based on language games. Two conditions are tested: one in which the robot uses social means to invite a human teacher to provide information based on what the robot requires to fill gaps in its knowledge (i.e. expression of a learning preference); the other in which the robot does not provide social cues to communicate a learning preference. We observe that conveying a learning preference through the use of social cues results in better and faster learning by the robot. People also seem to form a "mental model" of the robot, tailoring the tutoring to the robot's performance as opposed to using simply random teaching. In addition, the social learning shows a clear gender effect with female participants being responsive to the robot's bids, while male teachers appear to be less receptive. This work shows how additional social cues in social machine learning can result in people offering better quality learning input to artificial systems, resulting in improved learning performance.

  16. Novel Web-based Education Platforms for Information Communication utilizing Gamification, Virtual and Immersive Reality

    NASA Astrophysics Data System (ADS)

    Demir, I.

    2015-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.

  17. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    PubMed

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  18. Learning to learn causal models.

    PubMed

    Kemp, Charles; Goodman, Noah D; Tenenbaum, Joshua B

    2010-09-01

    Learning to understand a single causal system can be an achievement, but humans must learn about multiple causal systems over the course of a lifetime. We present a hierarchical Bayesian framework that helps to explain how learning about several causal systems can accelerate learning about systems that are subsequently encountered. Given experience with a set of objects, our framework learns a causal model for each object and a causal schema that captures commonalities among these causal models. The schema organizes the objects into categories and specifies the causal powers and characteristic features of these categories and the characteristic causal interactions between categories. A schema of this kind allows causal models for subsequent objects to be rapidly learned, and we explore this accelerated learning in four experiments. Our results confirm that humans learn rapidly about the causal powers of novel objects, and we show that our framework accounts better for our data than alternative models of causal learning. Copyright © 2010 Cognitive Science Society, Inc.

  19. Learning from Multiple Collaborating Intelligent Tutors: An Agent-based Approach.

    ERIC Educational Resources Information Center

    Solomos, Konstantinos; Avouris, Nikolaos

    1999-01-01

    Describes an open distributed multi-agent tutoring system (MATS) and discusses issues related to learning in such open environments. Topics include modeling a one student-many teachers approach in a computer-based learning context; distributed artificial intelligence; implementation issues; collaboration; and user interaction. (Author/LRW)

  20. Technology in the Learning Sanctuary.

    ERIC Educational Resources Information Center

    Williams, Robert L.

    1990-01-01

    Adult residential programs can use educational technology to (1) create information icons that allow the learner to focus on and distill information; (2) remove barriers of time and space and create a measured reality within the learning sanctuary; and (3) develop open learning systems that are interactive and nonlinear. (SK)

  1. Interactive Distance Learning in Connecticut.

    ERIC Educational Resources Information Center

    Pietras, Jesse John; Murphy, Robert J.

    This paper provides an overview of distance learning activities in Connecticut and addresses the feasibility of such activities. Distance education programs have evolved from the one dimensional electronic mail systems to the use of sophisticated digital fiber networks. The Middlesex Distance Learning Consortium has developed a long-range plan to…

  2. Quantitative Aspects about the Interactions of Professors in the Learning Management System during a Final Undergraduate Project Distance Discipline

    ERIC Educational Resources Information Center

    Cechinel, Cristian

    2014-01-01

    This work presents a quantitative study of the use of a Learning Management System (LMS) by the professors of a distance learning course, focused on the guidance given for the students' Final Undergraduate Project. Data taken from the logs of 34 professors in two distinct virtual rooms were collected. After pre-processing the data, a series of…

  3. Dynamically analyzing cell interactions in biological environments using multiagent social learning framework.

    PubMed

    Zhang, Chengwei; Li, Xiaohong; Li, Shuxin; Feng, Zhiyong

    2017-09-20

    Biological environment is uncertain and its dynamic is similar to the multiagent environment, thus the research results of the multiagent system area can provide valuable insights to the understanding of biology and are of great significance for the study of biology. Learning in a multiagent environment is highly dynamic since the environment is not stationary anymore and each agent's behavior changes adaptively in response to other coexisting learners, and vice versa. The dynamics becomes more unpredictable when we move from fixed-agent interaction environments to multiagent social learning framework. Analytical understanding of the underlying dynamics is important and challenging. In this work, we present a social learning framework with homogeneous learners (e.g., Policy Hill Climbing (PHC) learners), and model the behavior of players in the social learning framework as a hybrid dynamical system. By analyzing the dynamical system, we obtain some conditions about convergence or non-convergence. We experimentally verify the predictive power of our model using a number of representative games. Experimental results confirm the theoretical analysis. Under multiagent social learning framework, we modeled the behavior of agent in biologic environment, and theoretically analyzed the dynamics of the model. We present some sufficient conditions about convergence or non-convergence and prove them theoretically. It can be used to predict the convergence of the system.

  4. Active Learning with Ubiquitous Presenter and Tablet PCs

    NASA Astrophysics Data System (ADS)

    Price, Edward; Simon, B.

    2006-12-01

    Ubiquitous Presenter (UP)* is a digital presentation system that facilitates spontaneity and interactivity in the classroom. Using the system, an instructor with a Tablet PC can spontaneously modify prepared slides. Furthermore, students with web-enabled devices can add digital 'ink' or text to the instructor's slides and submit them to the instructor during class. We have used this system to facilitate interactive engagement techniques in an introductory physics class where approximately one-third of the students had access to a Tablet PC during class. Class time was used for Interactive Lecture Demonstrations, Peer Instruction, and group problem solving. We describe the implementation of these active learning activities with UP and Tablet PCs, show examples of student contributions, and describe the impact on the classroom setting. *http://up.ucsd.edu/about/

  5. Better than Expected: Using Learning Analytics to Promote Student Success in Gateway Science

    ERIC Educational Resources Information Center

    Wright, Mary C.; McKay, Timothy; Hershock, Chad; Miller, Kate; Tritz, Jared

    2014-01-01

    Learning Analytics (LA) has been identified as one of the top technology trends in higher education today (Johnson et al., 2013). LA is based on the idea that datasets generated through normal administrative, teaching, or learning activities--such as registrar data or interactions with learning management systems--can be analyzed to enhance…

  6. Strategies for the Creation, Design and Implementation of Effective Interactive Computer-Aided Learning Software in Numerate Business Subjects--The Byzantium Experience.

    ERIC Educational Resources Information Center

    Wilkinson-Riddle, G. J.; Patel, Ashok

    1998-01-01

    Discusses courseware development, including intelligent tutoring systems, under the Teaching and Learning Technology Programme and the Byzantium project that was designed to define computer-aided learning performance standards suitable for numerate business subjects; examine reasons to use computer-aided learning; and improve access to educational…

  7. The Social Semantic Web in Intelligent Learning Environments: State of the Art and Future Challenges

    ERIC Educational Resources Information Center

    Jovanovic, Jelena; Gasevic, Dragan; Torniai, Carlo; Bateman, Scott; Hatala, Marek

    2009-01-01

    Today's technology-enhanced learning practices cater to students and teachers who use many different learning tools and environments and are used to a paradigm of interaction derived from open, ubiquitous, and socially oriented services. In this context, a crucial issue for education systems in general, and for Intelligent Learning Environments…

  8. Identification of "At Risk" Students Using Learning Analytics: The Ethical Dilemmas of Intervention Strategies in a Higher Education Institution

    ERIC Educational Resources Information Center

    Lawson, Celeste; Beer, Colin; Rossi, Dolene; Moore, Teresa; Fleming, Julie

    2016-01-01

    Learning analytics is an emerging field in which sophisticated analytic tools are used to inform and improve learning and teaching. Researchers within a regional university in Australia identified an association between interaction and student success in online courses and subsequently developed a learning analytics system aimed at informing…

  9. Bridging the Gap between Students and Computers: Supporting Activity Awareness for Network Collaborative Learning with GSM Network

    ERIC Educational Resources Information Center

    Liu, C.-C.; Tao, S.-Y.; Nee, J.-N.

    2008-01-01

    The internet has been widely used to promote collaborative learning among students. However, students do not always have access to the system, leading to doubt in the interaction among the students, and reducing the effectiveness of collaborative learning, since the web-based collaborative learning environment relies entirely on the availability…

  10. Extraction of CYP chemical interactions from biomedical literature using natural language processing methods.

    PubMed

    Jiao, Dazhi; Wild, David J

    2009-02-01

    This paper proposes a system that automatically extracts CYP protein and chemical interactions from journal article abstracts, using natural language processing (NLP) and text mining methods. In our system, we employ a maximum entropy based learning method, using results from syntactic, semantic, and lexical analysis of texts. We first present our system architecture and then discuss the data set for training our machine learning based models and the methods in building components in our system, such as part of speech (POS) tagging, Named Entity Recognition (NER), dependency parsing, and relation extraction. An evaluation of the system is conducted at the end, yielding very promising results: The POS, dependency parsing, and NER components in our system have achieved a very high level of accuracy as measured by precision, ranging from 85.9% to 98.5%, and the precision and the recall of the interaction extraction component are 76.0% and 82.6%, and for the overall system are 68.4% and 72.2%, respectively.

  11. Interactive machine learning for health informatics: when do we need the human-in-the-loop?

    PubMed

    Holzinger, Andreas

    2016-06-01

    Machine learning (ML) is the fastest growing field in computer science, and health informatics is among the greatest challenges. The goal of ML is to develop algorithms which can learn and improve over time and can be used for predictions. Most ML researchers concentrate on automatic machine learning (aML), where great advances have been made, for example, in speech recognition, recommender systems, or autonomous vehicles. Automatic approaches greatly benefit from big data with many training sets. However, in the health domain, sometimes we are confronted with a small number of data sets or rare events, where aML-approaches suffer of insufficient training samples. Here interactive machine learning (iML) may be of help, having its roots in reinforcement learning, preference learning, and active learning. The term iML is not yet well used, so we define it as "algorithms that can interact with agents and can optimize their learning behavior through these interactions, where the agents can also be human." This "human-in-the-loop" can be beneficial in solving computationally hard problems, e.g., subspace clustering, protein folding, or k-anonymization of health data, where human expertise can help to reduce an exponential search space through heuristic selection of samples. Therefore, what would otherwise be an NP-hard problem, reduces greatly in complexity through the input and the assistance of a human agent involved in the learning phase.

  12. Attentional control of associative learning—A possible role of the central cholinergic system

    PubMed Central

    Pauli, Wolfgang M.; O'Reilly, Randall C.

    2010-01-01

    How does attention interact with learning? Kruschke [Kruschke, J.K. (2001). Toward a unified Model of Attention in Associative Learning. J. Math. Psychol. 45, 812–863.] proposed a model (EXIT) that captures Mackintosh's [Mackintosh, N.J. (1975). A theory of attention: Variations in the associability of stimuli with reinforcement. Psychological Review, 82(4), 276–298.] framework for attentional modulation of associative learning. We developed a computational model that showed analogous interactions between selective attention and associative learning, but is significantly simplified and, in contrast to EXIT, is motivated by neurophysiological findings. Competition among input representations in the internal representation layer, which increases the contrast between stimuli, is critical for simulating these interactions in human behavior. Furthermore, this competition is modulated in a way that might be consistent with the phasic activation of the central cholinergic system, which modulates activity in sensory cortices. Specifically, phasic increases in acetylcholine can cause increased excitability of both pyramidal excitatory neurons in cortical layers II/III and cortical GABAergic inhibitory interneurons targeting the same pyramidal neurons. These effects result in increased attentional contrast in our model. This model thus represents an initial attempt to link human attentional learning data with underlying neural substrates. PMID:17870060

  13. Human Category Learning 2.0

    PubMed Central

    Ashby, F. Gregory; Maddox, W. Todd

    2010-01-01

    During the 1990’s and early 2000’s, cognitive neuroscience investigations of human category learning focused on the primary goal of showing that humans have multiple category learning systems and on the secondary goals of identifying key qualitative properties of each system and of roughly mapping out the neural networks that mediate each system. Many researchers now accept the strength of the evidence supporting multiple systems, and as a result, during the past few years, work has begun on the second generation of research questions – that is, on questions that begin with the assumption that humans have multiple category learning systems. This article reviews much of this second generation of research. Topics covered include: 1) How do the various systems interact? 2) Are there different neural systems for categorization and category representation? 3) How does automaticity develop in each system?, and 4) Exactly how does each system learn? PMID:21182535

  14. Human category learning 2.0.

    PubMed

    Ashby, F Gregory; Maddox, W Todd

    2011-04-01

    During the 1990s and early 2000s, cognitive neuroscience investigations of human category learning focused on the primary goal of showing that humans have multiple category-learning systems and on the secondary goals of identifying key qualitative properties of each system and of roughly mapping out the neural networks that mediate each system. Many researchers now accept the strength of the evidence supporting multiple systems, and as a result, during the past few years, work has begun on the second generation of research questions-that is, on questions that begin with the assumption that humans have multiple category-learning systems. This article reviews much of this second generation of research. Topics covered include (1) How do the various systems interact? (2) Are there different neural systems for categorization and category representation? (3) How does automaticity develop in each system? and (4) Exactly how does each system learn? © 2010 New York Academy of Sciences.

  15. The interactive learning toolkit: technology and the classroom

    NASA Astrophysics Data System (ADS)

    Lukoff, Brian; Tucker, Laura

    2011-04-01

    Peer Instruction (PI) and Just-in-Time-Teaching (JiTT) have been shown to increase both students' conceptual understanding and problem-solving skills. However, the time investment for the instructor to prepare appropriate conceptual questions and manage student JiTT responses is one of the main implementation hurdles. To overcome this we have developed the Interactive Learning Toolkit (ILT), a course management system specifically designed to support PI and JiTT. We are working to integrate the ILT with a fully interactive classroom system where students can use their laptops and smartphones to respond to ConcepTests in class. The goal is to use technology to engage students in conceptual thinking both in and out of the classroom.

  16. Who Needs to Do What Where?: Using Learning Management Systems on Residential vs. Commuter Campuses

    ERIC Educational Resources Information Center

    Lonn, Steven; Teasley, Stephanie D.; Krumm, Andrew E.

    2011-01-01

    Learning Management Systems (LMS) are web-based systems allowing instructors and/or students to share materials and interact online. This study compared differences in LMS use between instructors and students at a large residential campus with students at a smaller commuter campus. Responses to an online survey about LMS activities and tools were…

  17. Use of a Content Management System for Blended Learning: Perceptions of Pre-Service Teachers

    ERIC Educational Resources Information Center

    Altun, Arif; Gulbahar, Yasemin; Madran, Orcun

    2008-01-01

    This study presents the development, implementation and evaluation phases of a content management system to be used in higher education settings in a blended learning environment. The purpose of this study is twofold. First, it is aimed to observe how pre-service teacher trainees interacted within the system when they are given the tool to…

  18. Interactive Videodisc Learning Systems.

    ERIC Educational Resources Information Center

    Currier, Richard L.

    1983-01-01

    Discussion of capabilities of interactive videodisc, which combines video images recorded on disc and random-access, highlights interactivity; teaching techniques with videodiscs (including masking, disassembly, movie maps, tactical maps, action code, and simulation); costs; and games. Illustrative material is provided. (High Technology, P. O. Box…

  19. Analyzing Convergence in e-Learning Resource Filtering Based on ACO Techniques: A Case Study with Telecommunication Engineering Students

    ERIC Educational Resources Information Center

    Munoz-Organero, Mario; Ramirez, Gustavo A.; Merino, Pedro Munoz; Kloos, Carlos Delgado

    2010-01-01

    The use of swarm intelligence techniques in e-learning scenarios provides a way to combine simple interactions of individual students to solve a more complex problem. After getting some data from the interactions of the first students with a central system, the use of these techniques converges to a solution that the rest of the students can…

  20. Building an adaptive agent to monitor and repair the electrical power system of an orbital satellite

    NASA Technical Reports Server (NTRS)

    Tecuci, Gheorghe; Hieb, Michael R.; Dybala, Tomasz

    1995-01-01

    Over several years we have developed a multistrategy apprenticeship learning methodology for building knowledge-based systems. Recently we have developed and applied our methodology to building intelligent agents. This methodology allows a subject matter expert to build an agent in the same way in which the expert would teach a human apprentice. The expert will give the agent specific examples of problems and solutions, explanations of these solutions, or supervise the agent as it solves new problems. During such interactions, the agent learns general rules and concepts, continuously extending and improving its knowledge base. In this paper we present initial results on applying this methodology to build an intelligent adaptive agent for monitoring and repair of the electrical power system of an orbital satellite, stressing the interaction with the expert during apprenticeship learning.

  1. Utilizing media arts principles for developing effective interactive neurorehabilitation systems.

    PubMed

    Rikakis, Thanassis

    2011-01-01

    This paper discusses how interactive neurorehabilitation systems can increase their effectiveness through systematic integration of media arts principles and practice. Media arts expertise can foster the development of complex yet intuitive extrinsic feedback displays that match the inherent complexity and intuitive nature of motor learning. Abstract, arts-based feedback displays can be powerful metaphors that provide re-contextualization, engagement and appropriate reward mechanisms for mature adults. Such virtual feedback displays must be seamlessly integrated with physical components to produce mixed reality training environments that promote active, generalizable learning. The proposed approaches are illustrated through examples from mixed reality rehabilitation systems developed by our team.

  2. Computer-Assisted Learning for the Hearing Impaired: An Interactive Written Language Enviroment.

    ERIC Educational Resources Information Center

    Ward, R. D.; Rostron, A. B.

    1983-01-01

    To help hearing-impaired children develop their linguistic competence, a computer system that can process sentences and give feedback about their acceptability was developed. Suggestions are made of ways to use the system as an environment for interactive written communication. (Author/CL)

  3. Classroom Response Systems for Implementing "Interactive Inquiry" in Large Organic Chemistry Classes

    ERIC Educational Resources Information Center

    Morrison, Richard W.; Caughran, Joel A.; Sauers, Angela L.

    2014-01-01

    The authors have developed "sequence response applications" for classroom response systems (CRSs) that allow instructors to engage and actively involve students in the learning process, probe for common misconceptions regarding lecture material, and increase interaction between instructors and students. "Guided inquiry" and…

  4. Using Activity Theory to Understand Learning Design Requirements of Patient Self-Management Environments

    ERIC Educational Resources Information Center

    Schaffer, Scott P.; Reyes, Lisette; Kim, Hannah; Collins, Bart

    2010-01-01

    Learning designs aimed at supporting transformational change could significantly benefit from the adoption of socio-historical and socio-cultural analysis approaches. Such systemic perspectives are gaining more importance in education as they facilitate understanding of complex interactions between learning environments and human activity. The…

  5. Impacts of Learning Management System on Learner Autonomy in EFL Learning

    ERIC Educational Resources Information Center

    Dang, Tin Tan; Robertson, Margaret

    2010-01-01

    The integration of interactive online communication into different educational settings has been widely researched since the emergence of Web 2.0 technology. It has been particularly identified to give EFL students more opportunities to express ideas, enhance their engagement in learning activities and promote their confidence during virtual…

  6. Adaptive Social Learning Based on Crowdsourcing

    ERIC Educational Resources Information Center

    Karataev, Evgeny; Zadorozhny, Vladimir

    2017-01-01

    Many techniques have been developed to enhance learning experience with computer technology. A particularly great influence of technology on learning came with the emergence of the web and adaptive educational hypermedia systems. While the web enables users to interact and collaborate with each other to create, organize, and share knowledge via…

  7. Shaping Interpersonal Learning in the Jazz Improvisation Lesson: Observing a Dynamic Systems Approach

    ERIC Educational Resources Information Center

    de Bruin, Leon Rene

    2018-01-01

    Music institutions predominantly utilize the one-to-one lesson in developing and supporting music students' learning of skill and knowledge. This article explores the effect that interpersonal interaction plays in shaping pedagogical applications between teacher and student. Observing the learning of improvisation within this individualized social…

  8. Teacher-Child Interactions in Chile and Their Associations with Prekindergarten Outcomes

    ERIC Educational Resources Information Center

    Leyva, Diana; Weiland, Christina; Barata, M.; Yoshikawa, Hirokazu; Snow, Catherine; Treviño, Ernesto; Rolla, Andrea

    2015-01-01

    Quality of teacher-child interactions is central to prekindergarten children's learning. In the United States, the quality of teacher-child interactions is commonly assessed using the teaching through interactions conceptual framework and an associated observational tool, the Classroom Assessment Scoring System (CLASS). This study examined: (a)…

  9. Coordinating Decentralized Learning and Conflict Resolution across Agent Boundaries

    ERIC Educational Resources Information Center

    Cheng, Shanjun

    2012-01-01

    It is crucial for embedded systems to adapt to the dynamics of open environments. This adaptation process becomes especially challenging in the context of multiagent systems because of scalability, partial information accessibility and complex interaction of agents. It is a challenge for agents to learn good policies, when they need to plan and…

  10. Cooperation between the Hippocampus and the Striatum during Episodic Encoding

    ERIC Educational Resources Information Center

    Sadeh, Talya; Shohamy, Daphna; Levy, Dana Rubi; Reggev, Niv; Maril, Anat

    2011-01-01

    The hippocampus and the striatum are thought to play distinct roles in learning and memory, each supporting an independent memory system. A fundamental question is whether, and how, these systems interact to jointly contribute to learning and memory. In particular, it remains unknown whether the striatum contributes selectively to implicit,…

  11. Does It Really Matter whether Students' Contributions Are Spoken versus Typed in an Intelligent Tutoring System with Natural Language?

