Beruflich Dokumente
Kultur Dokumente
ICVL – 2008
Virtual Learning – Virtual Reality
UNIVERSITY OF BUCHAREST
www.unibuc.ro
www.univ-ovidius.ro
FACULTY OF MATHEMATICS
AND COMPUTER SCIENCE
www.univ-ovidius.ro/math
The 3rd International Conference on Virtual Learning
VIRTUAL LEARNING – VIRTUAL REALITY
www.icvl.eu/2008 www.cniv.ro/2008
The ICVL Award is offered in recognition of ICVL papers published within in "Proceedings of the
International Conference on Virtual Learning"
The printing of Proceedings was sponsored by the Ministry of Education and Research,
National Authority for Scientific Research, ROMANIA
Proceedings of the 3rd
International Conference
On Virtual Learning
, 2008
ICVL and CNIV Partners:
Dr. Grigore Albeanu, Dr. Mircea Popovici, Prof. Radu Jugureanu
www.icvl.eu www.cniv.ro
ISSN: 1844-8933
MOTTOS
Roger E. Bohn
Professor of Management and expert on technology management,
University of California, San Diego, USA,
Graduate School of International Relations and Pacific Studies
http://irps.ucsd.edu/faculty/faculty-directory/roger-e-bohn.htm
Welcome to ICVL 2008!
The We hope you will find valuable contributions to the field of virtual
learning and you will enjoy the city of Publius Ovidius Naso (43 BC – 17 AD),
the most widely read and imitated of Latin poets, known to the English-
speaking world as Ovid, which in ten years of banishment by Augustus,
he wrote five books of the Tristia, four of the Epistulae ex Ponto, and the
long curse-poem Ibis.
Invited papers,
Projects – Virtual Environments
for Education and Research ................................................. 33
Section M&M
MODELS & METHODOLOGIES ................................................ 99
Conference Organisation
Dr. Daniel AFPA Direction de l'Ingénierie Unité Veille sur la Réalité Virtuelle
Mellet-d'Huart MONTREUIL, European INTUITION Consortium member
Dr. Mihaela Oprea Professor in the Department of Informatics, University of Ploiesti, Romania
Virtual Environments for Education and Training, Software and Management for Education
Description:
At the Lisbon European Council in March 2000, Heads of State and Government
set an ambitious target for Europe to become "the most competitive and dynamic
knowledge-based economy in the world" by 2010. They also placed education
firmly at the top of the political agenda, calling for education and training systems
to be adapted to meet this challenge.
16 University of Bucharest and Ovidius University of Constanta
POST-CONFERENCE: The Organisation Committee will elaborate until the ICVL opening,
the volume with the conference's papers and the CD (with ISBN). Extended versions of
selected papers presented at ICVL will be offered for publishing in the International
Journal of Computers, Communications & Control – http://www.journal.univagora.ro/
AIMS:
– The implementation of the Information Society Technologies (IST) according to
the European Union Framework-Programme (FP7)
– The development of Research, projects, and software for E-Learning, Software
and Educational Management fields;
– To promote and develop scientific research for e-Learning, Educational
Software and Virtual Reality;
SECTIONS:
MODELS & METHODOLOGIES (M&M); TECHNOLOGIES (TECH); SOFTWARE
SOLUTIONS (SOFT)
"Intel® Education" – Learning, Technology, Science (IntelEdu):
Participate
The Conference is structured such that it will:
The Conference will consider the perspectives and vision of the i-2010 programme and
how this will stimulate the promotion, and development of e-Learning content, products
and services and the contribution of these to lifelong learning.
Participation is invited from researches, teachers, trainers, educational authorities,
learners, practitioners, employers, trade unions, and private sector actors and IT industry.
The papers describing advances in the theory and practice of Virtual Environments for
Education and Training (VEL&T), Virtual Reality (VR), Information and Knowledge
Processing (I&KP), as well as practical results and original applications. The education
category includes both the use of Web Technologies, Computer Graphics and Virtual
Reality Applications, New tools, methods, pedagogy and psychology, Case studies of
Web Technologies and Streaming Multimedia Applications in Education, experience in
preparation of courseware.
Objectives
Learning and the use of Information and Communication Technologies (I&CT) will
be examined from a number of complementary perspectives:
General Objectives
• The implementation of the Bologna Conference (1999) directives for the Romanian
educational system.
• The development of a Romanian Framework supporting the professional and
management initiatives of the educational community.
The 3rd International Conference on Virtual Learning, ICVL 2008 19
• The organization of the activities concerning the cooperation between the educational
system and the economical companies to find out an adequate distribution of the
human resources over the job market.
• To promote and implement the modern ideas for both the initial and continuing
education, to promote the team based working, to attract and integrate the young
graduates in the Research and Development projects, to promote and implement
IT&C for initial and adult education activities.