    ERIC Educational Resources Information Center

    D'Mello, Sidney K.; Dowell, Nia; Graesser, Arthur

    2011-01-01

    There is the question of whether learning differs when students speak versus type their responses when interacting with intelligent tutoring systems with natural language dialogues. Theoretical bases exist for three contrasting hypotheses. The "speech facilitation" hypothesis predicts that spoken input will "increase" learning,…

  12. Toolkit Approach to Integrating Library Resources into the Learning Management System

    ERIC Educational Resources Information Center

    Black, Elizabeth L.

    2008-01-01

    As use of learning management systems (LMS) increases, it is essential that librarians are there. Ohio State University Libraries took a toolkit approach to integrate library content in the LMS to facilitate creative and flexible interactions between librarians, students and faculty in Ohio State University's large and decentralized academic…

  13. A Learning Progression Should Address Regression: Insights from Developing Non-Linear Reasoning in Ecology

    ERIC Educational Resources Information Center

    Hovardas, Tasos

    2016-01-01

    Although ecological systems at varying scales involve non-linear interactions, learners insist thinking in a linear fashion when they deal with ecological phenomena. The overall objective of the present contribution was to propose a hypothetical learning progression for developing non-linear reasoning in prey-predator systems and to provide…

  14. A Mixed-Response Intelligent Tutoring System Based on Learning from Demonstration

    ERIC Educational Resources Information Center

    Alvarez Xochihua, Omar

    2012-01-01

    Intelligent Tutoring Systems (ITS) have a significant educational impact on student's learning. However, researchers report time intensive interaction is needed between ITS developers and domain-experts to gather and represent domain knowledge. The challenge is augmented when the target domain is ill-defined. The primary problem resides in…

  15. Demanding Need of Growing Technologies in Distance Learning System

    ERIC Educational Resources Information Center

    Hafeez, Amtul; Ahmed, Aiijaz; Zubia, Noreen

    2014-01-01

    In distance education system use of different media enable the learners to start the course of study independently. The appearance of the internet and the expansion of web have now changed distance learning from a broadcasting way to an interactive way, and allowed connecting the learners and instructors who are geographically divided.…

  16. Enhance Learning in Athletic Training Education with Audience Response Systems

    ERIC Educational Resources Information Center

    Harman, Chris T.

    2010-01-01

    Audience Response Systems (ARS) are now being used to enhance learning in various higher education disciplines. With several ARS brands available, it is most important to consider various facets of this interactive technology prior to implementing it into athletic training courses. This article will outline strategies to incorporate this learning…

  17. Effective e-learning for health professional and medical students: the experience with SIAS-Intelligent Tutoring System.

    PubMed

    Muñoz, Diana C; Ortiz, Alexandra; González, Carolina; López, Diego M; Blobel, Bernd

    2010-01-01

    Current e-learning systems are still inadequate to support the level of interaction, personalization and engagement demanded by clinicians, care givers, and the patient themselves. For effective e-learning to be delivered in the health context, collaboration between pedagogy and technology is required. Furthermore, e-learning systems should be flexible enough to be adapted to the students' needs, evaluated regularly, easy to use and maintain and provide students' feedback, guidelines and supporting material in different formats. This paper presents the implementation of an Intelligent Tutoring System (SIAS-ITS), and its evaluation compared to a traditional virtual learning platform (Moodle). The evaluation was carried out as a case study, in which the participants were separated in two groups, each group attending a virtual course on the WHO Integrated Management of Childhood Illness (IMCI) strategy supported by one of the two e-learning platforms. The evaluation demonstrated that the participants' knowledge level, pedagogical strategies used, learning efficiency and systems' usability were improved using the Intelligent Tutoring System.

  18. The Development and Initial Evaluation of the Human Readiness Level Framework

    DTIC Science & Technology

    2010-06-01

    View ICD Initial Capabilities Document ICW Interactive Course Ware ILE Interactive Learning Environment ILT Instructor Led Training IOC...Programmatic Environmental Safety and Health Evaluation PHA Preliminary Hazard Analysis PHL Preliminary Hazard List xiv PM Program Manager PQS...Occupational Health SOW Statement of Work SRD System Requirements Document SPS System Performance Specification SRR System Requirements Review SVR

  19. A Description of a Prototype System at NTID which Merges Computer Assisted Instruction and Instructional Television.

    ERIC Educational Resources Information Center

    vonFeldt, James R.

    The development of a prototype system is described which merges the strengths of computer assisted instruction, data gathering, interactive learning, individualized instruction, and the motion in color, and audio features of television. Creation of the prototype system will allow testing of both TV and interactive CAI/TV strategies in auditory and…

  20. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    NASA Astrophysics Data System (ADS)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  1. Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology.

    PubMed

    Pettit, Robin K; McCoy, Lise; Kinney, Marjorie; Schwartz, Frederic N

    2015-05-22

    Higher education students have positive attitudes about the use of audience response systems (ARS), but even technology-enhanced lessons can become tiresome if the pedagogical approach is exactly the same with each implementation. Gamification is the notion that gaming mechanics can be applied to routine activities. In this study, TurningPoint (TP) ARS interactions were gamified and implemented in 22 large group medical microbiology lectures throughout an integrated year 1 osteopathic medical school curriculum. A 32-item questionnaire was used to measure students' perceptions of the gamified TP interactions at the end of their first year. The survey instrument generated both Likert scale and open-ended response data that addressed game design and variety, engagement and learning features, use of TP questions after class, and any value of lecture capture technology for reviewing these interactive presentations. The Chi Square Test was used to analyze grouped responses to Likert scale questions. Responses to open-ended prompts were categorized using open-coding. Ninety-one students out of 106 (86 %) responded to the survey. A significant majority of the respondents agreed or strongly agreed that the games were engaging, and an effective learning tool. The questionnaire investigated the degree to which specific features of these interactions were engaging (nine items) and promoted learning (seven items). The most highly ranked engagement aspects were peer competition and focus on the activity (tied for highest ranking), and the most highly ranked learning aspect was applying theoretical knowledge to clinical scenarios. Another notable item was the variety of interactions, which ranked in the top three in both the engagement and learning categories. Open-ended comments shed light on how students use TP questions for exam preparation, and revealed engaging and non-engaging attributes of these interactive sessions for students who review them via lecture capture. Students clearly valued the engagement and learning aspects of gamified TP interactions. The overwhelming majority of students surveyed in this study were engaged by the variety of TP games, and gained an interest in microbiology. The methods described in this study may be useful for other educators wishing to expand the utility of ARS in their classrooms.

  2. The Use of Electronic Voting Systems in Lectures within Business and Marketing: A Case Study of Their Impact on Student Learning

    ERIC Educational Resources Information Center

    Masikunas, George; Panayiotidis, Andreas; Burke, Linda

    2007-01-01

    This article presents a case study of the impact on student learning of introducing an electronic voting system (EVS) into large-group lectures for first-year undergraduate students undertaking degrees in marketing and business systems. We discuss the potential for using EVS-style interactive lectures in marketing and business programmes. We then…

  3. Learning about the Earth as a System. International Conference on Geoscience Education Conference Proceedings (2nd, Hilo, HI, July 28-31, 1997).

    ERIC Educational Resources Information Center

    Fortner, Rosanne W., Ed.; Mayer, Victor J., Ed.

    Learning about the earth as a system was the focus of the 1997 International Conference on Geoscience Education. This proceedings contains details on the organization of the conference as well as five general sessions by various participants. The interactive poster sessions are organized according to three themes: (1) Earth Systems/Science…

  4. Putting Words in Their Mouths: The Alignment of Identities with System Goals through the Use of Individual Learning Plans

    ERIC Educational Resources Information Center

    Hamilton, Mary

    2009-01-01

    This article analyses the role of Individual Learning Plans (ILPs) in teachers' work in the "Skills for Life" sector. It shows how ILPs, originally a means of formative assessment, have become part of a system of performance indicators and function as a key mediating mechanism between local interactions and system goals. The article…

  5. Combining active learning and semi-supervised learning techniques to extract protein interaction sentences.

    PubMed

    Song, Min; Yu, Hwanjo; Han, Wook-Shin

    2011-11-24

    Protein-protein interaction (PPI) extraction has been a focal point of many biomedical research and database curation tools. Both Active Learning and Semi-supervised SVMs have recently been applied to extract PPI automatically. In this paper, we explore combining the AL with the SSL to improve the performance of the PPI task. We propose a novel PPI extraction technique called PPISpotter by combining Deterministic Annealing-based SSL and an AL technique to extract protein-protein interaction. In addition, we extract a comprehensive set of features from MEDLINE records by Natural Language Processing (NLP) techniques, which further improve the SVM classifiers. In our feature selection technique, syntactic, semantic, and lexical properties of text are incorporated into feature selection that boosts the system performance significantly. By conducting experiments with three different PPI corpuses, we show that PPISpotter is superior to the other techniques incorporated into semi-supervised SVMs such as Random Sampling, Clustering, and Transductive SVMs by precision, recall, and F-measure. Our system is a novel, state-of-the-art technique for efficiently extracting protein-protein interaction pairs.

  6. How does a specific learning and memory system in the mammalian brain gain control of behavior?

    PubMed

    McDonald, Robert J; Hong, Nancy S

    2013-11-01

    This review addresses a fundamental, yet poorly understood set of issues in systems neuroscience. The issues revolve around conceptualizations of the organization of learning and memory in the mammalian brain. One intriguing, and somewhat popular, conceptualization is the idea that there are multiple learning and memory systems in the mammalian brain and they interact in different ways to influence and/or control behavior. This approach has generated interesting empirical and theoretical work supporting this view. One issue that needs to be addressed is how these systems influence or gain control of voluntary behavior. To address this issue, we clearly specify what we mean by a learning and memory system. We then review two types of processes that might influence which memory system gains control of behavior. One set of processes are external factors that can affect which system controls behavior in a given situation including task parameters like the kind of information available to the subject, types of training experience, and amount of training. The second set of processes are brain mechanisms that might influence what memory system controls behavior in a given situation including executive functions mediated by the prefrontal cortex; switching mechanisms mediated by ascending neurotransmitter systems, the unique role of the hippocampus during learning. The issue of trait differences in control of different learning and memory systems will also be considered in which trait differences in learning and memory function are thought to potentially emerge from differences in level of prefrontal influence, differences in plasticity processes, differences in ascending neurotransmitter control, differential access to effector systems like motivational and motor systems. Finally, we present scenarios in which different mechanisms might interact. This review was conceived to become a jumping off point for new work directed at understanding these issues. The outcome of this work, in combination with other approaches, might improve understanding of the mechanisms of volition in human and non-human animals. Copyright © 2013 Wiley Periodicals, Inc.

  7. Modulation for emergent networks: serotonin and dopamine.

    PubMed

    Weng, Juyang; Paslaski, Stephen; Daly, James; VanDam, Courtland; Brown, Jacob

    2013-05-01

    In autonomous learning, value-sensitive experiences can improve the efficiency of learning. A learning network needs be motivated so that the limited computational resources and the limited lifetime are devoted to events that are of high value for the agent to compete in its environment. The neuromodulatory system of the brain is mainly responsible for developing such a motivation system. Although reinforcement learning has been extensively studied, many existing models are symbolic whose internal nodes or modules have preset meanings. Neural networks have been used to automatically generate internal emergent representations. However, modeling an emergent motivational system for neural networks is still a great challenge. By emergent, we mean that the internal representations emerge autonomously through interactions with the external environments. This work proposes a generic emergent modulatory system for emergent networks, which includes two subsystems - the serotonin system and the dopamine system. The former signals a large class of stimuli that are intrinsically aversive (e.g., stress or pain). The latter signals a large class of stimuli that are intrinsically appetitive (e.g., pleasure or sweet). We experimented with this motivational system for two settings. The first is a visual recognition setting to investigate how such a system can learn through interactions with a teacher, who does not directly give answers, but only punishments and rewards. The second is a setting for wandering in the presence of a friend and a foe. Copyright © 2012 Elsevier Ltd. All rights reserved.

  8. Visual interaction: models, systems, prototypes. The Pictorial Computing Laboratory at the University of Rome La Sapienza.

    PubMed

    Bottoni, Paolo; Cinque, Luigi; De Marsico, Maria; Levialdi, Stefano; Panizzi, Emanuele

    2006-06-01

    This paper reports on the research activities performed by the Pictorial Computing Laboratory at the University of Rome, La Sapienza, during the last 5 years. Such work, essentially is based on the study of humancomputer interaction, spans from metamodels of interaction down to prototypes of interactive systems for both synchronous multimedia communication and groupwork, annotation systems for web pages, also encompassing theoretical and practical issues of visual languages and environments also including pattern recognition algorithms. Some applications are also considered like e-learning and collaborative work.

  9. User Interaction Modeling and Profile Extraction in Interactive Systems: A Groupware Application Case Study †

    PubMed Central

    Tîrnăucă, Cristina; Duque, Rafael; Montaña, José L.

    2017-01-01

    A relevant goal in human–computer interaction is to produce applications that are easy to use and well-adjusted to their users’ needs. To address this problem it is important to know how users interact with the system. This work constitutes a methodological contribution capable of identifying the context of use in which users perform interactions with a groupware application (synchronous or asynchronous) and provides, using machine learning techniques, generative models of how users behave. Additionally, these models are transformed into a text that describes in natural language the main characteristics of the interaction of the users with the system. PMID:28726762

  10. Social influence on associative learning: double dissociation in high-functioning autism, early-stage behavioural variant frontotemporal dementia and Alzheimer's disease.

    PubMed

    Kéri, Szabolcs

    2014-05-01

    Most of our learning activity takes place in a social context. I examined how social interactions influence associative learning in neurodegenerative diseases and atypical neurodevelopmental conditions primarily characterised by social cognitive and memory dysfunctions. Participants were individuals with high-functioning autism (HFA, n = 18), early-stage behavioural variant frontotemporal dementia (bvFTD, n = 16) and Alzheimer's disease (AD, n = 20). The leading symptoms in HFA and bvFTD were social and behavioural dysfunctions, whereas AD was characterised by memory deficits. Participants received three versions of a paired associates learning task. In the game with boxes test, objects were hidden in six candy boxes placed in different locations on the computer screen. In the game with faces, each box was labelled by a photo of a person. In the real-life version of the game, participants played with real persons. Individuals with HFA and bvFTD performed well in the computer games, but failed on the task including real persons. In contrast, in patients with early-stage AD, social interactions boosted paired associates learning up to the level of healthy control volunteers. Worse performance in the real life game was associated with less successful recognition of complex emotions and mental states in the Reading the Mind in the Eyes Test. Spatial span did not affect the results. When social cognition is impaired, but memory systems are less compromised (HFA and bvFTD), real-life interactions disrupt associative learning; when disease process impairs memory systems but social cognition is relatively intact (early-stage AD), social interactions have a beneficial effect on learning and memory. Copyright © 2014 Elsevier Ltd. All rights reserved.

  11. Cooperation enhanced by indirect reciprocity in spatial prisoner's dilemma games for social P2P systems

    NASA Astrophysics Data System (ADS)

    Tian, Lin-Lin; Li, Ming-Chu; Wang, Zhen

    2016-11-01

    With the growing interest in social Peer-to-Peer (P2P) applications, relationships of individuals are further exploited to improve the performances of reputation systems. It is an on-going challenge to investigate how spatial reciprocity aids indirect reciprocity in sustaining cooperation in practical P2P environments. This paper describes the construction of an extended prisoner's dilemma game on square lattice networks with three strategies, i.e., defection, unconditional cooperation, and reciprocal cooperation. Reciprocators discriminate partners according to their reputations based on image scoring, where mistakes in judgment of reputations may occur. The independent structures of interaction and learning neighborhood are discussed, with respect to the situation in which learning environments differ from interaction networks. The simulation results have indicated that the incentive mechanism enhances cooperation better in structured peers than among a well-mixed population. Given the realistic condition of inaccurate reputation scores, defection is still successfully held down when the players interact and learn within the unified neighborhoods. Extensive simulations have further confirmed the positive impact of spatial structure on cooperation with different sizes of lattice neighborhoods. And similar conclusions can also be drawn on regular random networks and scale-free networks. Moreover, for the separated structures of the neighborhoods, the interaction network has a critical effect on the evolution dynamics of cooperation and learning environments only have weaker impacts on the process. Our findings further provide some insights concerning the evolution of collective behaviors in social systems.

  12. Measuring Instructional Interactions in Kindergarten Mathematics Classrooms through a Direct Observation System

    ERIC Educational Resources Information Center

    Doabler, Christian T.

    2010-01-01

    There is convincing evidence that many students struggle to learn mathematics proficiently. One plausible contributor to the low math achievement is the quantity and quality of learning opportunities provided in classrooms. These opportunities may fall short of addressing the learning needs of students, especially those at risk for failure in…

  13. An Interactive Cultural Transect: Designing, Deploying, and Evaluating an Online Virtual-Abroad Learning Experience

    ERIC Educational Resources Information Center

    Peters, Phil; Katsaros, Alex; Howard, Rosalyn; Lindgren, Robb

    2012-01-01

    This pilot project conducted by researchers from the University of Central Florida (UCF) seeks to answer the question: Does a real-time, two-way, mobile, remote webcasting system have special properties for learning compared with traditional distance learning platforms? Students enrolled in two online, undergraduate UCF courses explored South…

  14. Transactional Distance and Second Life: The Effects of Video Game Experience

    ERIC Educational Resources Information Center

    Atkinson, Mark

    2013-01-01

    As a subset of distance education, online learning takes place primarily in learning management systems through asynchronous interaction, that can cause transactional distance between instructor and learners. This study investigated how transactional distance may be affected by the use of Second Life, a 3-D virtual world, as a learning environment…

  15. Model Based Usability Heuristics for Constructivist E-Learning

    ERIC Educational Resources Information Center

    Katre, Dinesh S.

    2007-01-01

    Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…

  16. A Contextualized System for Supporting Active Learning

    ERIC Educational Resources Information Center

    Gomez, Jorge E.; Huete, Juan F.; Hernandez, Velssy L.

    2016-01-01

    The dynamics of the world today demands a change in traditional education paradigms to enable the creation of more efficient learning environments, where students will learn more effectively and will play a more active role in their education. They should interact with the knowledge at anytime-anywhere. In order to tackle this problem we should…

  17. A Practical Ontology Query Expansion Algorithm for Semantic-Aware Learning Objects Retrieval

    ERIC Educational Resources Information Center

    Lee, Ming-Che; Tsai, Kun Hua; Wang, Tzone I.

    2008-01-01

    Following the rapid development of Internet, particularly web page interaction technology, distant e-learning has become increasingly realistic and popular. To solve the problems associated with sharing and reusing teaching materials in different e-learning systems, several standard formats, including SCORM, IMS, LOM, and AICC, etc., recently have…

  18. A SCORM Compliant Courseware Authoring Tool for Supporting Pervasive Learning

    ERIC Educational Resources Information Center

    Wang, Te-Hua; Chang, Flora Chia-I

    2007-01-01

    The sharable content object reference model (SCORM) includes a representation of distance learning contents and a behavior definition of how users should interact with the contents. Generally, SCORMcompliant systems were based on multimedia and Web technologies on PCs. We further build a pervasive learning environment, which allows users to read…

  19. LSQuiz: A Collaborative Classroom Response System to Support Active Learning through Ubiquitous Computing

    ERIC Educational Resources Information Center

    Caceffo, Ricardo; Azevedo, Rodolfo

    2014-01-01

    The constructivist theory indicates that knowledge is not something finished and complete. However, the individuals must construct it through the interaction with the physical and social environment. The Active Learning is a methodology designed to support the constructivism through the involvement of students in their learning process, allowing…

  20. Vibrant Student Voices: Exploring Effects of the Use of Clickers in Large College Courses

    ERIC Educational Resources Information Center

    Hoekstra, Angel

    2008-01-01

    Teachers have begun using student response systems (SRSs) in an effort to enhance the learning process in higher education courses. Research providing detailed information about how interactive technologies affect students as they learn is crucial for professors who seek to improve teaching quality, attendance rates and student learning. This…

  1. Casual Games and Casual Learning about Human Biological Systems

    ERIC Educational Resources Information Center

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-01-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human…

  2. A Constructivist Approach in a Blended E-Learning Environment for Statistics

    ERIC Educational Resources Information Center

    Poelmans, Stephan; Wessa, Patrick

    2015-01-01

    In this study, we report on the students' evaluation of a self-constructed constructivist e-learning environment for statistics, the compendium platform (CP). The system was built to endorse deeper learning with the incorporation of statistical reproducibility and peer review practices. The deployment of the CP, with interactive workshops and…

  3. Teaching Music as a University Elective Course through e-Learning

    ERIC Educational Resources Information Center

    Adileh, Mu'tasem

    2012-01-01

    E-learning is currently considered one of the most important mediums for instruction. It is an educational tool that seeks to change our educational system from the traditional to the interactive (Sacchanand, 2008). This study will compare students' course achievement and attitudes toward music learning between two course delivery methods: blended…

  4. Establishment of a Digital Knowledge Conversion Architecture Design Learning with High User Acceptance

    ERIC Educational Resources Information Center

    Wu, Yun-Wu; Weng, Apollo; Weng, Kuo-Hua

    2017-01-01

    The purpose of this study is to design a knowledge conversion and management digital learning system for architecture design learning, helping students to share, extract, use and create their design knowledge through web-based interactive activities based on socialization, internalization, combination and externalization process in addition to…

  5. Agriculture Education SimFarm(TM). Technology Learning Activity. Teacher Edition.

    ERIC Educational Resources Information Center

    Oklahoma State Dept. of Vocational and Technical Education, Stillwater. Curriculum and Instructional Materials Center.

    This Technology Learning Activity (TLA) for agriculture education in grades 6-10 is designed to help students learn the basic terminology of a farm system while they experience the responsibility of keeping a profitable farm in operation through use of the interactive SimFarm software. Introductory materials provide an overview of technology…

  6. The relation between receptive grammar and procedural, declarative, and working memory in specific language impairment.

    PubMed

    Conti-Ramsden, Gina; Ullman, Michael T; Lum, Jarrad A G

    2015-01-01

    What memory systems underlie grammar in children, and do these differ between typically developing (TD) children and children with specific language impairment (SLI)? Whilst there is substantial evidence linking certain memory deficits to the language problems in children with SLI, few studies have investigated multiple memory systems simultaneously, examining not only possible memory deficits but also memory abilities that may play a compensatory role. This study examined the extent to which procedural, declarative, and working memory abilities predict receptive grammar in 45 primary school aged children with SLI (30 males, 15 females) and 46 TD children (30 males, 16 females), both on average 9;10 years of age. Regression analyses probed measures of all three memory systems simultaneously as potential predictors of receptive grammar. The model was significant, explaining 51.6% of the variance. There was a significant main effect of learning in procedural memory and a significant group × procedural learning interaction. Further investigation of the interaction revealed that procedural learning predicted grammar in TD but not in children with SLI. Indeed, procedural learning was the only predictor of grammar in TD. In contrast, only learning in declarative memory significantly predicted grammar in SLI. Thus, different memory systems are associated with receptive grammar abilities in children with SLI and their TD peers. This study is, to our knowledge, the first to demonstrate a significant group by memory system interaction in predicting grammar in children with SLI and their TD peers. In line with Ullman's Declarative/Procedural model of language and procedural deficit hypothesis of SLI, variability in understanding sentences of varying grammatical complexity appears to be associated with variability in procedural memory abilities in TD children, but with declarative memory, as an apparent compensatory mechanism, in children with SLI.

  7. Composite Agency: Semiotics of Modularity and Guiding Interactions.

    PubMed

    Sharov, Alexei A

    2017-07-01

    Principles of constructivism are used here to explore how organisms develop tools, subagents, scaffolds, signs, and adaptations. Here I discuss reasons why organisms have composite nature and include diverse subagents that interact in partially cooperating and partially conflicting ways. Such modularity is necessary for efficient and robust functionality, including mutual construction and adaptability at various time scales. Subagents interact via material and semiotic relations, some of which force or prescribe actions of partners. Other interactions, which I call "guiding", do not have immediate effects and do not disrupt the evolution and learning capacity of partner agents. However, they modify the extent of learning and evolutionary possibilities of partners via establishment of scaffolds and constraints. As a result, subagents construct reciprocal scaffolding for each other to rebalance their communal evolution and learning. As an example, I discuss guiding interactions between the body and mind of animals, where the pain system adjusts mind-based learning to the physical and physiological constraints of the body. Reciprocal effects of mind and behaviors on the development and evolution of the body includes the effects of Lamarck and Baldwin.

  8. Implementing Electronic Conferencing within a Distance-Based University: University of South Africa Case Study

    ERIC Educational Resources Information Center

    Kritzinger, E.; Padayachee, K.; Tolmay, M.

    2010-01-01

    The outcome of this paper is primarily to survey and analyse student interactions with electronic conferencing systems and to reflect on the impact of such a system on the students' learning within an open distance learning context. This pilot study is articulated within action research methodology to generate critical reflection on collaborative,…

  9. Dialogue-Based Call: A Case Study on Teaching Pronouns

    ERIC Educational Resources Information Center

    Vlugter, P.; Knott, A.; McDonald, J.; Hall, C.

    2009-01-01

    We describe a computer assisted language learning (CALL) system that uses human-machine dialogue as its medium of interaction. The system was developed to help students learn the basics of the Maori language and was designed to accompany the introductory course in Maori running at the University of Otago. The student engages in a task-based…

  10. Learning Systems Biology: Conceptual Considerations toward a Web-Based Learning Platform

    ERIC Educational Resources Information Center

    Emmert-Streib, Frank; Dehmer, Matthias; Lyardet, Fernando

    2013-01-01

    Within recent years, there is an increasing need to train students, from biology and beyond, in quantitative methods that are relevant to cope with data-driven biology. Systems Biology is such a field that places a particular focus on the functional aspect of biology and molecular interacting processes. This paper deals with the conceptual design…

  11. Implementing an Open Source Learning Management System: A Critical Analysis of Change Strategies

    ERIC Educational Resources Information Center

    Uys, Philip M.

    2010-01-01

    This paper analyses the change and innovation strategies that Charles Sturt University (CSU) used from 2007 to 2009 during the implementation and mainstreaming of an open source learning management system (LMS), Sakai, named locally as "CSU Interact". CSU was in January 2008 the first Australian University to implement an open source…

  12. Methodical and technological aspects of creation of interactive computer learning systems

    NASA Astrophysics Data System (ADS)

    Vishtak, N. M.; Frolov, D. A.

    2017-01-01

    The article presents a methodology for the development of an interactive computer training system for training power plant. The methods used in the work are a generalization of the content of scientific and methodological sources on the use of computer-based training systems in vocational education, methods of system analysis, methods of structural and object-oriented modeling of information systems. The relevance of the development of the interactive computer training systems in the preparation of the personnel in the conditions of the educational and training centers is proved. Development stages of the computer training systems are allocated, factors of efficient use of the interactive computer training system are analysed. The algorithm of work performance at each development stage of the interactive computer training system that enables one to optimize time, financial and labor expenditure on the creation of the interactive computer training system is offered.

  13. Technology and Education: Partners in Excellence.

    ERIC Educational Resources Information Center

    Main, Christine; Berry, Marsha

    1993-01-01

    Northern Kentucky University uses Ole, online learning educational system, which provides an interactive learning environment. Pilot participants received better grades and evaluated instructors more favorably than controls. An average of 30 percent savings per student over five years is expected. (SK)

  14. Learning and Teaching in a Synchronous Collaborative Environment.

    ERIC Educational Resources Information Center

    Marjanovic, Olivera

    1999-01-01

    Describes a new synchronous collaborative environment that combines interactive learning and Group Support Systems for computer-mediated collaboration. Illustrates its potential to improve critical thinking, problem solving, and communication skills, and describes how teachers' roles are changed. (Author/LRW)

  15. Social learning in a longitudinal integrated clinical placement.

    PubMed

    Roberts, Chris; Daly, Michele; Held, Fabian; Lyle, David

    2017-10-01

    Recent research has demonstrated that longitudinal integrated placements (LICs) are an alternative mode of clinical education to traditional placements. Extended student engagement in community settings provide the advantages of educational continuity as well as increased service provision in underserved areas. Developing and maintaining LICs require a differing approach to student learning than that for traditional placements. There has been little theoretically informed empirical research that has offered explanations of which are the important factors that promote student learning in LICs and the relationships between those factors. We explored the relationship between student learning, student perceptions of preparedness for practice and student engagement, in the context of a rural LIC. We used a sequential qualitative design employing thematic, comparative and relational analysis of data from student interviews (n = 18) to understand possible processes and mechanisms of student learning in the LIC. Through the theoretical lens of social learning systems, we identified two major themes; connectivity and preparedness for practice. Connectivity described engagement and relationship building by students, across formal and informal learning experiences, interprofessional interactions, social interactions with colleagues, interaction with patients outside of the clinical setting, and the extent of integration in the wider community. Preparedness for practice, reflected students' perceptions of having sufficient depth in clinical skills, personal and professional development, cultural awareness and understanding of the health system, to work in that system. A comparative analysis compared the nature and variation of learning across students. In a relational analysis, there was a positive association between connectivity and preparedness for practice. Connectivity is a powerful enabler of students' agentic engagement, collaboration, and learning within an LIC. It is related to student perceptions of preparedness for practice. These findings provide insight for institutions wishing to develop similar programmes, by encouraging health professional educators to consider all of the potential elements of the placements, which most promote connectivity.

  16. Comparisons of Internet-Based and Face-to-Face Learning Systems Based on "Equivalency of Experiences" According to Students' Academic Achievements and Satisfactions

    ERIC Educational Resources Information Center

    Karatas, Sercin; Simsek, Nurettin

    2009-01-01

    The purpose of this study is to determine whether "equivalent learning experiences" ensure equivalency, in the Internet-based and face-to-face interaction methods on learning results and student satisfaction. In the experimental process of this study, the effect of the Internet-based and face-to-face learning on the equivalency in…

  17. Using interactive problem-solving techniques to enhance control systems education for non English-speakers

    NASA Astrophysics Data System (ADS)

    Lamont, L. A.; Chaar, L.; Toms, C.

    2010-03-01

    Interactive learning is beneficial to students in that it allows the continual development and testing of many skills. An interactive approach enables students to improve their technical capabilities, as well as developing both verbal and written communicative ability. Problem solving and communication skills are vital for engineering students; in the workplace they will be required to communicate with people of varying technical abilities and from different linguistic and engineering backgrounds. In this paper, a case study is presented that discusses how the traditional method of teaching control systems can be improved. 'Control systems' is a complex engineering topic requiring students to process an extended amount of mathematical formulae. MATLAB software, which enables students to interactively compare a range of possible combinations and analyse the optimal solution, is used to this end. It was found that students became more enthusiastic and interested when given ownership of their learning objectives. As well as improving the students' technical knowledge, other important engineering skills are also improved by introducing an interactive method of teaching.

  18. A review of human-automation interaction and lessons learned

    DOT National Transportation Integrated Search

    2006-10-01

    This report reviews 37 accidents in aviation, other vehicles, process control and other complex systems where human-automation interaction is involved. Implications about causality with respect to design, procedures, management and training are drawn...

  19. Interactive and Multimedia Contents Associated with a System for Computer-Aided Assessment

    ERIC Educational Resources Information Center

    Paiva, Rui C.; Ferreira, Milton S.; Mendes, Ana G.; Eusébio, Augusto M. J.

    2015-01-01

    This article presents a research study addressing the development, implementation, evaluation, and use of Interactive Modules for Online Training (MITO) of mathematics in higher education. This work was carried out in the context of the MITO project, which combined several features of the learning and management system Moodle, the computer-aided…

  20. Changing the Nature of Lectures Using a Personal Response System

    ERIC Educational Resources Information Center

    Masikunis, George; Panayiotidis, Andreas; Burke, Linda

    2009-01-01

    This article describes the use of an Electronic Voting System (EVS) in large group lectures within a business and management undergraduate degree programme, in an attempt to make them more interactive. The intention was to ensure that the introduction of the EVS-style lecture was educationally driven, linked to interactive learning activities in…

  1. Using a Dual Safeguard Web-Based Interactive Teaching Approach in an Introductory Physics Class

    ERIC Educational Resources Information Center

    Li, Lie-Ming; Li, Bin; Luo, Ying

    2015-01-01

    We modified the Just-in-Time Teaching approach and developed a dual safeguard web-based interactive (DGWI) teaching system for an introductory physics course. The system consists of four instructional components that improve student learning by including warm-up assignments and online homework. Student and instructor activities involve activities…

  2. The Interactions between Problem Solving and Conceptual Change: System Dynamic Modelling as a Platform for Learning

    ERIC Educational Resources Information Center

    Lee, Chwee Beng

    2010-01-01

    This study examines the interactions between problem solving and conceptual change in an elementary science class where students build system dynamic models as a form of problem representations. Through mostly qualitative findings, we illustrate the interplay of three emerging intervening conditions (epistemological belief, structural knowledge…

  3. To Txt or Not to Txt: That's the Puzzle

    ERIC Educational Resources Information Center

    Goh, Tiong-Thye; Hooper, Val

    2007-01-01

    This paper describes the potential use of a mobile phone Short Message Service (SMS) crossword puzzle system to promote interaction through learning activities in a large classroom environment. While personal response systems (PRS) have been used in the classroom environment to foster interaction, it is not an ideal tool with respect to cost and…

  4. Instructional Videos for Supporting Older Adults Who Use Interactive Systems

    ERIC Educational Resources Information Center

    Gramss, Denise; Struve, Doreen

    2009-01-01

    The study reported in this paper investigated the usefulness of different instructions for guiding inexperienced older adults through interactive systems. It was designed to compare different media in relation to their social as well as their motivational impact on the elderly during the learning process. Precisely, the video was compared with…

  5. A Cost Comparison of Alternative Approaches to Distance Education in Developing Countries

    NASA Technical Reports Server (NTRS)

    Ventre, Gerard G.; Kalu, Alex

    1996-01-01

    This paper presents a cost comparison of three approaches to two-way interactive distance learning systems for developing countries. Included are costs for distance learning hardware, terrestrial and satellite communication links, and designing instruction for two-way interactive courses. As part of this project, FSEC is developing a 30-hour course in photovoltaic system design that will be used in a variety of experiments using the Advanced Communications Technology Satellite (ACTS). A primary goal of the project is to develop an instructional design and delivery model that can be used for other education and training programs. Over two-thirds of the world photovoltaics market is in developing countries. One of the objectives of this NASA-sponsored project was to develop new and better energy education programs that take advantage of advances in telecommunications and computer technology. The combination of desktop video systems and the sharing of computer applications software is of special interest. Research is being performed to evaluate the effectiveness of some of these technologies as part of this project. The design of the distance learning origination and receive sites discussed in this paper were influenced by the educational community's growing interest in distance education. The following approach was used to develop comparative costs for delivering interactive distance education to developing countries: (1) Representative target locations for receive sites were chosen. The originating site was assumed to be Cocoa, Florida, where FSEC is located; (2) A range of course development costs were determined; (3) The cost of equipment for three alternative two-way interactive distance learning system configurations was determined or estimated. The types of system configurations ranged from a PC-based system that allows instructors to originate instruction from their office using desktop video and shared application software, to a high cost system that uses a electronic classroom; (4) A range of costs for both satellite and terrestrial communications was investigated; (5) The costs of equipment and operation of the alternative configurations for the origination and receive sites were determined; (6) A range of costs for several alternative delivery scenarios (i.e., a mix of live-interactive; asynchronous interactive;use of videotapes) was determined; and (7) A preferred delivery scenario, including cost estimate, was developed.

  6. The influence of interactive technology on student performance in an Oklahoma secondary Biology I program

    NASA Astrophysics Data System (ADS)

    Feltman, Vallery

    Over the last decade growth in technologies available to teach students and enhance curriculum has become an important consideration in the educational system. The profile of today's secondary students have also been found to be quite different than those of the past. Their learning styles and preferences are issues that should be addressed by educators. With the growth and availability of new technologies students are increasingly expecting to use these as learning tools in their classrooms. This study investigates how interactive technology may impact student performance. This study specifically focuses on the use of the Apple Ipad in 4 Biology I classrooms. This study used an experimental mixed method design to examine how using Ipads for learning impacted student achievement, motivation to learn, and learning strategies. Qualitatively the study examined observed student behaviors and student perceptions regarding the use of interactive technologies. Data was analyzed using descriptive statistics, t-tests, 2-way ANOVAs, and qualitative analysis. Quantitatively the results revealed no significant difference between students who used the interactive technology to learn and those who did not. Qualitative data revealed behaviors indicative of being highly engaged with the subject matter and the development of critical thinking skills which may improve student performance. Student perceptions also revealed overall positive experiences with using interactive technology in the classroom. It is recommended that further studies be done to look at using interactive technologies for a longer period of time using multiple subjects areas. This would provide a more in-depth exploration of interactive technologies on student achievement.

  7. A Module for Adaptive Course Configuration and Assessment in Moodle

    NASA Astrophysics Data System (ADS)

    Limongelli, Carla; Sciarrone, Filippo; Temperini, Marco; Vaste, Giulia

    Personalization and Adaptation are among the main challenges in the field of e-learning, where currently just few Learning Management Systems, mostly experimental ones, support such features. In this work we present an architecture that allows Moodle to interact with the Lecomps system, an adaptive learning system developed earlier by our research group, that has been working in a stand-alone modality so far. In particular, the Lecomps responsibilities are circumscribed to the sole production of personalized learning objects sequences and to the management of the student model, leaving to Moodle all the rest of the activities for course delivery. The Lecomps system supports the "dynamic" adaptation of learning objects sequences, basing on the student model, i.e., learner's Cognitive State and Learning Style. Basically, this work integrates two main Lecomps tasks into Moodle, to be directly managed by it: Authentication and Quizzes.

  8. An Augmented Reality magic mirror as additive teaching device for gross anatomy.

    PubMed

    Kugelmann, Daniela; Stratmann, Leonard; Nühlen, Nils; Bork, Felix; Hoffmann, Saskia; Samarbarksh, Golbarg; Pferschy, Anna; von der Heide, Anna Maria; Eimannsberger, Andreas; Fallavollita, Pascal; Navab, Nassir; Waschke, Jens

    2018-01-01

    When preparing young medical students for clinical activity, it is indispensable to acquaint them with anatomical section images which enable them to use the clinical application of imaging methods. A new Augmented Reality Magic Mirror (AR MM) system, which provides the advantage of a novel, interactive learning tool in addition to a regular dissection course, was therefore tested and evaluated by 880 first-year medical students as part of the macroscopic anatomy course in 2015/16 at Ludwig-Maximilians-Universität (LMU) in Munich. The system consists of an RGB-D sensor as a real-time tracking device, which enables the system to link a deposited section image to the projection of the user's body, as well as a large display mimicking a real-world physical mirror. Using gesture input, the users have the ability to interactively explore radiological images in different anatomical intersection planes. We designed a tutorial during which students worked with the system in groups of about 12 and evaluated the results. Subsequently, each participant was asked to assess the system's value by filling out a Likert-scale questionnaire. The respondents approved all statements which stressed the potential of the system to serve as an additional learning resource for anatomical education. In this case, emphasis was put on active learning, 3-dimensional understanding, and a better comprehension of the course of structures. We are convinced that such an AR MM system can be beneficially installed into anatomical education in order to prepare medical students more effectively for the clinical standards and for more interactive, student-centered learning. Copyright © 2017. Published by Elsevier GmbH.

  9. The reality of virtual learning for nurses in the largest integrated health care system in the nation.

    PubMed

    Rick, Cathy; Kearns, Martha A; Thompson, Nancy A

    2003-01-01

    The health care network and hospital system within the Department of Veterans Affairs (VA), the Veterans Health Administration (VHA), provides employment to more than 56,000 nursing personnel and serves as clinical education site to countless other nursing and health professional students. Nurse administrators and educators are posed with the challenge of providing an environment in which each nurse is able to gain needed knowledge, learn new skills, and share and communicate this knowledge with other colleagues. The education of nurses improves the health status of veterans while also realizing individual professional enhancement. Regional and cultural diversity of the system present challenges to education, in both delivery and content. VHA's learning organizations, the Employee Education System and the Office of Special Projects, have maximized new technologies and information systems to provide innovative, virtual education opportunities, capitalizing on the benefits of informal and formal learning, thus moving VHA to the forefront in knowledge sharing and dissemination. The Virtual Learning Center, VA Knowledge Network, Learning Catalog, and VA Learning Online provide VHA's nurses with interactive, desktop virtual learning opportunities.

  10. Summer Camp: Language Learning beyond the Walls--A Grassroots Model for Summer Immersion Camp

    ERIC Educational Resources Information Center

    Seewald, Amanda

    2012-01-01

    In efforts to improve, expand and inspire language learning to become a basic and essential component of the landscape of the educational system, one must reach out beyond the walls of the classroom to engage learners early. Real-world learning and energized, playful, interactive language experiences that inspire can drastically change the…

  11. A Comparison of Learning Environments: All That Glitters... Interim Technical Paper for Period January 1990-July 1991.

    ERIC Educational Resources Information Center

    Shute, Valerie J.

    Aptitude-treatment interactions (ATIs) refer to the covariation between learner characteristic and instructional treatment in relation to some outcome measure. To systematically test for ATI, an intelligent tutoring system instructing in basic principles of electricity was chosen as a complex but controlled learning task. Two learning environments…

  12. Development of an Interactive Mathematics Learning System Based on a Two-Tier Test Diagnostic and Guiding Strategy

    ERIC Educational Resources Information Center

    Yang, Tzu-Chi; Fu, Hseng-Tz; Hwang, Gwo-Jen; Yang, Stephen J. H.

    2017-01-01

    Mathematical skills have been recognised as a core competence for engineering and science students. However, learning mathematics has been recognised as a difficult and challenging task for most students, in particular, calculus for first-year students in university. Consequently, the development of effective learning strategies and environments…

  13. Playing with the Language: Investigating the Role of Communicative Games in an Arab Language Teaching System

    ERIC Educational Resources Information Center

    Al-Bulushi, Ali H.; Al-Issa, Ali S.

    2017-01-01

    Language learning games combine a number of linguistic, psychological and social elements that have been found to have considerable advantages and powerfully impact language learning and teaching. They are incorporated into language curricula to promote interactive engaging learning. This study investigates the role of games in the Omani ELT…

  14. Interface: Establishing Knowledge Networks between Higher Vocational Education and Businesses

    ERIC Educational Resources Information Center

    Kessels, Joseph; Kwakman, Kitty

    2007-01-01

    The emerging knowledge society is one of the main reasons that underlie the appearance of the interactive combination of learning and working in higher education. It is argued that the coop education system and work-based learning can become important instruments in integrating learning and working only if coop education is organized as a…

  15. Creating an Optimal Language Learning Environment: A Focus on Family and Culture

    ERIC Educational Resources Information Center

    Cheng, Li-Rong Lilly

    2009-01-01

    Understanding the family systems and structures of our diverse populations is one of the most important tasks of professionals in education. Children learn from their family, school, and community. They learn from their experiences by observing, talking, and interacting with their environment. Parents play a pivotal role in the education of their…

  16. Cognitive Support Embedded in Self-Regulated E-Learning Systems for Students with Special Learning Needs

    ERIC Educational Resources Information Center

    Chatzara, K.; Karagiannidis, C.; Stamatis, D.

    2016-01-01

    This paper presents an anthropocentric approach in human-machine interaction in the area of self-regulated e-learning. In an attempt to enhance communication mediated through computers for pedagogical use we propose the incorporation of an intelligent emotional agent that is represented by a synthetic character with multimedia capabilities,…

  17. Using Representational Tools to Learn about Complex Systems: A Tale of Two Classrooms

    ERIC Educational Resources Information Center

    Hmelo-Silver, Cindy E.; Liu, Lei; Gray, Steven; Jordan, Rebecca

    2015-01-01

    Orchestrating inquiry-based science learning in the classroom is a complex undertaking. It requires fitting the culture of the classroom with the teacher's teaching and inquiry practices. To understand the interactions between these variables in relation to student learning, we conducted an investigation in two different classroom settings to…

  18. Empowering Personalized Learning with an Interactive E-Book Learning System for Elementary School Students

    ERIC Educational Resources Information Center

    Huang, Yueh-Min; Liang, Tsung-Ho; Su, Yen-Ning; Chen, Nian-Shing

    2012-01-01

    Today various types of tablet computers are used, including iPad and Android Tablets. These individual portable digital devices can be used as e-book readers to support mobile personalized learning. Though many studies have investigated e-books by targeting undergraduate students, yet less attention has been paid to children. Therefore, an…

  19. Wiki and Digital Video Use in Strategic Interaction-Based Experiential EFL Learning

    ERIC Educational Resources Information Center

    Dehaan, Jonathan; Johnson, Neil H.; Yoshimura, Noriko; Kondo, Takako

    2012-01-01

    This paper details the use of a free and access-controlled wiki as the learning management system for a four-week teaching module designed to improve the oral communication skills of Japanese university EFL students. Students engaged in repeated experiential learning cycles of planning, doing, observing, and evaluating their performance of a role…

  20. Interaction Network Estimation: Predicting Problem-Solving Diversity in Interactive Environments

    ERIC Educational Resources Information Center

    Eagle, Michael; Hicks, Drew; Barnes, Tiffany

    2015-01-01

    Intelligent tutoring systems and computer aided learning environments aimed at developing problem solving produce large amounts of transactional data which make it a challenge for both researchers and educators to understand how students work within the environment. Researchers have modeled student-tutor interactions using complex networks in…

  1. Using Mobile Phones to Increase Classroom Interaction

    ERIC Educational Resources Information Center

    Cobb, Stephanie; Heaney, Rose; Corcoran, Olivia; Henderson-Begg, Stephanie

    2010-01-01

    This study examines the possible benefits of using mobile phones to increase interaction and promote active learning in large classroom settings. First year undergraduate students studying Cellular Processes at the University of East London took part in a trial of a new text-based classroom interaction system and evaluated their experience by…

  2. Emerging Models of the New Paradigm.

    ERIC Educational Resources Information Center

    Howser, Lee; Schwinn, Carole

    Working with the Philadelphia-based Institute of Interactive Management, several teams at Jackson Community College (JCC), in Michigan, set out in 1994 to learn and apply an interactive design methodology to selected college subsystems. Interactive design begins with understanding problems faced by the system as a whole, which in the case of JCC…

  3. A Three-Level Analysis of Collaborative Learning in Dual-Interaction Spaces

    ERIC Educational Resources Information Center

    Lonchamp, Jacques

    2009-01-01

    CSCL systems which follow the dual-interaction spaces paradigm support the synchronous construction and discussion of shared artifacts by distributed or colocated small groups of learners. The most recent generic dual-interaction space environments, either model based or component based, can be deeply customized by teachers for supporting…

  4. Designing learning environments to teach interactive Quantum Physics

    NASA Astrophysics Data System (ADS)

    Gómez Puente, Sonia M.; Swagten, Henk J. M.

    2012-10-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small groups. Individual formative feedback was introduced as a rapid assessment tool to provide an overview on progress and identify gaps by means of questioning students at three levels: conceptual; prior knowledge; homework exercises. The setup of Quantum Physics has been developed as a result of several loops of adjustments and improvements from a traditional-like type of teaching to an interactive classroom. Results of this particular instructional arrangement indicate significant gains in students' achievements in comparison with the traditional structure of this course, after recent optimisation steps such as the implementation of an individual feedback system.

  5. Using a dual safeguard web-based interactive teaching approach in an introductory physics class

    NASA Astrophysics Data System (ADS)

    Li, Lie-Ming; Li, Bin; Luo, Ying

    2015-06-01

    We modified the Just-in-Time Teaching approach and developed a dual safeguard web-based interactive (DGWI) teaching system for an introductory physics course. The system consists of four instructional components that improve student learning by including warm-up assignments and online homework. Student and instructor activities involve activities both in the classroom and on a designated web site. An experimental study with control groups evaluated the effectiveness of the DGWI teaching method. The results indicate that the DGWI method is an effective way to improve students' understanding of physics concepts, develop students' problem-solving abilities through instructor-student interactions, and identify students' misconceptions through a safeguard framework based on questions that satisfy teaching requirements and cover all of the course material. The empirical study and a follow-up survey found that the DGWI method increased student-teacher interaction and improved student learning outcomes.

  6. Exploration of the Factors That Support Learning: Web-Based Activity and Testing Systems in Community College Algebra

    ERIC Educational Resources Information Center

    Hauk, Shandy; Matlen, Bryan

    2016-01-01

    A variety of computerized interactive learning platforms exist. Most include instructional supports in the form of problem sets. Feedback to users ranges from a single word like "Correct!" to offers of hints and partially to fully worked examples. Behind-the-scenes design of such systems varies as well --from static dictionaries of…

  7. Exploration of the Factors That Support Learning: Web-Based Activity and Testing Systems in Community College Algebra [Contributed Report

    ERIC Educational Resources Information Center

    Hauk, Shandy; Matlen, Bryan; Thomas, Larry

    2017-01-01

    A variety of computerized interactive learning platforms exist. Most include instructional supports in the form of problem sets. Feedback to users ranges from a single word like "Correct!" to offers of hints and partially- to fully-worked examples. Behind-the-scenes design of systems varies as well--from static dictionaries of problems…

  8. Participating in Non-Formal Learning: Patterns of Inequality in EU-15 and the New EU-8 Member Countries

    ERIC Educational Resources Information Center

    Roosmaa, Eve-Liis; Saar, Ellu

    2010-01-01

    We concentrate on the following research questions: (1) Do the structure of the educational system and its interaction with the labour market affect the training gap between low-skilled blue collar workers and high-skilled white collar workers? and (2) Do the ways that institutional systems shape opportunities for lifelong learning differ between…

  9. Use of interactive live digital imaging to enhance histology learning in introductory level anatomy and physiology classes.

    PubMed

    Higazi, Tarig B

    2011-01-01

    Histology is one of the main subjects in introductory college-level Human Anatomy and Physiology classes. Institutions are moving toward the replacement of traditional microscope-based histology learning with virtual microscopy learning amid concerns of losing the valuable learning experience of traditional microscopy. This study used live digital imaging (LDI) of microscopic slides on a SMART board to enhance Histology laboratory teaching. The interactive LDI system consists of a digital camera-equipped microscope that projects live images on a wall-mounted SMART board via a computer. This set-up allows real-time illustration of microscopic slides with highlighted key structural components, as well as the ability to provide the students with relevant study and review material. The impact of interactive LDI on student learning of Histology was then measured based on performance in subsequent laboratory tests before and after its implementation. Student grades increased from a mean of 76% (70.3-82.0, 95% CI) before to 92% (88.8-95.3, 95% CI) after integration of LDI indicating highly significant (P < 0.001) enhancement in students' Histology laboratory performance. In addition, student ratings of the impact of the interactive LDI on their Histology learning were strongly positive, suggesting that a majority of students who valued this learning approach also improved learning and understanding of the material as a result. The interactive LDI technique is an innovative, highly efficient and affordable tool to enhance student Histology learning, which is likely to expand knowledge and student perception of the subject and in turn enrich future science careers. Copyright © 2011 American Association of Anatomists.

  10. The Influence of the Application of Personal Response Systems on the Effects of Teaching and Learning Physics at the High School Level

    ERIC Educational Resources Information Center

    Binek, Slawomir; Kimla, Damian; Jarosz, Jerzy

    2017-01-01

    We report on the effectiveness of using interactive personal response systems in teaching physics in secondary schools. Our research were conducted over the period of 2013-2016 using the system called clickers. The idea is based on a reciprocal interaction allowing one to ask questions and receive immediate responses from all the students…

  11. Coaching the exploration and exploitation in active learning for interactive video retrieval.

    PubMed

    Wei, Xiao-Yong; Yang, Zhen-Qun

    2013-03-01

    Conventional active learning approaches for interactive video/image retrieval usually assume the query distribution is unknown, as it is difficult to estimate with only a limited number of labeled instances available. Thus, it is easy to put the system in a dilemma whether to explore the feature space in uncertain areas for a better understanding of the query distribution or to harvest in certain areas for more relevant instances. In this paper, we propose a novel approach called coached active learning that makes the query distribution predictable through training and, therefore, avoids the risk of searching on a completely unknown space. The estimated distribution, which provides a more global view of the feature space, can be used to schedule not only the timing but also the step sizes of the exploration and the exploitation in a principled way. The results of the experiments on a large-scale data set from TRECVID 2005-2009 validate the efficiency and effectiveness of our approach, which demonstrates an encouraging performance when facing domain-shift, outperforms eight conventional active learning methods, and shows superiority to six state-of-the-art interactive video retrieval systems.

  12. Neuro-Holistic Learning©: An Integrated Kinesthetic Approach to Cognitive Learning© Using Collaborative Interactive Thought Exchange© in a Blended Environment to Enhance the Learning of Young African American Males

    ERIC Educational Resources Information Center

    Osler, James Edward, II; Wright, Mark Anthony

    2016-01-01

    This paper is part two of the article entitled, "Dynamic Neuroscientific Systemology: Using Tri-Squared Meta-Analysis and Innovative Instructional Design to Develop a Novel Distance Education Model for the Systemic Creation of Engaging Online Learning Environments" published in the July-September 2015 issue of i-manager's "Journal…

  13. Associative and sensorimotor learning for parenting involves mirror neurons under the influence of oxytocin.

    PubMed

    Ho, S Shaun; Macdonald, Adam; Swain, James E

    2014-04-01

    Mirror neuron-based associative learning may be understood according to associative learning theories, in addition to sensorimotor learning theories. This is important for a comprehensive understanding of the role of mirror neurons and related hormone modulators, such as oxytocin, in complex social interactions such as among parent-infant dyads and in examples of mirror neuron function that involve abnormal motor systems such as depression.

  14. Developing an Interactive Augmented Reality System as a Complement to Plant Education and Comparing Its Effectiveness with Video Learning

    ERIC Educational Resources Information Center

    Chang, Rong-Chi; Chung, Liang-Yi; Huang, Yong-Ming

    2016-01-01

    The learning of plants has garnered considerable attention in recent years, but students often lack the motivation to learn about the process of plant growth. Also, students are not able to apply what they have learned in class in the form of observation, since plant growth takes a long time. In this study, we use augmented reality (AR) technology…

  15. Vision Systems with the Human in the Loop

    NASA Astrophysics Data System (ADS)

    Bauckhage, Christian; Hanheide, Marc; Wrede, Sebastian; Käster, Thomas; Pfeiffer, Michael; Sagerer, Gerhard

    2005-12-01

    The emerging cognitive vision paradigm deals with vision systems that apply machine learning and automatic reasoning in order to learn from what they perceive. Cognitive vision systems can rate the relevance and consistency of newly acquired knowledge, they can adapt to their environment and thus will exhibit high robustness. This contribution presents vision systems that aim at flexibility and robustness. One is tailored for content-based image retrieval, the others are cognitive vision systems that constitute prototypes of visual active memories which evaluate, gather, and integrate contextual knowledge for visual analysis. All three systems are designed to interact with human users. After we will have discussed adaptive content-based image retrieval and object and action recognition in an office environment, the issue of assessing cognitive systems will be raised. Experiences from psychologically evaluated human-machine interactions will be reported and the promising potential of psychologically-based usability experiments will be stressed.

  16. E-learning based distance education programme on Remote Sensing and Geoinformation Science - An initiative of IIRS

    NASA Astrophysics Data System (ADS)

    Karnatak, H.; Raju, P. L. N.; Krishna Murthy, Y. V. N.; Srivastav, S. K.; Gupta, P. K.

    2014-11-01

    IIRS has initiated its interactive distance education based capacity building under IIRS outreach programme in year 2007 where more than 15000+ students were trained in the field of geospatial technology using Satellite based interactive terminals and internet based learning using A-View software. During last decade the utilization of Internet technology by different user groups in the society is emerged as a technological revaluation which has directly affect the life of human being. The Internet is used extensively in India for various purposes right from entrainment to critical decision making in government machinery. The role of internet technology is very important for capacity building in any discipline which can satisfy the needs of maximum users in minimum time. Further to enhance the outreach of geospatial science and technology, IIRS has initiated e-learning based certificate courses of different durations. The contents for e-learning based capacity building programme are developed for various target user groups including mid-career professionals, researchers, academia, fresh graduates, and user department professionals from different States and Central Government ministries. The official website of IIRS e-learning is hosted at http://elearning.iirs.gov.in. The contents of IIRS e-learning programme are flexible for anytime, anywhere learning keeping in mind the demands of geographically dispersed audience and their requirements. The program is comprehensive with variety of online delivery modes with interactive, easy to learn and having a proper blend of concepts and practical to elicit students' full potential. The course content of this programme includes Image Statistics, Basics of Remote Sensing, Photogrammetry and Cartography, Digital Image Processing, Geographical Information System, Global Positioning System, Customization of Geospatial tools and Applications of Geospatial Technologies. The syllabus of the courses is as per latest developments and trends in geo-spatial science and technologies with specific focus on Indian case studies for geo-spatial applications. The learning is made available through interactive 2D and 3D animations, audio, video for practical demonstrations, software operations with free data applications. The learning methods are implemented to make it more interactive and learner centric application with practical examples of real world problems.

  17. Student use of a Learning Management System for group projects: A case study investigating interaction, collaboration, and knowledge construction

    NASA Astrophysics Data System (ADS)

    Lonn, Steven D.

    Web-based Learning Management Systems (LMS) allow instructors and students to share instructional materials, make class announcements, submit and return course assignments, and communicate with each other online. Previous LMS-related research has focused on how these systems deliver and manage instructional content with little concern for how students' constructivist learning can be encouraged and facilitated. This study investigated how students use LMS to interact, collaborate, and construct knowledge within the context of a group project but without mediation by the instructor. The setting for this case study was students' use in one upper-level biology course of the local LMS within the context of a course-related group project, a mock National Institutes of Health grant proposal. Twenty-one groups (82 students) voluntarily elected to use the LMS, representing two-thirds of all students in the course. Students' peer-to-peer messages within the LMS, event logs, online surveys, focus group interviews, and instructor interviews were used in order to answer the study's overarching research question. The results indicate that students successfully used the LMS to interact and, to a significant extent, collaborate, but there was very little evidence of knowledge construction using the LMS technology. It is possible that the ease and availability of face-to-face meetings as well as problems and limitations with the technology were factors that influenced whether students' online basic interaction could be further distinguished as collaboration or knowledge construction. Despite these limitations, students found several tools and functions of the LMS useful for their online peer interaction and completion of their course project. Additionally, LMS designers and implementers are urged to consider previous literature on computer-supported collaborative learning environments in order to better facilitate independent group projects within these systems. Further research is needed to identify the best types of scaffolds and overall technological improvements in order to provide support for online collaboration and knowledge construction.

  18. A review of assertions about the processes and outcomes of social learning in natural resource management.

    PubMed

    Cundill, G; Rodela, R

    2012-12-30

    Social learning has become a central theme in natural resource management. This growing interest is underpinned by a number of assertions about the outcomes of social learning, and about the processes that support these outcomes. Yet researchers and practitioners who seek to engage with social learning through the natural resource management literature often become disorientated by the myriad processes and outcomes that are identified. We trace the roots of current assertions about the processes and outcomes of social learning in natural resource management, and assess the extent to which there is an emerging consensus on these assertions. Results suggest that, on the one hand, social learning is described as taking place through deliberative interactions amongst multiple stakeholders. During these interactions, it is argued that participants learn to work together and build relationships that allow for collective action. On the other hand, social learning is described as occurring through deliberate experimentation and reflective practice. During these iterative cycles of action, monitoring and reflection, participants learn how to cope with uncertainty when managing complex systems. Both of these processes, and their associated outcomes, are referred to as social learning. Where, therefore, should researchers and practitioners focus their attention? Results suggest that there is an emerging consensus that processes that support social learning involve sustained interaction between stakeholders, on-going deliberation and the sharing of knowledge in a trusting environment. There is also an emerging consensus that the key outcome of such learning is improved decision making underpinned by a growing awareness of human-environment interactions, better relationships and improved problem-solving capacities for participants. Copyright © 2012 Elsevier Ltd. All rights reserved.

  19. Interactive Learning During Solar Maximum

    NASA Technical Reports Server (NTRS)

    Ashour-Abdalla, Maha; Curtis, Steven (Technical Monitor)

    2001-01-01

    The goal of this project is to develop and distribute e-educational material for space science during times of solar activity that emphasizes underlying basic science principles of solar disturbances and their effects on Earth. This includes materials such as simulations, animations, group projects and other on-line materials to be used by students either in high school or at the introductory college level. The on-line delivery tool originally intended to be used is known as Interactive Multimedia Education at a Distance (IMED), which is a web-based software system used at UCLA for interactive distance learning. IMED is a password controlled system that allows students to access text, images, bulletin boards, chat rooms, animation, simulations and individual student web sites to study science and to collaborate on group projects.

  20. The influence of the application of personal response systems on the effects of teaching and learning physics at the high school level

    NASA Astrophysics Data System (ADS)

    Binek, Sławomir; Kimla, Damian; Jarosz, Jerzy

    2017-01-01

    We report on the effectiveness of using interactive personal response systems in teaching physics in secondary schools. Our research were conducted over the period of 2013-2016 using the system called clickers. The idea is based on a reciprocal interaction allowing one to ask questions and receive immediate responses from all the students simultaneously. Our investigation has confirmed this method to be highly effective and powerful. In particular, students’ ability to acquire knowledge increased with the time spent using clickers. We have successfully applied the system also to entire physics courses. As a result, a positive feedback from students has been observed: not only did they learn more but also the teachers were able to improve their own methods.

  1. Changing learning with new interactive and media-rich instruction environments: virtual labs case study report.

    PubMed

    Huang, Camillan

    2003-01-01

    Technology has created a new dimension for visual teaching and learning with web-delivered interactive media. The Virtual Labs Project has embraced this technology with instructional design and evaluation methodologies behind the simPHYSIO suite of simulation-based, online interactive teaching modules in physiology for the Stanford students. In addition, simPHYSIO provides the convenience of anytime web-access and a modular structure that allows for personalization and customization of the learning material. This innovative tool provides a solid delivery and pedagogical backbone that can be applied to developing an interactive simulation-based training tool for the use and management of the Picture Archiving and Communication System (PACS) image information system. The disparity in the knowledge between health and IT professionals can be bridged by providing convenient modular teaching tools to fill the gaps in knowledge. An innovative teaching method in the whole PACS is deemed necessary for its successful implementation and operation since it has become widely distributed with many interfaces, components, and customizations. This paper will discuss the techniques for developing an interactive-based teaching tool, a case study of its implementation, and a perspective for applying this approach to an online PACS training tool. Copyright 2002 Elsevier Science Ltd.

  2. Focus: Economic Systems.

    ERIC Educational Resources Information Center

    McCorkle, Sarapage; Meszaros, Bonnie T.; Odorzynski, Sandra J.; Schug, Mark C.; Watts, Michael

    The "Focus" series, part of the National Council on Economic Education's (NCEE) EconomicsAmerica program, uses economics to enhance learning in subjects such as history, geography, civics, and personal finance, as well as economics. Activities are interactive, reflecting the belief that students learn best through active, highly personalized…

  3. Adaptive Intelligent Support to Improve Peer Tutoring in Algebra

    ERIC Educational Resources Information Center

    Walker, Erin; Rummel, Nikol; Koedinger, Kenneth R.

    2014-01-01

    Adaptive collaborative learning support (ACLS) involves collaborative learning environments that adapt their characteristics, and sometimes provide intelligent hints and feedback, to improve individual students' collaborative interactions. ACLS often involves a system that can automatically assess student dialogue, model effective and…

  4. What and how do students learn in an interprofessional student-run clinic? An educational framework for team-based care

    PubMed Central

    Lie, Désirée A.; Forest, Christopher P.; Walsh, Anne; Banzali, Yvonne; Lohenry, Kevin

    2016-01-01

    Background The student-run clinic (SRC) has the potential to address interprofessional learning among health professions students. Purpose To derive a framework for understanding student learning during team-based care provided in an interprofessional SRC serving underserved patients. Methods The authors recruited students for a focus group study by purposive sampling and snowballing. They constructed two sets of semi-structured questions for uniprofessional and multiprofessional groups. Sessions were audiotaped, and transcripts were independently coded and adjudicated. Major themes about learning content and processes were extracted. Grounded theory was followed after data synthesis and interpretation to establish a framework for interprofessional learning. Results Thirty-six students from four professions (medicine, physician assistant, occupational therapy, and pharmacy) participated in eight uniprofessional groups; 14 students participated in three multiprofessional groups (N = 50). Theme saturation was achieved. Six common themes about learning content from uniprofessional groups were role recognition, team-based care appreciation, patient experience, advocacy-/systems-based models, personal skills, and career choices. Occupational therapy students expressed self-advocacy, and medical students expressed humility and self-discovery. Synthesis of themes from all groups suggests a learning continuum that begins with the team huddle and continues with shared patient care and social interactions. Opportunity to observe and interact with other professions in action is key to the learning process. Discussion Interprofessional SRC participation promotes learning ‘with, from, and about’ each other. Participation challenges misconceptions and sensitizes students to patient experiences, health systems, advocacy, and social responsibility. Learning involves interprofessional interactions in the patient encounter, reinforced by formal and informal communications. Participation is associated with interest in serving the underserved and in primary care careers. The authors proposed a framework for interprofessional learning with implications for optimal learning environments to promote team-based care. Future research is suggested to identify core faculty functions and best settings to advance and enhance student preparation for future collaborative team practice. PMID:27499364

  5. What and how do students learn in an interprofessional student-run clinic? An educational framework for team-based care.

    PubMed

    Lie, Désirée A; Forest, Christopher P; Walsh, Anne; Banzali, Yvonne; Lohenry, Kevin

    2016-01-01

    Background The student-run clinic (SRC) has the potential to address interprofessional learning among health professions students. Purpose To derive a framework for understanding student learning during team-based care provided in an interprofessional SRC serving underserved patients. Methods The authors recruited students for a focus group study by purposive sampling and snowballing. They constructed two sets of semi-structured questions for uniprofessional and multiprofessional groups. Sessions were audiotaped, and transcripts were independently coded and adjudicated. Major themes about learning content and processes were extracted. Grounded theory was followed after data synthesis and interpretation to establish a framework for interprofessional learning. Results Thirty-six students from four professions (medicine, physician assistant, occupational therapy, and pharmacy) participated in eight uniprofessional groups; 14 students participated in three multiprofessional groups (N = 50). Theme saturation was achieved. Six common themes about learning content from uniprofessional groups were role recognition, team-based care appreciation, patient experience, advocacy-/systems-based models, personal skills, and career choices. Occupational therapy students expressed self-advocacy, and medical students expressed humility and self-discovery. Synthesis of themes from all groups suggests a learning continuum that begins with the team huddle and continues with shared patient care and social interactions. Opportunity to observe and interact with other professions in action is key to the learning process. Discussion Interprofessional SRC participation promotes learning 'with, from, and about' each other. Participation challenges misconceptions and sensitizes students to patient experiences, health systems, advocacy, and social responsibility. Learning involves interprofessional interactions in the patient encounter, reinforced by formal and informal communications. Participation is associated with interest in serving the underserved and in primary care careers. The authors proposed a framework for interprofessional learning with implications for optimal learning environments to promote team-based care. Future research is suggested to identify core faculty functions and best settings to advance and enhance student preparation for future collaborative team practice.

  6. What and how do students learn in an interprofessional student-run clinic? An educational framework for team-based care.

    PubMed

    Lie, Désirée A; Forest, Christopher P; Walsh, Anne; Banzali, Yvonne; Lohenry, Kevin

    2016-01-01

    The student-run clinic (SRC) has the potential to address interprofessional learning among health professions students. To derive a framework for understanding student learning during team-based care provided in an interprofessional SRC serving underserved patients. The authors recruited students for a focus group study by purposive sampling and snowballing. They constructed two sets of semi-structured questions for uniprofessional and multiprofessional groups. Sessions were audiotaped, and transcripts were independently coded and adjudicated. Major themes about learning content and processes were extracted. Grounded theory was followed after data synthesis and interpretation to establish a framework for interprofessional learning. Thirty-six students from four professions (medicine, physician assistant, occupational therapy, and pharmacy) participated in eight uniprofessional groups; 14 students participated in three multiprofessional groups (N = 50). Theme saturation was achieved. Six common themes about learning content from uniprofessional groups were role recognition, team-based care appreciation, patient experience, advocacy-/systems-based models, personal skills, and career choices. Occupational therapy students expressed self-advocacy, and medical students expressed humility and self-discovery. Synthesis of themes from all groups suggests a learning continuum that begins with the team huddle and continues with shared patient care and social interactions. Opportunity to observe and interact with other professions in action is key to the learning process. Interprofessional SRC participation promotes learning 'with, from, and about' each other. Participation challenges misconceptions and sensitizes students to patient experiences, health systems, advocacy, and social responsibility. Learning involves interprofessional interactions in the patient encounter, reinforced by formal and informal communications. Participation is associated with interest in serving the underserved and in primary care careers. The authors proposed a framework for interprofessional learning with implications for optimal learning environments to promote team-based care. Future research is suggested to identify core faculty functions and best settings to advance and enhance student preparation for future collaborative team practice.

  7. Interactive lung segmentation in abnormal human and animal chest CT scans

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Kockelkorn, Thessa T. J. P., E-mail: thessa@isi.uu.nl; Viergever, Max A.; Schaefer-Prokop, Cornelia M.

    2014-08-15

    Purpose: Many medical image analysis systems require segmentation of the structures of interest as a first step. For scans with gross pathology, automatic segmentation methods may fail. The authors’ aim is to develop a versatile, fast, and reliable interactive system to segment anatomical structures. In this study, this system was used for segmenting lungs in challenging thoracic computed tomography (CT) scans. Methods: In volumetric thoracic CT scans, the chest is segmented and divided into 3D volumes of interest (VOIs), containing voxels with similar densities. These VOIs are automatically labeled as either lung tissue or nonlung tissue. The automatic labeling resultsmore » can be corrected using an interactive or a supervised interactive approach. When using the supervised interactive system, the user is shown the classification results per slice, whereupon he/she can adjust incorrect labels. The system is retrained continuously, taking the corrections and approvals of the user into account. In this way, the system learns to make a better distinction between lung tissue and nonlung tissue. When using the interactive framework without supervised learning, the user corrects all incorrectly labeled VOIs manually. Both interactive segmentation tools were tested on 32 volumetric CT scans of pigs, mice and humans, containing pulmonary abnormalities. Results: On average, supervised interactive lung segmentation took under 9 min of user interaction. Algorithm computing time was 2 min on average, but can easily be reduced. On average, 2.0% of all VOIs in a scan had to be relabeled. Lung segmentation using the interactive segmentation method took on average 13 min and involved relabeling 3.0% of all VOIs on average. The resulting segmentations correspond well to manual delineations of eight axial slices per scan, with an average Dice similarity coefficient of 0.933. Conclusions: The authors have developed two fast and reliable methods for interactive lung segmentation in challenging chest CT images. Both systems do not require prior knowledge of the scans under consideration and work on a variety of scans.« less

  8. Leveraging Avatars in 3D Virtual Environments ("Second Life") for Interactive Learning: The Moderating Role of the Behavioral Activation System "vs." Behavioral Inhibition System and the Mediating Role of Enjoyment

    ERIC Educational Resources Information Center

    Jin, Seung-A. Annie

    2011-01-01

    Within the Entertainment-Education (E-E) framework, two experiments examined the effects of avatar-based e-health education targeting college students. Study 1 (between-subjects factorial design experiment: N = 94) tested the effects of message framing in e-learning and the moderating role of students' motivational systems on their enjoyment of…

  9. Early childhood numeracy in a multiage setting

    NASA Astrophysics Data System (ADS)

    Wood, Karen; Frid, Sandra

    2005-10-01

    This research is a case study examining numeracy teaching and learning practices in an early childhood multiage setting with Pre-Primary to Year 2 children. Data were collected via running records, researcher reflection notes, and video and audio recordings. Video and audio transcripts were analysed using a mathematical discourse and social interactions coding system designed by MacMillan (1998), while the running records and reflection notes contributed to descriptions of the children's interactions with each other and with the teachers. Teachers used an `assisted performance' approach to instruction that supported problem solving and inquiry processes in mathematics activities, and this, combined with a child-centred pedagogy and specific values about community learning, created a learning environment designed to stimulate and foster learning. The mathematics discourse analysis showed a use of explanatory language in mathematics discourse, and this language supported scaffolding among children for new mathematics concepts. These and other interactions related to peer sharing, tutoring and regulation also emerged as key aspects of students' learning practices. However, the findings indicated that multiage grouping alone did not support learning. Rather, effective learning was dependent upon the teacher's capacities to develop productive discussion among children, as well as implement developmentally appropriate curricula that addressed the needs of the different children.

  10. Increasing Interactivity and Authenticity of Chemistry Instruction through Data Acquisition Systems and Other Technologies

    ERIC Educational Resources Information Center

    Milner-Bolotin, Marina

    2012-01-01

    Interactivity and inquiry-based learning science are effective ways of helping students overcome their perception of chemistry as an alien and abstract topic and instead approach the subject as a creative way of understanding ideas and applying mastered concepts to new contexts. Data acquisition systems are an extremely useful form of educational…

  11. Teaching AI Search Algorithms in a Web-Based Educational System

    ERIC Educational Resources Information Center

    Grivokostopoulou, Foteini; Hatzilygeroudis, Ioannis

    2013-01-01

    In this paper, we present a way of teaching AI search algorithms in a web-based adaptive educational system. Teaching is based on interactive examples and exercises. Interactive examples, which use visualized animations to present AI search algorithms in a step-by-step way with explanations, are used to make learning more attractive. Practice…

  12. Design and Implementation of an Interactive System for Teaching the Islamic Prayer

    ERIC Educational Resources Information Center

    Farsi, Mohammed; Munro, Malcolm

    2016-01-01

    Background: The Islamic Prayer is central to the Islam religion and is a requirement for all Muslims to learn and perform properly. Teaching the Islamic Prayer had traditionally been through the use of textbooks. Aims: This paper describes the design and implementation of the iIP (interactive Islamic Prayer) system to teach the Islamic prayer…

  13. Solving the Shortage of STEM Personnel in Navy Laboratories: Strategic Plan for Navy Investments in STEM Education Targeted at the Navy After Next

    DTIC Science & Technology

    2009-06-01

    mote interactions among K12 school systems; 2- and 4-year colleges and universities; informal science education organizations; . . . to promote... Science Center Proposal As ‘ informal ’ education centers i.e., Science and Technology Centers provide learn- ing outside the classroom that enhances...and complements ‘formal’ (classroom-based) learning. Informal science education uses visual, auditory, physical interactions, and ac- tivities to

  14. Priming for performance: valence of emotional primes interact with dissociable prototype learning systems.

    PubMed

    Gorlick, Marissa A; Maddox, W Todd

    2013-01-01

    Arousal Biased Competition theory suggests that arousal enhances competitive attentional processes, but makes no strong claims about valence effects. Research suggests that the scope of enhanced attention depends on valence with negative arousal narrowing and positive arousal broadening attention. Attentional scope likely affects declarative-memory-mediated and perceptual-representation-mediated learning systems differently, with declarative-memory-mediated learning depending on narrow attention to develop targeted verbalizable rules, and perceptual-representation-mediated learning depending on broad attention to develop a perceptual representation. We hypothesize that negative arousal accentuates declarative-memory-mediated learning and attenuates perceptual-representation-mediated learning, while positive arousal reverses this pattern. Prototype learning provides an ideal test bed as dissociable declarative-memory and perceptual-representation systems mediate two-prototype (AB) and one-prototype (AN) prototype learning, respectively, and computational models are available that provide powerful insights on cognitive processing. As predicted, we found that negative arousal narrows attentional focus facilitating AB learning and impairing AN learning, while positive arousal broadens attentional focus facilitating AN learning and impairing AB learning.

  15. Priming for Performance: Valence of Emotional Primes Interact with Dissociable Prototype Learning Systems

    PubMed Central

    Gorlick, Marissa A.; Maddox, W. Todd

    2013-01-01

    Arousal Biased Competition theory suggests that arousal enhances competitive attentional processes, but makes no strong claims about valence effects. Research suggests that the scope of enhanced attention depends on valence with negative arousal narrowing and positive arousal broadening attention. Attentional scope likely affects declarative-memory-mediated and perceptual-representation-mediated learning systems differently, with declarative-memory-mediated learning depending on narrow attention to develop targeted verbalizable rules, and perceptual-representation-mediated learning depending on broad attention to develop a perceptual representation. We hypothesize that negative arousal accentuates declarative-memory-mediated learning and attenuates perceptual-representation-mediated learning, while positive arousal reverses this pattern. Prototype learning provides an ideal test bed as dissociable declarative-memory and perceptual-representation systems mediate two-prototype (AB) and one-prototype (AN) prototype learning, respectively, and computational models are available that provide powerful insights on cognitive processing. As predicted, we found that negative arousal narrows attentional focus facilitating AB learning and impairing AN learning, while positive arousal broadens attentional focus facilitating AN learning and impairing AB learning. PMID:23646101

  16. Cerebral interactions of pain and reward and their relevance for chronic pain.

    PubMed

    Becker, Susanne; Gandhi, Wiebke; Schweinhardt, Petra

    2012-06-29

    Pain and reward are opponent, interacting processes. Such interactions are enabled by neuroanatomical and neurochemical overlaps of brain systems that process pain and reward. Cerebral processing of hedonic ('liking') and motivational ('wanting') aspects of reward can be separated: the orbitofrontal cortex and opioids play an important role for the hedonic experience, and the ventral striatum and dopamine predominantly process motivation for reward. Supported by neuroimaging studies, we present here the hypothesis that the orbitofrontal cortex and opioids are responsible for pain modulation by hedonic experience, while the ventral striatum and dopamine mediate motivational effects on pain. A rewarding stimulus that appears to be particularly important in the context of pain is pain relief. Further, reward, including pain relief, leads to operant learning, which can affect pain sensitivity. Indirect evidence points at brain mechanisms that might underlie pain relief as a reward and related operant learning but studies are scarce. Investigating the cerebral systems underlying pain-reward interactions as well as related operant learning holds the potential of better understanding mechanisms that contribute to the development and maintenance of chronic pain, as detailed in the last section of this review. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  17. Using an audience response system (ARS) in a face-to-face and distance education CPT/HCPCS coding course.

    PubMed

    Harris, Susie T; Zeng, Xiaoming

    2010-01-01

    We report the use of an audience response system (ARS) in an undergraduate health information management course. The ARS converts a standard PowerPoint presentation into an interactive learning system that engages students in active participation, and it allows instructors to display questions, surveys, opinion polls, and games. We used the ARS in a 2008 course, Health Services Coding, for lecture and test reviews. The class consisted of 15 students; nine were on-campus students and six were distance education students. All of the responding students agreed that the ARS software facilitated learning and made lectures and reviews more interesting and interactive, and they preferred taking a class using an ARS.

  18. Time to learn: the outlook for renewal of patient-centred education in the digital age.

    PubMed

    Glick, T H; Moore, G T

    2001-05-01

    Major forces in society and within health systems are fragmenting patient care and clinical learning. The distancing of physician and trainee from the patient undermines learning about the patient-doctor relationship. The disconnection of care and learning from one successive venue to another impedes the ability of trainees to learn about illness longitudinally. As a conceptual piece, our methods have been those of witnessing the experiences of patients, practitioners, and students over time and observing the impact of fragmented systems and changing expectations on care and learning. We have reflected on the opportunities created by digital information systems and interactive telemedicine to help renew essential relationships. Although there is, as yet, little in the literature on educational or health outcomes of this kind of technological enablement, we anticipate opportunities for a renewed focus on the patient in that patient's own space and time. Multimedia applications can achieve not only real-time connections, but can help construct a "virtual patient" as a platform for supervision and assessment, permitting preceptors to evaluate trainee-patient interactions, utilization of Web-based data and human resources, and on-line professionalism. Just as diverse elements in society are capitalizing upon digital technology to create advantageous relationships, all of the elements in the complex systems of health care and medical training can be better connected, so as to put the patient back in the centre of care and the trainee's ongoing relationship to the patient back in the centre of education.

  19. Computer-Assisted Learning Applications in Health Educational Informatics: A Review.

    PubMed

    Shaikh, Faiq; Inayat, Faisal; Awan, Omer; Santos, Marlise D; Choudhry, Adnan M; Waheed, Abdul; Kajal, Dilkash; Tuli, Sagun

    2017-08-10

    Computer-assisted learning (CAL) as a health informatics application is a useful tool for medical students in the era of expansive knowledge bases and the increasing need for and the consumption of automated and interactive systems. As the scope and breadth of medical knowledge expand, the need for additional learning outside of lecture hours is becoming increasingly important. CAL can be an impactful adjunct to conventional methods that currently exist in the halls of learning. There is an increasing body of literature that suggests that CAL should be a commonplace and the recommended method of learning for medical students. Factors such as technical issues that hinder the performance of CAL are also evaluated. We conclude by encouraging the use of CAL by medical students as a highly beneficial method of learning that complements and enhances lectures and provides intuitive, interactive modulation of a self-paced curriculum based on the individual's academic abilities.

  20. From particle systems to learning processes. Comment on "Collective learning modeling based on the kinetic theory of active particles" by Diletta Burini, Silvana De Lillo, and Livio Gibelli

    NASA Astrophysics Data System (ADS)

    Lachowicz, Mirosław

    2016-03-01

    The very stimulating paper [6] discusses an approach to perception and learning in a large population of living agents. The approach is based on a generalization of kinetic theory methods in which the interactions between agents are described in terms of game theory. Such an approach was already discussed in Ref. [2-4] (see also references therein) in various contexts. The processes of perception and learning are based on the interactions between agents and therefore the general kinetic theory is a suitable tool for modeling them. However the main question that rises is how the perception and learning processes may be treated in the mathematical modeling. How may we precisely deliver suitable mathematical structures that are able to capture various aspects of perception and learning?

  1. Guiding Students to the Right Questions: Adaptive Navigation Support in an E-Learning System for Java Programming

    ERIC Educational Resources Information Center

    Hsiao, I.-H.; Sosnovsky, S.; Brusilovsky, P.

    2010-01-01

    Rapid growth of the volume of interactive questions available to the students of modern E-Learning courses placed the problem of personalized guidance on the agenda of E-Learning researchers. Without proper guidance, students frequently select too simple or too complicated problems and ended either bored or discouraged. This paper explores a…

  2. Integrating Internet Video Conferencing Techniques and Online Delivery Systems with Hybrid Classes to Enhance Student Interaction and Learning in Accelerated Programs

    ERIC Educational Resources Information Center

    Beckwith, E. George; Cunniff, Daniel T.

    2009-01-01

    Online course enrollment has increased dramatically over the past few years. The authors cite the reasons for this rapid growth and the opportunities open for enhancing teaching/learning techniques such as video conferencing and hybrid class combinations. The authors outlined an example of an accelerated learning, eight-class session course…

  3. The Influence of Teacher Perceived Administration of Self-Regulated Learning on Students' Motivation and Information-Processing

    ERIC Educational Resources Information Center

    Rozendaal, J.S.; Minnaert, A.; Boekaerts, M.

    2005-01-01

    This study investigates the influence of teacher perceived administration of self-regulated learning on students' motivation and information-processing over time. This was done in the context of the Interactive Learning group System (ILS^(R)): a large-scale innovation program in Dutch vocational schools. A total of 185 students were grouped post…

  4. Diagnostic Machine Learning Models for Acute Abdominal Pain: Towards an e-Learning Tool for Medical Students.

    PubMed

    Khumrin, Piyapong; Ryan, Anna; Judd, Terry; Verspoor, Karin

    2017-01-01

    Computer-aided learning systems (e-learning systems) can help medical students gain more experience with diagnostic reasoning and decision making. Within this context, providing feedback that matches students' needs (i.e. personalised feedback) is both critical and challenging. In this paper, we describe the development of a machine learning model to support medical students' diagnostic decisions. Machine learning models were trained on 208 clinical cases presenting with abdominal pain, to predict five diagnoses. We assessed which of these models are likely to be most effective for use in an e-learning tool that allows students to interact with a virtual patient. The broader goal is to utilise these models to generate personalised feedback based on the specific patient information requested by students and their active diagnostic hypotheses.

  5. An intelligent agent for optimal river-reservoir system management

    NASA Astrophysics Data System (ADS)

    Rieker, Jeffrey D.; Labadie, John W.

    2012-09-01

    A generalized software package is presented for developing an intelligent agent for stochastic optimization of complex river-reservoir system management and operations. Reinforcement learning is an approach to artificial intelligence for developing a decision-making agent that learns the best operational policies without the need for explicit probabilistic models of hydrologic system behavior. The agent learns these strategies experientially in a Markov decision process through observational interaction with the environment and simulation of the river-reservoir system using well-calibrated models. The graphical user interface for the reinforcement learning process controller includes numerous learning method options and dynamic displays for visualizing the adaptive behavior of the agent. As a case study, the generalized reinforcement learning software is applied to developing an intelligent agent for optimal management of water stored in the Truckee river-reservoir system of California and Nevada for the purpose of streamflow augmentation for water quality enhancement. The intelligent agent successfully learns long-term reservoir operational policies that specifically focus on mitigating water temperature extremes during persistent drought periods that jeopardize the survival of threatened and endangered fish species.

  6. WebIntera-Classroom: An Interaction-Aware Virtual Learning Environment for Augmenting Learning Interactions

    ERIC Educational Resources Information Center

    Chen, Jingjing; Xu, Jianliang; Tang, Tao; Chen, Rongchao

    2017-01-01

    Interaction is critical for successful teaching and learning in a virtual learning environment (VLE). This paper presents a web-based interaction-aware VLE--WebIntera-classroom--which aims to augment learning interactions by increasing the learner-to-content and learner-to-instructor interactions. We design a ubiquitous interactive interface that…

  7. A VIRTUAL LEARNING COMMUNITY TO FACILITATE SUSTAINABLE BEHAVIOR

    EPA Science Inventory

    Research to date on virtual learning communities suggests that electronic interaction can be a useful way to impact new skills and to encourage innovative practices by creating networked systems of mutual support. We expect that by being able to exchange information, trade tip...

  8. Using Interactive Problem-Solving Techniques to Enhance Control Systems Education for Non English-Speakers

    ERIC Educational Resources Information Center

    Lamont, L. A.; Chaar, L.; Toms, C.

    2010-01-01

    Interactive learning is beneficial to students in that it allows the continual development and testing of many skills. An interactive approach enables students to improve their technical capabilities, as well as developing both verbal and written communicative ability. Problem solving and communication skills are vital for engineering students; in…

  9. Young Pianists Exploring Improvisation Using Interactive Music Technology

    ERIC Educational Resources Information Center

    Rowe, Victoria; Triantafyllaki, Angeliki; Anagnostopoulou, Xristina

    2015-01-01

    The use of music technology in the enhancement of young pianists' musical improvisations has been scarcely explored in instrumental music teaching and learning research. In the present study, 19 piano pupils aged 6-10 from the UK and Greece used an interactive improvisation system called Musical Interaction Relying On Reflexion (MIROR)-Impro for…

  10. A DGS Gesture Dictionary for Modelling on Mobile Devices

    ERIC Educational Resources Information Center

    Isotani, Seiji; Reis, Helena M.; Alvares, Danilo; Brandão, Anarosa A. F.; Brandão, Leônidas O.

    2018-01-01

    Interactive or Dynamic Geometry System (DGS) is a tool that help to teach and learn geometry using a computer-based interactive environment. Traditionally, the interaction with DGS is based on keyboard and mouse events where the functionalities are accessed using a menu of icons. Nevertheless, recent findings suggest that such a traditional model…

  11. Interactive Videoconference Supported Teaching in Undergraduate Nursing: A Case Study for ECG

    ERIC Educational Resources Information Center

    Celikkan, Ufuk; Senuzun, Fisun; Sari, Dilek; Sahin, Yasar Guneri

    2013-01-01

    This paper describes how interactive videoconference can benefit the Electrocardiography (ECG) skills of undergraduate nursing students. We have implemented a learning system that interactively transfers the visual and practical aspects of ECG from a nursing skills lab into a classroom where the theoretical part of the course is taught. The…

  12. Effects of Class Size and Attendance Policy on University Classroom Interaction in Taiwan

    ERIC Educational Resources Information Center

    Bai, Yin; Chang, Te-Sheng

    2016-01-01

    Classroom interaction experience is one of the main parts of students' learning lives. However, surprisingly little research has investigated students' perceptions of classroom interaction with different attendance policies across different class sizes in the higher education system. To elucidate the effects of class size and attendance policy on…

  13. Anatomy of a Decision: Striato-Orbitofrontal Interactions in Reinforcement Learning, Decision Making, and Reversal

    ERIC Educational Resources Information Center

    Frank, Michael J.; Claus, Eric D.

    2006-01-01

    The authors explore the division of labor between the basal ganglia-dopamine (BG-DA) system and the orbitofrontal cortex (OFC) in decision making. They show that a primitive neural network model of the BG-DA system slowly learns to make decisions on the basis of the relative probability of rewards but is not as sensitive to (a) recency or (b) the…

  14. From interaction to interaction: Exploring shared resources constructed through and mediating classroom science learning

    NASA Astrophysics Data System (ADS)

    Tang, Xiaowei

    Recent reform documents and science education literature emphasize the importance of scientific argumentation as a discourse and practice of science that should be supported in school science learning. Much of this literature focuses on the structure of argument, whether for assessing the quality of argument or designing instructional scaffolds. This study challenges the narrowness of this research paradigm and argues for the necessity of examining students' argumentative practices as rooted in the complex, evolving system of the classroom. Employing a sociocultural-historical lens of activity theory (Engestrom, 1987, 1999), discourse analysis is employed to explore how a high school biology class continuously builds affordances and constraints for argumentation practices through interactions. The ways in which argumentation occurs, including the nature of teacher and student participation, are influenced by learning goals, classroom norms, teacher-student relationships and epistemological stances constructed through a class' interactive history. Based on such findings, science education should consider promoting classroom scientific argumentation as a long-term process, requiring supportive resources that develop through continuous classroom interactions. Moreover, in order to understand affordances that support disciplinary learning in classroom, we need to look beyond just disciplinary interactions. This work has implications for classroom research on argumentation and teacher education, specifically, the preparation of teachers for secondary science teaching.

  15. TAIGA: Twente Advanced Interactive Graphic Authoring System. A New Concept in Computer Assisted Learning (CAL) and Educational Research. Doc 88-18.

    ERIC Educational Resources Information Center

    Pilot, A.

    TAIGA (Twente Advanced Interactive Graphic Authoring system) is a system which can be used to develop instructional software. It is written in MS-PASCAL, and runs on computers that support MS-DOS. Designed to support the production of structured software, TAIGA has a hierarchical structure of three layers, each with a specific function, and each…

  16. Baby Boy Jones Interactive Case-Based Learning Activity: A Web-Delivered Teaching Strategy.

    PubMed

    Cleveland, Lisa M; Carmona, Elenice Valentim; Paper, Bruce; Solis, Linda; Taylor, Bonnie

    2015-01-01

    Faced with limited resources, nurse educators are challenged with transforming nursing education while preparing enough qualified nurses to meet future demand; therefore, innovative approaches to teaching are needed. In this article, we describe the development of an innovative teaching activity. Baby Boy Jones is a Web-delivered, case-based learning activity focused on neonatal infection. It was created using e-learning authoring software and delivered through a learning management system.

  17. Finnish upper secondary students' collaborative processes in learning statistics in a CSCL environment

    NASA Astrophysics Data System (ADS)

    Kaleva Oikarinen, Juho; Järvelä, Sanna; Kaasila, Raimo

    2014-04-01

    This design-based research project focuses on documenting statistical learning among 16-17-year-old Finnish upper secondary school students (N = 78) in a computer-supported collaborative learning (CSCL) environment. One novel value of this study is in reporting the shift from teacher-led mathematical teaching to autonomous small-group learning in statistics. The main aim of this study is to examine how student collaboration occurs in learning statistics in a CSCL environment. The data include material from videotaped classroom observations and the researcher's notes. In this paper, the inter-subjective phenomena of students' interactions in a CSCL environment are analysed by using a contact summary sheet (CSS). The development of the multi-dimensional coding procedure of the CSS instrument is presented. Aptly selected video episodes were transcribed and coded in terms of conversational acts, which were divided into non-task-related and task-related categories to depict students' levels of collaboration. The results show that collaborative learning (CL) can facilitate cohesion and responsibility and reduce students' feelings of detachment in our classless, periodic school system. The interactive .pdf material and collaboration in small groups enable statistical learning. It is concluded that CSCL is one possible method of promoting statistical teaching. CL using interactive materials seems to foster and facilitate statistical learning processes.

  18. Protein complexes, big data, machine learning and integrative proteomics: lessons learned over a decade of systematic analysis of protein interaction networks.

    PubMed

    Havugimana, Pierre C; Hu, Pingzhao; Emili, Andrew

    2017-10-01

    Elucidation of the networks of physical (functional) interactions present in cells and tissues is fundamental for understanding the molecular organization of biological systems, the mechanistic basis of essential and disease-related processes, and for functional annotation of previously uncharacterized proteins (via guilt-by-association or -correlation). After a decade in the field, we felt it timely to document our own experiences in the systematic analysis of protein interaction networks. Areas covered: Researchers worldwide have contributed innovative experimental and computational approaches that have driven the rapidly evolving field of 'functional proteomics'. These include mass spectrometry-based methods to characterize macromolecular complexes on a global-scale and sophisticated data analysis tools - most notably machine learning - that allow for the generation of high-quality protein association maps. Expert commentary: Here, we recount some key lessons learned, with an emphasis on successful workflows, and challenges, arising from our own and other groups' ongoing efforts to generate, interpret and report proteome-scale interaction networks in increasingly diverse biological contexts.

  19. Communication and abnormal behaviour.

    PubMed

    Crown, S

    1979-01-01

    In this paper the similarities between normal and abnormal behaviour are emphasized and selected aspects of communication, normal and aberrant, between persons are explored. Communication in a social system may be verbal or non-verbal: one person's actions cause a response in another person. This response may be cognitive, behavioural or physiological. Communication may be approached through the individual, the social situation or social interaction. Psychoanalysis approaches the individual in terms of the coded communications of psychoneurotic symptoms or psychotic behaviour; the humanist-existential approach is concerned more with emotional expression. Both approaches emphasize the development of individual identity. The interaction between persons and their social background is stressed. Relevant are sociological concepts such as illness behaviour, stigma, labelling, institutionalization and compliance. Two approaches to social interactions are considered: the gamesplaying metaphor, e.g. back pain as a psychosocial manipulation--the 'pain game'; and the 'spiral of reciprocal perspectives' which emphasizes the interactional complexities of social perceptions. Communicatory aspects of psychological treatments are noted: learning a particular metaphor such as 'resolution' of the problem (psychotherapy), learning more 'rewarding' behaviour (learning theory) or learning authenticity or self-actualization (humanist-existential).

  20. AMI: Augmented Michelson Interferometer

    NASA Astrophysics Data System (ADS)

    Furió, David; Hachet, Martin; Guillet, Jean-Paul; Bousquet, Bruno; Fleck, Stéphanie; Reuter, Patrick; Canioni, Lionel

    2015-10-01

    Experiments in optics are essential for learning and understanding physical phenomena. The problem with these experiments is that they are generally time consuming for both their construction and their maintenance, potentially dangerous through the use of laser sources, and often expensive due to high technology optical components. We propose to simulate such experiments by way of hybrid systems that exploit both spatial augmented reality and tangible interaction. In particular, we focus on one of the most popular optical experiments: the Michelson interferometer. In our approach, we target a highly interactive system where students are able to interact in real time with the Augmented Michelson Interferometer (AMI) to observe, test hypotheses and then to enhance their comprehension. Compared to a fully digital simulation, we are investigating an approach that benefits from both physical and virtual elements, and where the students experiment by manipulating 3D-printed physical replicas of optical components (e.g. lenses and mirrors). Our objective is twofold. First, we want to ensure that the students will learn with our simulator the same concepts and skills that they learn with traditional methods. Second, we hypothesis that such a system opens new opportunities to teach optics in a way that was not possible before, by manipulating concepts beyond the limits of observable physical phenomena. To reach this goal, we have built a complementary team composed of experts in the field of optics, human-computer interaction, computer graphics, sensors and actuators, and education science.

  1. Energy recapture through deceleration - regenerative braking in electric vehicles from a user perspective.

    PubMed

    Cocron, Peter; Bühler, Franziska; Franke, Thomas; Neumann, Isabel; Dielmann, Benno; Krems, Josef F

    2013-01-01

    We report results from a 1-year field study (N = 80) on user interactions with regenerative braking in electric vehicles. Designed to recapture energy in vehicles with electric powertrains, regenerative braking has an important influence on both the task of driving and energy consumption. Results from user assessments and data from onboard data loggers indicate that most drivers quickly learned to interact with the system, which was triggered via accelerator. Further, conventional braking manoeuvres decreased significantly as the majority of deceleration episodes could only be executed through regenerative braking. Still, some drivers reported difficulties when adapting to the system. These difficulties could be addressed by offering different levels of regeneration so that the intensity of the deceleration could be individually modified. In general, the system is trusted and regarded as a valuable tool for prolonging range. Regenerative braking in electric vehicles has direct implications for the driving task. We found that drivers quickly learn to use and accept a system, which is triggered via accelerator. For those reporting difficulties in the interaction, it appears reasonable to integrate options to customise or switch off the system.

  2. Machine vision systems using machine learning for industrial product inspection

    NASA Astrophysics Data System (ADS)

    Lu, Yi; Chen, Tie Q.; Chen, Jie; Zhang, Jian; Tisler, Anthony

    2002-02-01

    Machine vision inspection requires efficient processing time and accurate results. In this paper, we present a machine vision inspection architecture, SMV (Smart Machine Vision). SMV decomposes a machine vision inspection problem into two stages, Learning Inspection Features (LIF), and On-Line Inspection (OLI). The LIF is designed to learn visual inspection features from design data and/or from inspection products. During the OLI stage, the inspection system uses the knowledge learnt by the LIF component to inspect the visual features of products. In this paper we will present two machine vision inspection systems developed under the SMV architecture for two different types of products, Printed Circuit Board (PCB) and Vacuum Florescent Displaying (VFD) boards. In the VFD board inspection system, the LIF component learns inspection features from a VFD board and its displaying patterns. In the PCB board inspection system, the LIF learns the inspection features from the CAD file of a PCB board. In both systems, the LIF component also incorporates interactive learning to make the inspection system more powerful and efficient. The VFD system has been deployed successfully in three different manufacturing companies and the PCB inspection system is the process of being deployed in a manufacturing plant.

  3. Discover the pythagorean theorem using interactive multimedia learning

    NASA Astrophysics Data System (ADS)

    Adhitama, I.; Sujadi, I.; Pramudya, I.

    2018-04-01

    In learning process students are required to play an active role in learning. They do not just accept the concept directly from teachers, but also build their own knowledge so that the learning process becomes more meaningful. Based on the observation, when learning Pythagorean theorem, students got difficulty on determining hypotenuse. One of the solution to solve this problem is using an interactive multimedia learning. This article aims to discuss the interactive multimedia as learning media for students. This was a Research and Development (R&D) by using ADDIE model of development. The results obtained was multimedia which was developed proper for students as learning media. Besides, on Phytagorian theorem learning activity we also compare Discovery Learning (DL) model with interactive multimedia and DL without interactive multimedia, and obtained that DL with interactive gave positive effect better than DL without interactive multimedia. It was also obtainde that interactive multimedia can attract and increase the interest ot the students on learning math. Therefore, the use of interactive multimedia on DL procees can improve student learning achievement.

  4. Understanding the complexity of redesigning care around the clinical microsystem.

    PubMed

    Barach, P; Johnson, J K

    2006-12-01

    The microsystem is an organizing design construct in which social systems cut across traditional discipline boundaries. Because of its interdisciplinary focus, the clinical microsystem provides a conceptual and practical framework for simplifying complex organizations that deliver care. It also provides an important opportunity for organizational learning. Process mapping and microworld simulation may be especially useful for redesigning care around the microsystem concept. Process mapping, in which the core processes of the microsystem are delineated and assessed from the perspective of how the individual interacts with the system, is an important element of the continuous learning cycle of the microsystem and the healthcare organization. Microworld simulations are interactive computer based models that can be used as an experimental platform to test basic questions about decision making misperceptions, cause-effect inferences, and learning within the clinical microsystem. Together these tools offer the user and organization the ability to understand the complexity of healthcare systems and to facilitate the redesign of optimal outcomes.

  5. The Impact of Transactive Memory System and Interaction Platform in Collaborative Knowledge Construction on Social Presence and Self-Regulation

    ERIC Educational Resources Information Center

    Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Kilic Cakmak, Ebru

    2017-01-01

    The purpose of this study is to examine the impacts of transactive memory system (TMS) and interaction platforms in computer-supported collaborative learning (CSCL) on social presence perceptions and self-regulation skills of learners. Within the scope of the study, social presence perceptions and self-regulation skills of students in…

  6. The Construction of Knowledge through Social Interaction via Computer-Mediated Communication

    ERIC Educational Resources Information Center

    Saritas, Tuncay

    2008-01-01

    With the advance in information and communication technologies, computer-mediated communication--more specifically computer conferencing systems (CCS)--has captured the interest of educators as an ideal tool to create a learning environment featuring active, participative, and reflective learning. Educators are increasingly adapting the features…

  7. Serious Use of a Serious Game for Language Learning

    ERIC Educational Resources Information Center

    Johnson, W. Lewis

    2010-01-01

    The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…

  8. Creating the Sustainable City: Building a Seminar (and Curriculum) through Interdisciplinary Learning

    ERIC Educational Resources Information Center

    Bryson, Michael A.; Zimring, Carl A.

    2010-01-01

    Using the wealth of sites available in the Chicago metropolitan area, online learning technologies, and classroom interactions, Roosevelt University's seminar "The Sustainable City" takes a multidisciplinary approach to urban ecology, waste management, green design, climate change, urban planning, parklands, water systems, environmental…

  9. Outsourcing Systems Development for e-Learning Applications

    ERIC Educational Resources Information Center

    Brodahl, Cornelia; Oftedahl, Heidi

    2012-01-01

    This study investigated outsourcing of the development of visual, animated and interactive learning objects for mathematics education by a Norwegian university to software vendors in China. It sought to understand the challenges in this outsourcing engagement and competences needed to meet the challenges. The authors tested outsourcing strategies…

  10. Accounting for Negative Automaintenance in Pigeons: A Dual Learning Systems Approach and Factored Representations

    PubMed Central

    Lesaint, Florian; Sigaud, Olivier; Khamassi, Mehdi

    2014-01-01

    Animals, including Humans, are prone to develop persistent maladaptive and suboptimal behaviours. Some of these behaviours have been suggested to arise from interactions between brain systems of Pavlovian conditioning, the acquisition of responses to initially neutral stimuli previously paired with rewards, and instrumental conditioning, the acquisition of active behaviours leading to rewards. However the mechanics of these systems and their interactions are still unclear. While extensively studied independently, few models have been developed to account for these interactions. On some experiment, pigeons have been observed to display a maladaptive behaviour that some suggest to involve conflicts between Pavlovian and instrumental conditioning. In a procedure referred as negative automaintenance, a key light is paired with the subsequent delivery of food, however any peck towards the key light results in the omission of the reward. Studies showed that in such procedure some pigeons persisted in pecking to a substantial level despite its negative consequence, while others learned to refrain from pecking and maximized their cumulative rewards. Furthermore, the pigeons that were unable to refrain from pecking could nevertheless shift their pecks towards a harmless alternative key light. We confronted a computational model that combines dual-learning systems and factored representations, recently developed to account for sign-tracking and goal-tracking behaviours in rats, to these negative automaintenance experimental data. We show that it can explain the variability of the observed behaviours and the capacity of alternative key lights to distract pigeons from their detrimental behaviours. These results confirm the proposed model as an interesting tool to reproduce experiments that could involve interactions between Pavlovian and instrumental conditioning. The model allows us to draw predictions that may be experimentally verified, which could help further investigate the neural mechanisms underlying theses interactions. PMID:25347531

  11. Automatic Visual Tracking and Social Behaviour Analysis with Multiple Mice

    PubMed Central

    Giancardo, Luca; Sona, Diego; Huang, Huiping; Sannino, Sara; Managò, Francesca; Scheggia, Diego; Papaleo, Francesco; Murino, Vittorio

    2013-01-01

    Social interactions are made of complex behavioural actions that might be found in all mammalians, including humans and rodents. Recently, mouse models are increasingly being used in preclinical research to understand the biological basis of social-related pathologies or abnormalities. However, reliable and flexible automatic systems able to precisely quantify social behavioural interactions of multiple mice are still missing. Here, we present a system built on two components. A module able to accurately track the position of multiple interacting mice from videos, regardless of their fur colour or light settings, and a module that automatically characterise social and non-social behaviours. The behavioural analysis is obtained by deriving a new set of specialised spatio-temporal features from the tracker output. These features are further employed by a learning-by-example classifier, which predicts for each frame and for each mouse in the cage one of the behaviours learnt from the examples given by the experimenters. The system is validated on an extensive set of experimental trials involving multiple mice in an open arena. In a first evaluation we compare the classifier output with the independent evaluation of two human graders, obtaining comparable results. Then, we show the applicability of our technique to multiple mice settings, using up to four interacting mice. The system is also compared with a solution recently proposed in the literature that, similarly to us, addresses the problem with a learning-by-examples approach. Finally, we further validated our automatic system to differentiate between C57B/6J (a commonly used reference inbred strain) and BTBR T+tf/J (a mouse model for autism spectrum disorders). Overall, these data demonstrate the validity and effectiveness of this new machine learning system in the detection of social and non-social behaviours in multiple (>2) interacting mice, and its versatility to deal with different experimental settings and scenarios. PMID:24066146

  12. Virtual Neurorobotics (VNR) to Accelerate Development of Plausible Neuromorphic Brain Architectures.

    PubMed

    Goodman, Philip H; Buntha, Sermsak; Zou, Quan; Dascalu, Sergiu-Mihai

    2007-01-01

    Traditional research in artificial intelligence and machine learning has viewed the brain as a specially adapted information-processing system. More recently the field of social robotics has been advanced to capture the important dynamics of human cognition and interaction. An overarching societal goal of this research is to incorporate the resultant knowledge about intelligence into technology for prosthetic, assistive, security, and decision support applications. However, despite many decades of investment in learning and classification systems, this paradigm has yet to yield truly "intelligent" systems. For this reason, many investigators are now attempting to incorporate more realistic neuromorphic properties into machine learning systems, encouraged by over two decades of neuroscience research that has provided parameters that characterize the brain's interdependent genomic, proteomic, metabolomic, anatomic, and electrophysiological networks. Given the complexity of neural systems, developing tenable models to capture the essence of natural intelligence for real-time application requires that we discriminate features underlying information processing and intrinsic motivation from those reflecting biological constraints (such as maintaining structural integrity and transporting metabolic products). We propose herein a conceptual framework and an iterative method of virtual neurorobotics (VNR) intended to rapidly forward-engineer and test progressively more complex putative neuromorphic brain prototypes for their ability to support intrinsically intelligent, intentional interaction with humans. The VNR system is based on the viewpoint that a truly intelligent system must be driven by emotion rather than programmed tasking, incorporating intrinsic motivation and intentionality. We report pilot results of a closed-loop, real-time interactive VNR system with a spiking neural brain, and provide a video demonstration as online supplemental material.

  13. Effects of Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force

    PubMed Central

    Johnson-Glenberg, Mina C.; Megowan-Romanowicz, Colleen; Birchfield, David A.; Savio-Ramos, Caroline

    2016-01-01

    Embodiment theory proposes that knowledge is grounded in sensorimotor systems, and that learning can be facilitated to the extent that lessons can be mapped to these systems. This study with 109 college-age participants addresses two overarching questions: (a) how are immediate and delayed learning gains affected by the degree to which a lesson is embodied, and (b) how do the affordances of three different educational platforms affect immediate and delayed learning? Six 50 min-long lessons on centripetal force were created. The first factor was the degree of embodiment with two levels: (1) low and (2) high. The second factor was platform with three levels: (1) a large scale “mixed reality” immersive environment containing both digital and hands-on components called SMALLab, (2) an interactive whiteboard system, and (3) a mouse-driven desktop computer. Pre-tests, post-tests, and 1-week follow-up (retention or delayed learning gains) tests were administered resulting in a 2 × 3 × 3 design. Two knowledge subtests were analyzed, one that relied on more declarative knowledge and one that relied on more generative knowledge, e.g., hand-drawing vectors. Regardless of condition, participants made significant immediate learning gains from pre-test to post-test. There were no significant main effects or interactions due to platform or embodiment on immediate learning. However, from post-test to follow-up the level of embodiment interacted significantly with time, such that participants in the high embodiment conditions performed better on the subtest devoted to generative knowledge questions. We posit that better retention of certain types of knowledge can be seen over time when more embodiment is present during the encoding phase. This sort of retention may not appear on more traditional factual/declarative tests. Educational technology designers should consider using more sensorimotor feedback and gestural congruency when designing and opportunities for instructor professional development need to be provided as well. PMID:27933009

  14. Effects of Embodied Learning and Digital Platform on the Retention of Physics Content: Centripetal Force.

    PubMed

    Johnson-Glenberg, Mina C; Megowan-Romanowicz, Colleen; Birchfield, David A; Savio-Ramos, Caroline

    2016-01-01

    Embodiment theory proposes that knowledge is grounded in sensorimotor systems, and that learning can be facilitated to the extent that lessons can be mapped to these systems. This study with 109 college-age participants addresses two overarching questions: (a) how are immediate and delayed learning gains affected by the degree to which a lesson is embodied, and (b) how do the affordances of three different educational platforms affect immediate and delayed learning? Six 50 min-long lessons on centripetal force were created. The first factor was the degree of embodiment with two levels: (1) low and (2) high. The second factor was platform with three levels: (1) a large scale "mixed reality" immersive environment containing both digital and hands-on components called SMALLab , (2) an interactive whiteboard system, and (3) a mouse-driven desktop computer. Pre-tests, post-tests, and 1-week follow-up (retention or delayed learning gains) tests were administered resulting in a 2 × 3 × 3 design. Two knowledge subtests were analyzed, one that relied on more declarative knowledge and one that relied on more generative knowledge, e.g., hand-drawing vectors. Regardless of condition, participants made significant immediate learning gains from pre-test to post-test. There were no significant main effects or interactions due to platform or embodiment on immediate learning. However, from post-test to follow-up the level of embodiment interacted significantly with time, such that participants in the high embodiment conditions performed better on the subtest devoted to generative knowledge questions. We posit that better retention of certain types of knowledge can be seen over time when more embodiment is present during the encoding phase. This sort of retention may not appear on more traditional factual/declarative tests. Educational technology designers should consider using more sensorimotor feedback and gestural congruency when designing and opportunities for instructor professional development need to be provided as well.

  15. An Analysis of Using Online Video Lecture on Learning Outcome: The Mediating Role of Student Interaction and Student Engagement

    ERIC Educational Resources Information Center

    Osman, Siti Zuraidah Md; Jamaludin, Rozinah; Fathil, Nor Fathimah

    2016-01-01

    The Malaysia Education Blueprint 2015-2025 (Higher Education) was published recently. One of shift is globalised online learning. Therefore, Polytechnics had taken the first step in the use of e-learning system by using flipped classroom method. The purpose of this study is to analyse the effects of using online video lecture on student…

  16. Oral Interaction in Task-Based EFL Learning: The Use of the L1 as a Cognitive Tool

    ERIC Educational Resources Information Center

    de la Colina, Ana Alegria; Mayo, Maria del Pilar Garcia

    2009-01-01

    The role of the first language (L1) in the learning of a second language (L2) has been widely studied as a source of cross-linguistic influence from the native system (Gass and Selinker, "Language Transfer in Language Learning," John Benjamins, 1992). Yet, this perspective provides no room for an understanding of language as a cognitive tool…

  17. Cognitive Psychology and Design Paradigms in the Development of Multimedia Courseware

    DTIC Science & Technology

    1993-09-01

    Cognitive Apprenticeship : Teaching the Crafts of Reading, Writing, and Mathematics ". In Resnick, Lauren B. (Editor) Knowing, Learning , and Instruction , pp... thinking are cognitive processes the designers of interactive learning systems must consider the connection between cognition and the ability of an...should be based on instructional design theory, human factors, and cognitive learning theories. If these elements are not included in a

  18. Capturing the Complexity: Content, Type, and Amount of Instruction and Quality of the Classroom Learning Environment Synergistically Predict Third Graders' Vocabulary and Reading Comprehension Outcomes

    ERIC Educational Resources Information Center

    Connor, Carol McDonald; Spencer, Mercedes; Day, Stephanie L.; Giuliani, Sarah; Ingebrand, Sarah W.; McLean, Leigh; Morrison, Frederick J.

    2014-01-01

    We examined classrooms as complex systems that affect students' literacy learning through interacting effects of content and amount of time individual students spent in literacy instruction along with the global quality of the classroom learning environment. We observed 27 3rd-grade classrooms serving 315 target students using 2 different…

  19. Implementation Fest: The Last Decade

    DTIC Science & Technology

    2010-08-01

    architectures New Learning Technologies  Simulations, games, and virtual world  Mobile systems  Performance support, S1000D tech manuals  Intelligent...Darwars Ambush (ECS) Gator 6 (Will Interactive) Games Today 22 VBS2 Enhanced Learning Environment using Creative Technology – Bilateral Negotiations...5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Advanced Decision Learning (ADL),1901 N. Beauregard Street Suite 600

  20. Learning Management Systems: Practical Considerations for the Selection and Implementation of an E-learning Platform for the Navy

    DTIC Science & Technology

    2007-01-28

    is interested in B2B and B2C e-commerce, enterprise resource planning, e-procurement, supply-chain management, data mining, and knowledge discovery... social networking tools, collaborative spaces, knowledge management, “connecting-enabling” protocols like RSS, and other tools. The intent of the ILE...delivered to them, what learning pedagogy is appropriate for them, the optimal level of social interaction for learning, and available resources

  1. An evaluation of learning clinical decision-making for early rehabilitation in the ICU via interactive education with audience response system.

    PubMed

    Toonstra, Amy L; Nelliot, Archana; Aronson Friedman, Lisa; Zanni, Jennifer M; Hodgson, Carol; Needham, Dale M

    2017-06-01

    Knowledge-related barriers to safely implement early rehabilitation programs in intensive care units (ICUs) may be overcome via targeted education. The purpose of this study was to evaluate the effectiveness of an interactive educational session on short-term knowledge of clinical decision-making for safe rehabilitation of patients in ICUs. A case-based teaching approach, drawing from published safety recommendations for initiation of rehabilitation in ICUs, was used with a multidisciplinary audience. An audience response system was incorporated to promote interaction and evaluate knowledge before vs. after the educational session. Up to 175 audience members, of 271 in attendance (129 (48%) physical therapists, 51 (19%) occupational therapists, 31 (11%) nursing, 14 (5%) physician, 46 (17%) other), completed both the pre- and post-test questions for each of the six unique patient cases. In four of six patient cases, there was a significant (p< 0.001) increase in identifying the correct answer regarding initiation of rehabilitation activities. This learning effect was similar irrespective of participants' years of experience and clinical discipline. An interactive, case-based, educational session may be effective for increasing short-term knowledge, and identifying knowledge gaps, regarding clinical decision-making for safe rehabilitation of patients in ICUs. Implications for Rehabilitation Lack of knowledge regarding the safety considerations for early rehabilitation of ICU patients is a barrier to implementing early rehabilitation. Interactive educational formats, such as the use of audience response systems, offer a new method of teaching and instantly assessing learning of clinically important information. In a small study, we have shown that an interactive, case-based educational format may be used to effectively teach clinical decision-making for the safe rehabilitation of ICU patients to a diverse audience of clinicians.

  2. An Interactive Attention Board: Improving the Attention of Individuals with Autism and Mental Retardation

    ERIC Educational Resources Information Center

    Sahin, Yasar Guneri; Cimen, Fatih Mehmet

    2011-01-01

    This paper presents a tool named "Interactive Attention Board" (IAB) and an associated software named "Interactive Attention Boards Software" (IABS) for individuals with Mental Retardation and Autism. The proposed system is based on several theories such as perception and learning theories, and it is intended to improve hand-eye coordination and…

  3. Designing Interaction as a Learning Process: Supporting Users' Domain Knowledge Development in Interaction

    ERIC Educational Resources Information Center

    Choi, Jung-Min

    2010-01-01

    The primary concern in current interaction design is focused on how to help users solve problems and achieve goals more easily and efficiently. While users' sufficient knowledge acquisition of operating a product or system is considered important, their acquisition of problem-solving knowledge in the task domain has largely been disregarded. As a…

  4. Exploring the acquisition and production of grammatical constructions through human-robot interaction with echo state networks.

    PubMed

    Hinaut, Xavier; Petit, Maxime; Pointeau, Gregoire; Dominey, Peter Ford

    2014-01-01

    One of the principal functions of human language is to allow people to coordinate joint action. This includes the description of events, requests for action, and their organization in time. A crucial component of language acquisition is learning the grammatical structures that allow the expression of such complex meaning related to physical events. The current research investigates the learning of grammatical constructions and their temporal organization in the context of human-robot physical interaction with the embodied sensorimotor humanoid platform, the iCub. We demonstrate three noteworthy phenomena. First, a recurrent network model is used in conjunction with this robotic platform to learn the mappings between grammatical forms and predicate-argument representations of meanings related to events, and the robot's execution of these events in time. Second, this learning mechanism functions in the inverse sense, i.e., in a language production mode, where rather than executing commanded actions, the robot will describe the results of human generated actions. Finally, we collect data from naïve subjects who interact with the robot via spoken language, and demonstrate significant learning and generalization results. This allows us to conclude that such a neural language learning system not only helps to characterize and understand some aspects of human language acquisition, but also that it can be useful in adaptive human-robot interaction.

  5. Exploring the acquisition and production of grammatical constructions through human-robot interaction with echo state networks

    PubMed Central

    Hinaut, Xavier; Petit, Maxime; Pointeau, Gregoire; Dominey, Peter Ford

    2014-01-01

    One of the principal functions of human language is to allow people to coordinate joint action. This includes the description of events, requests for action, and their organization in time. A crucial component of language acquisition is learning the grammatical structures that allow the expression of such complex meaning related to physical events. The current research investigates the learning of grammatical constructions and their temporal organization in the context of human-robot physical interaction with the embodied sensorimotor humanoid platform, the iCub. We demonstrate three noteworthy phenomena. First, a recurrent network model is used in conjunction with this robotic platform to learn the mappings between grammatical forms and predicate-argument representations of meanings related to events, and the robot's execution of these events in time. Second, this learning mechanism functions in the inverse sense, i.e., in a language production mode, where rather than executing commanded actions, the robot will describe the results of human generated actions. Finally, we collect data from naïve subjects who interact with the robot via spoken language, and demonstrate significant learning and generalization results. This allows us to conclude that such a neural language learning system not only helps to characterize and understand some aspects of human language acquisition, but also that it can be useful in adaptive human-robot interaction. PMID:24834050

  6. NSF Support for Information Science Research.

    ERIC Educational Resources Information Center

    Brownstein, Charles N.

    1986-01-01

    Major research opportunities and needs are expected by the National Science Foundation in six areas of information science: models of adaptive information processing, learning, searching, and recognition; knowledge resource systems, particularly intelligent systems; user-system interaction; augmentation of human information processing tasks;…

  7. `Not hard to sway': a case study of student engagement in two large engineering classes

    NASA Astrophysics Data System (ADS)

    Shekhar, Prateek; Borrego, Maura

    2018-07-01

    Although engineering education research has empirically validated the effectiveness of active learning in improving student learning over traditional lecture-based methods, the adoption of active learning in classrooms has been slow. One of the greatest reported barriers is student resistance towards engagement in active learning exercises. This paper argues that the level of student engagement in active learning classrooms is an interplay of social and physical classroom characteristics. Using classroom observations and instructor interviews, this study describes the influence of the interaction of student response systems and classroom layout on student engagement in two large active-learning-based engineering classrooms. The findings suggest that the use of different student response systems in combination with cluster-style seating arrangements can increase student engagement in large classrooms.

  8. Towards Contextualized Learning Services

    NASA Astrophysics Data System (ADS)

    Specht, Marcus

    Personalization of feedback and instruction has often been considered as a key feature in learning support. The adaptations of the instructional process to the individual and its different aspects have been investigated from different research perspectives as learner modelling, intelligent tutoring systems, adaptive hypermedia, adaptive instruction and others. Already in the 1950s first commercial systems for adaptive instruction for trainings of keyboard skills have been developed utilizing adaptive configuration of feedback based on user performance and interaction footprints (Pask 1964). Around adaptive instruction there is a variety of research issues bringing together interdisciplinary research from computer science, engineering, psychology, psychotherapy, cybernetics, system dynamics, instructional design, and empirical research on technology enhanced learning. When classifying best practices of adaptive instruction different parameters of the instructional process have been identified which are adapted to the learner, as: sequence and size of task difficulty, time of feedback, pace of learning speed, reinforcement plan and others these are often referred to the adaptation target. Furthermore Aptitude Treatment Interaction studies explored the effect of adapting instructional parameters to different characteristics of the learner (Tennyson and Christensen 1988) as task performance, personality characteristics, or cognitive abilities, this is information is referred to as adaptation mean.

  9. Transformation of an uncertain video search pipeline to a sketch-based visual analytics loop.

    PubMed

    Legg, Philip A; Chung, David H S; Parry, Matthew L; Bown, Rhodri; Jones, Mark W; Griffiths, Iwan W; Chen, Min

    2013-12-01

    Traditional sketch-based image or video search systems rely on machine learning concepts as their core technology. However, in many applications, machine learning alone is impractical since videos may not be semantically annotated sufficiently, there may be a lack of suitable training data, and the search requirements of the user may frequently change for different tasks. In this work, we develop a visual analytics systems that overcomes the shortcomings of the traditional approach. We make use of a sketch-based interface to enable users to specify search requirement in a flexible manner without depending on semantic annotation. We employ active machine learning to train different analytical models for different types of search requirements. We use visualization to facilitate knowledge discovery at the different stages of visual analytics. This includes visualizing the parameter space of the trained model, visualizing the search space to support interactive browsing, visualizing candidature search results to support rapid interaction for active learning while minimizing watching videos, and visualizing aggregated information of the search results. We demonstrate the system for searching spatiotemporal attributes from sports video to identify key instances of the team and player performance.

  10. Student’s social interaction in mathematics learning

    NASA Astrophysics Data System (ADS)

    Apriliyanto, B.; Saputro, D. R. S.; Riyadi

    2018-03-01

    Mathematics learning achievement is influenced by the internal and external factor of the students. One of the influencing external factors is social interaction with friends in learning activities. In modern learning, the learning is student-centered, so the student interaction is needed to learn about certain basic competence. Potential and motivation of students in learning are expected to develop with good social interaction in order to get maximum results. Social interaction is an important aspect of learning Mathematics because students get the opportunity to express their own thoughts in order to encourage a reflection on the knowledge they have. This research uses the correlational descriptive method involving 36 students for the tenth grade, eleventh grade, and twelfth grade of SMA Negeri 1 Wuryantoro and data collecting technique using questionnaire for social interaction and documentation for learning outcome. The result of this research shows that learning achievement and social interaction of students are not good. Based on the result of data analysis, it is shown that the social interaction and Mathematics learning achievement are still in the low level. This research concludes that students’ social interaction influences student learning achievement in Mathematics subjects.

  11. Learner Autonomy via Asynchronous Online Interactions: A Malaysian Perspective

    ERIC Educational Resources Information Center

    Kaur, Ranjit; Sidhu, Gurnam Kaur

    2010-01-01

    The integration of information and communication technologies (ICT) in course offerings in institutions of higher learning (IHLs) is the catalyst towards empowering learners to become autonomous lifelong learners. In an effort to produce quality and independent learners, Learning Management Systems (LMS) are seen as a means to assist educators in…

  12. STEPS: A Simulated, Tutorable Physics Student.

    ERIC Educational Resources Information Center

    Ur, Sigalit; VanLehn, Kurt

    1995-01-01

    Describes a simulated student that learns by interacting with a human tutor. Tests suggest that simulated students, when developed past the prototype stage, could be valuable for training human tutors. Provides a computational cognitive task analysis of the skill of learning from a tutor that is useful for designing intelligent tutoring systems.…

  13. Educators' Experiences of Inclusive Learning Contexts: An Exploration of Competencies

    ERIC Educational Resources Information Center

    Magare, Ishmael; Kitching, Ansie Elizabeth; Roos, Vera

    2010-01-01

    The successful implementation of inclusive education relies heavily on educators. Inclusive education is based on values such as human dignity, equality, human rights and freedom. The complexity of the interactive relationships between different systems, such as learners, educators, families, schools and the learning context, was recognised in…

  14. Recognition-Based Physical Response to Facilitate EFL Learning

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Shih, Timothy K.; Yeh, Shih-Ching; Chou, Ke-Chien; Ma, Zhao-Heng; Sommool, Worapot

    2014-01-01

    This study, based on total physical response and cognitive psychology, proposed a Kinesthetic English Learning System (KELS), which utilized Microsoft's Kinect technology to build kinesthetic interaction with life-related contexts in English. A subject test with 39 tenth-grade students was conducted following empirical research method in order to…

  15. Design Rationale for a Complex Performance Assessment

    ERIC Educational Resources Information Center

    Williamson, David M.; Bauer, Malcolm; Steinberg, Linda S.; Mislevy, Robert J.; Behrens, John T.; DeMark, Sarah F.

    2004-01-01

    In computer-based interactive environments meant to support learning, students must bring a wide range of relevant knowledge, skills, and abilities to bear jointly as they solve meaningful problems in a learning domain. To function effectively as an assessment, a computer system must additionally be able to evoke and interpret observable evidence…

  16. Developing Visualization Support System for Teaching/Learning Database Normalization

    ERIC Educational Resources Information Center

    Folorunso, Olusegun; Akinwale, AdioTaofeek

    2010-01-01

    Purpose: In tertiary institution, some students find it hard to learn database design theory, in particular, database normalization. The purpose of this paper is to develop a visualization tool to give students an interactive hands-on experience in database normalization process. Design/methodology/approach: The model-view-controller architecture…

  17. Confronting Well-Learned Lessons in Supervision and Evaluation

    ERIC Educational Resources Information Center

    Ponticell, Judith A.; Zepeda, Sally J.

    2004-01-01

    Supervision is supposed to improve classroom teaching by enhancing teacher thinking, rejection, and understanding of teaching. Evaluation systems are supposed to increase effective teaching behaviors and enhance teacher professionalism. Through the lens of symbolic interaction, we learn that "supposed to" does not matter. In a context of increased…

  18. Evaluating a Technology Supported Interactive Response System during the Laboratory Section of a Histology Course

    ERIC Educational Resources Information Center

    Rinaldi, Vera D.; Lorr, Nancy A.; Williams, Kimberly

    2017-01-01

    Monitoring of student learning through systematic formative assessment is important for adjusting pedagogical strategies. However, traditional formative assessments, such as quizzes and written assignments, may not be sufficiently timely for making adjustments to a learning process. Technology supported formative assessment tools assess student…

  19. Computer Games: Increase Learning in an Interactive Multidisciplinary Environment.

    ERIC Educational Resources Information Center

    Betz, Joseph A.

    1996-01-01

    Discusses the educational uses of computer games and simulations and describes a study conducted at the State University of New York College at Farmingdale that used the computer game "Sim City 2000." Highlights include whole systems learning, problem solving, student performance, nonparametric statistics, and treatment of experimental…

  20. Designed for Learning: Inside and Out.

    ERIC Educational Resources Information Center

    Sutton, Rodney K.

    1996-01-01

    Built 7 years after the original plan and budget were approved, Brunswick High School (Maine) houses 1,200 students on 50 acres and contains the latest technological features. Among these are energy management systems that students can see firsthand, a traditional library with 21st-century features, and interactive environmental learning from…

  1. 34 CFR 489.3 - What activities may the Secretary fund?

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...

  2. 34 CFR 489.3 - What activities may the Secretary fund?

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...

  3. 34 CFR 489.3 - What activities may the Secretary fund?

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...

  4. National Parks as Classrooms. Rural Roots

    ERIC Educational Resources Information Center

    Rural School and Community Trust, 2004

    2004-01-01

    The National Park System (NPS) offers a wealth of learning opportunities outside the classroom. The NPS is reaching out to educators nationwide to enrich student learning with the power of place, using public lands as classrooms where students can view historic artifacts and structures and interact with the natural world. Programs at …

  5. Creating a Rich Learning Environment for Remote Postgraduate Learners

    ERIC Educational Resources Information Center

    Lonie, Anne-Louise; Andrews, Trish

    2009-01-01

    At Rangelands Australia, a centre in the School of Natural and Rural Systems Management at the University of Queensland, we have recently trialled virtual classroom technology for the delivery of postgraduate support courses. We wanted to explore the capacity of this learning modality to provide collaborative, interactive, synchronous learning…

  6. Modification of Instructional Delivery and Student Learning with the Use of Educational Technologies

    ERIC Educational Resources Information Center

    Rogers, Jeffrey Ray

    2012-01-01

    The purpose of this study was to determine if educational technologies, including LCD projectors, interactive whiteboards, tablets, document cameras, and student response systems, modify instructional delivery and student learning. This case study was researched in four classrooms, including an English, math, science and social studies classroom…

  7. Designing Online Scaffolds for Interactive Computer Simulation

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Wu, I-Chia; Jen, Fen-Lan

    2013-01-01

    The purpose of this study was to examine the effectiveness of online scaffolds in computer simulation to facilitate students' science learning. We first introduced online scaffolds to assist and model students' science learning and to demonstrate how a system embedded with online scaffolds can be designed and implemented to help high school…

  8. 34 CFR 489.3 - What activities may the Secretary fund?

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ..., including learning disabilities, upon arrival in the system or at the prison, jail, or detention center. (b..., such as interactive video- and computer-based adult literacy learning: and (2) Include— (i) A... disability, achieves a level of functional literacy commensurate with his or her ability; (B) Is granted...

  9. Developing Emotion-Aware, Advanced Learning Technologies: A Taxonomy of Approaches and Features

    ERIC Educational Resources Information Center

    Harley, Jason M.; Lajoie, Susanne P.; Frasson, Claude; Hall, Nathan C.

    2017-01-01

    A growing body of work on intelligent tutoring systems, affective computing, and artificial intelligence in education is exploring creative, technology-driven approaches to enhance learners' experience of adaptive, positively-valenced emotions while interacting with advanced learning technologies. Despite this, there has been no published work to…

  10. Learning to predict chemical reactions.

    PubMed

    Kayala, Matthew A; Azencott, Chloé-Agathe; Chen, Jonathan H; Baldi, Pierre

    2011-09-26

    Being able to predict the course of arbitrary chemical reactions is essential to the theory and applications of organic chemistry. Approaches to the reaction prediction problems can be organized around three poles corresponding to: (1) physical laws; (2) rule-based expert systems; and (3) inductive machine learning. Previous approaches at these poles, respectively, are not high throughput, are not generalizable or scalable, and lack sufficient data and structure to be implemented. We propose a new approach to reaction prediction utilizing elements from each pole. Using a physically inspired conceptualization, we describe single mechanistic reactions as interactions between coarse approximations of molecular orbitals (MOs) and use topological and physicochemical attributes as descriptors. Using an existing rule-based system (Reaction Explorer), we derive a restricted chemistry data set consisting of 1630 full multistep reactions with 2358 distinct starting materials and intermediates, associated with 2989 productive mechanistic steps and 6.14 million unproductive mechanistic steps. And from machine learning, we pose identifying productive mechanistic steps as a statistical ranking, information retrieval problem: given a set of reactants and a description of conditions, learn a ranking model over potential filled-to-unfilled MO interactions such that the top-ranked mechanistic steps yield the major products. The machine learning implementation follows a two-stage approach, in which we first train atom level reactivity filters to prune 94.00% of nonproductive reactions with a 0.01% error rate. Then, we train an ensemble of ranking models on pairs of interacting MOs to learn a relative productivity function over mechanistic steps in a given system. Without the use of explicit transformation patterns, the ensemble perfectly ranks the productive mechanism at the top 89.05% of the time, rising to 99.86% of the time when the top four are considered. Furthermore, the system is generalizable, making reasonable predictions over reactants and conditions which the rule-based expert does not handle. A web interface to the machine learning based mechanistic reaction predictor is accessible through our chemoinformatics portal ( http://cdb.ics.uci.edu) under the Toolkits section.

  11. Learning to Predict Chemical Reactions

    PubMed Central

    Kayala, Matthew A.; Azencott, Chloé-Agathe; Chen, Jonathan H.

    2011-01-01

    Being able to predict the course of arbitrary chemical reactions is essential to the theory and applications of organic chemistry. Approaches to the reaction prediction problems can be organized around three poles corresponding to: (1) physical laws; (2) rule-based expert systems; and (3) inductive machine learning. Previous approaches at these poles respectively are not high-throughput, are not generalizable or scalable, or lack sufficient data and structure to be implemented. We propose a new approach to reaction prediction utilizing elements from each pole. Using a physically inspired conceptualization, we describe single mechanistic reactions as interactions between coarse approximations of molecular orbitals (MOs) and use topological and physicochemical attributes as descriptors. Using an existing rule-based system (Reaction Explorer), we derive a restricted chemistry dataset consisting of 1630 full multi-step reactions with 2358 distinct starting materials and intermediates, associated with 2989 productive mechanistic steps and 6.14 million unproductive mechanistic steps. And from machine learning, we pose identifying productive mechanistic steps as a statistical ranking, information retrieval, problem: given a set of reactants and a description of conditions, learn a ranking model over potential filled-to-unfilled MO interactions such that the top ranked mechanistic steps yield the major products. The machine learning implementation follows a two-stage approach, in which we first train atom level reactivity filters to prune 94.00% of non-productive reactions with a 0.01% error rate. Then, we train an ensemble of ranking models on pairs of interacting MOs to learn a relative productivity function over mechanistic steps in a given system. Without the use of explicit transformation patterns, the ensemble perfectly ranks the productive mechanism at the top 89.05% of the time, rising to 99.86% of the time when the top four are considered. Furthermore, the system is generalizable, making reasonable predictions over reactants and conditions which the rule-based expert does not handle. A web interface to the machine learning based mechanistic reaction predictor is accessible through our chemoinformatics portal (http://cdb.ics.uci.edu) under the Toolkits section. PMID:21819139

  12. LETTER TO THE EDITOR: Dynamics of interacting neural networks

    NASA Astrophysics Data System (ADS)

    Kinzel, W.; Metzler, R.; Kanter, I.

    2000-04-01

    The dynamics of interacting perceptrons is solved analytically. For a directed flow of information the system runs into a state which has a higher symmetry than the topology of the model. A symmetry-breaking phase transition is found with increasing learning rate. In addition, it is shown that a system of interacting perceptrons which is trained on the history of its minority decisions develops a good strategy for the problem of adaptive competition known as the bar problem or minority game.

  13. Summary of vulnerability related technologies based on machine learning

    NASA Astrophysics Data System (ADS)

    Zhao, Lei; Chen, Zhihao; Jia, Qiong

    2018-04-01

    As the scale of information system increases by an order of magnitude, the complexity of system software is getting higher. The vulnerability interaction from design, development and deployment to implementation stages greatly increases the risk of the entire information system being attacked successfully. Considering the limitations and lags of the existing mainstream security vulnerability detection techniques, this paper summarizes the development and current status of related technologies based on the machine learning methods applied to deal with massive and irregular data, and handling security vulnerabilities.

  14. Interactive Learning Program (ILP)- a concept for life long learning and Capacity Building of Stakeholders in Integrated Flood Management (IFM)

    NASA Astrophysics Data System (ADS)

    Pasche, E.; Manojlovic, N.; Basener, S.; Behzadnia, N.

    2009-04-01

    In the paradigm shift in flood management from traditional to more integrated approach the key to initialising this transition stage is capacity building of stakeholders. It supports the effective participation of stakeholders within their role by giving the individuals/professionals and institutions required knowledge and skills. Such a process of empowering targeted stakeholder groups should be based on the interactive learning rather than mere delivering of flood related information. It can be achieved by initiating the learning process and developing life-long learning programs in form of blended learning that combines both, supervised online and face-to-face approaches. The learning concept based on the didactic principle of Kolb/Fry, has been used as a basis for development of the Interactive Learning Program (ILP) presented in this paper. Kolb/Fry define learning as a cyclic process dividing it into four steps: concrete experience, reflection & observation, forming abstract concepts, testing of acquainted knowledge in new situations. As the knowledge to understand the complexity of IFM is extensive and required level usually cannot be achieved within the face-to-face phase, additional autodidactic learning module tailored to the individual skills should be included in the learning program. ILP combines both, the face-to-face sessions following the Kolb?s learning cycle including theoretical and practical aspects and autodidactic phase by means of the e-learning platform based on the web dissemination strategy for IFM- Kalypso Inform (Pasche/Kraus/Manojlovic). According to this strategy, the access to the flood related information is enabled through three different modules Tutorial, Knowledge Base and Virtual Trainer enabling interaction with the system. This ILP is generic and can be tailored to requirements of different stakeholder groups depending on their role and level of integration in IFM. The first results, obtained for both public and private stakeholders, are encouraging indicating that such concepts should become a substantial part of the IFM.

  15. A nursing theory of personal system empathy: interpreting a conceptualization of empathy in King's interacting systems.

    PubMed

    Alligood, M R; May, B A

    2000-07-01

    This article presents a theory of empathy discovered through rational hermeneutic interpretation within King's personal system. Personal system concepts from King's general systems framework include perception, self, growth and development, body image, space, time, and learning. Propositions for each concept in the personal system were explicated and a theory of nursing empathy was developed. This nursing theory proposes that empathy organizes perceptions; facilitates awareness of self and others; increases sensitivity; promotes shared respect, mutual goals, and social awareness; cultivates understanding of individuals within a historical and social context; and affects learning.

  16. Cerebellar and prefrontal cortex contributions to adaptation, strategies, and reinforcement learning.

    PubMed

    Taylor, Jordan A; Ivry, Richard B

    2014-01-01

    Traditionally, motor learning has been studied as an implicit learning process, one in which movement errors are used to improve performance in a continuous, gradual manner. The cerebellum figures prominently in this literature given well-established ideas about the role of this system in error-based learning and the production of automatized skills. Recent developments have brought into focus the relevance of multiple learning mechanisms for sensorimotor learning. These include processes involving repetition, reinforcement learning, and strategy utilization. We examine these developments, considering their implications for understanding cerebellar function and how this structure interacts with other neural systems to support motor learning. Converging lines of evidence from behavioral, computational, and neuropsychological studies suggest a fundamental distinction between processes that use error information to improve action execution or action selection. While the cerebellum is clearly linked to the former, its role in the latter remains an open question. © 2014 Elsevier B.V. All rights reserved.

  17. Cerebellar and Prefrontal Cortex Contributions to Adaptation, Strategies, and Reinforcement Learning

    PubMed Central

    Taylor, Jordan A.; Ivry, Richard B.

    2014-01-01

    Traditionally, motor learning has been studied as an implicit learning process, one in which movement errors are used to improve performance in a continuous, gradual manner. The cerebellum figures prominently in this literature given well-established ideas about the role of this system in error-based learning and the production of automatized skills. Recent developments have brought into focus the relevance of multiple learning mechanisms for sensorimotor learning. These include processes involving repetition, reinforcement learning, and strategy utilization. We examine these developments, considering their implications for understanding cerebellar function and how this structure interacts with other neural systems to support motor learning. Converging lines of evidence from behavioral, computational, and neuropsychological studies suggest a fundamental distinction between processes that use error information to improve action execution or action selection. While the cerebellum is clearly linked to the former, its role in the latter remains an open question. PMID:24916295

  18. A network-based training environment: a medical image processing paradigm.

    PubMed

    Costaridou, L; Panayiotakis, G; Sakellaropoulos, P; Cavouras, D; Dimopoulos, J

    1998-01-01

    The capability of interactive multimedia and Internet technologies is investigated with respect to the implementation of a distance learning environment. The system is built according to a client-server architecture, based on the Internet infrastructure, composed of server nodes conceptually modelled as WWW sites. Sites are implemented by customization of available components. The environment integrates network-delivered interactive multimedia courses, network-based tutoring, SIG support, information databases of professional interest, as well as course and tutoring management. This capability has been demonstrated by means of an implemented system, validated with digital image processing content, specifically image enhancement. Image enhancement methods are theoretically described and applied to mammograms. Emphasis is given to the interactive presentation of the effects of algorithm parameters on images. The system end-user access depends on available bandwidth, so high-speed access can be achieved via LAN or local ISDN connections. Network based training offers new means of improved access and sharing of learning resources and expertise, as promising supplements in training.

  19. Basal ganglia and Dopamine Contributions to Probabilistic Category Learning

    PubMed Central

    Shohamy, D.; Myers, C.E.; Kalanithi, J.; Gluck, M.A.

    2009-01-01

    Studies of the medial temporal lobe and basal ganglia memory systems have recently been extended towards understanding the neural systems contributing to category learning. The basal ganglia, in particular, have been linked to probabilistic category learning in humans. A separate parallel literature in systems neuroscience has emerged, indicating a role for the basal ganglia and related dopamine inputs in reward prediction and feedback processing. Here, we review behavioral, neuropsychological, functional neuroimaging, and computational studies of basal ganglia and dopamine contributions to learning in humans. Collectively, these studies implicate the basal ganglia in incremental, feedback-based learning that involves integrating information across multiple experiences. The medial temporal lobes, by contrast, contribute to rapid encoding of relations between stimuli and support flexible generalization of learning to novel contexts and stimuli. By breaking down our understanding of the cognitive and neural mechanisms contributing to different aspects of learning, recent studies are providing insight into how, and when, these different processes support learning, how they may interact with each other, and the consequence of different forms of learning for the representation of knowledge. PMID:18061261

  20. Electronically Enhanced Classroom Interaction.

    ERIC Educational Resources Information Center

    Draper, Stephen; Cargill, Julie; Cutts, Quintin

    A design rationale for introducing electronic equipment (a group response system) for student interaction in lecture theaters is presented, linking the instructional design to theory. The effectiveness of the equipment for learning depends mostly on what pedagogic method is employed. Various alternative types are introduced, including: assessment;…

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