Particular objectives
Thematic Areas/Sections
Technologies (TECH):
• Innovative Web-based Teaching and Learning Technologies
20 University of Bucharest and Ovidius University of Constanta
Deploying Education Environments for the 21st Century (Robert Fogel and Steve Gish, Intel
Corporation) (.pps) – http://www.intel.com/education
Educational Technology that Talks – http://www.edtechtalk.com
The Best Virtual Reality Information on Internet – http://vresources.org/
Kaleidoscope – the European research network shaping the scientific evolution of technology
enhanced learning – www.noe-kaleidoscope.org/pub/
• Project Zero – Project Zero is an educational research group at the Graduate School of
Education at Harvard University | www.pz.harvard.edu
• Project Zero eBookstore - Featured Publications from Project Zero |
www.pz.harvard.edu/ebookstore
For Gardner, intelligence is:
– the ability to create an effective product or offer a service that is valued in a culture;
– a set of skills that make it possible for a person to solve problems in life;
– the potential for finding or creating solutions for problems, which involves gathering new knowledge.
Five Minds for the Future" (NEW BOOK) Harvard Business School Press
Gardner's newest book, Five Minds for the Future outlines the specific cognitive abilities that will
be sought and cultivated by leaders in the years ahead.
They include:
1. The Disciplinary Mind: the mastery of major schools of thought, including science, mathematics,
and history, and of at least one professional craft.
2. The Synthesizing Mind: the ability to integrate ideas from different disciplines or spheres into a
coherent whole and tocommunicate that integration to others.
3. The Creating Mind: the capacity to uncover and clarify new problems, questions and phenomena.
4. The Respectful Mind: awareness of and appreciation for differences among human beings and
human groups.
5. The Ethical Mind: fulfillment of one's responsibilities as a worker and as a citizen.
22 University of Bucharest and Ovidius University of Constanta
Resources
13. Intuition Project-Network Of Excellence Focused on Virtual Reality and Virtual Environments
Applications for Future Workspaces – http://www.intuition-eunetwork.net/
14. European Mathematical Society (EMS) – http://www.emis.de/
15. Integrating New Technologies intothe Methods of Education – http://www.intime.uni.edu/
16. Xplora – European gateway to science education – http://www.xplora.org/
17. European Schoolnet – http://www.eun.org/
18. Virtual Learning Systems – http://eservices.nysed.gov/vls/
19. Eastern Europe eWork – http://www.e3work.com/
20. VResources – The Best Virtual Reality Information on Internet: Applications; Events; Discussion
forums; Library; VR News | http://vresources.org/
21. Advanced Distributed Learning – ADL – Creating the knowledge environment of the
future – www.adlnet.gov (This is an official Web site of the U.S. Government)
22. ADL Technologies: Sharable Content Object Reference Model (SCORM); Content Object
Repository Discovery and Registration Architecture (CORDRA); Simulations; Intelligent Tutoring
23. SCORM Technologies – Sharable Content Object Reference Model ("SCORM is a collection
of specifications adapted from multiple sources to provide a comprehensive suite of e-learning
capabilities that enable interoperability, accessibility and reusability of Web-based learning
content" – www.adlnet.gov)
24. W3C – The World Wide Web Consortium (W3C) – www.w3.org | Tim Berners-Lee,
inventor of the World Wide Web
25. International World Wide Web Conference Committee (IW3C2) – http://www.iw3c2.org/ |
15th International World Wide Web Conference, Edinburgh Scotland
26. Moodle Services – Moodle is a course management system designed to help educators who want to
create quality online courses; "Moodle is a real gift to forward thinking educators" – www.moodlle.com
27. Drupal – Drupal is a free software package that allows an individual or a community of users to
easily publish, manage and organize a wide variety of content on a website; Drupal.org is the
official website of Drupal, an open source content management platform – www.drupal.org
24 University of Bucharest and Ovidius University of Constanta
28. Scalable Vector Graphics (SVG) – XML Graphics for the Web; SVG is a language for describing
two-dimensional graphics and graphical applications in XML (Mozilla SVG Project) – www.w3.org/
Graphics/SVG/ | www.svg.org | www.adobe.com/svg/ | www.w3schools.com/svg/
29. AJAX – Ajax (also known as AJAX), shorthand for "Asynchronous JavaScript and XML," is a
development technique for creating interactive web applications (AJAX is a type of programming
made popular in 2005 by Google) – http://en.wikipedia.org/wiki/AJAX | http://ajax.asp.net/
30. FLEX – Adobe Flex is a framework that helps you build dynamic, interactive rich Internet applications
(www.flex.org/) – http://en.wikipedia.org/wiki/Adobe_Flex | www.adobe.com/products/flex/
31. KP (KnowledgePresenter) – Create fully interactive SCORM compliant e-learning
lessons – http://knowledgepresenter.com/
32. SOFTAKE – Software, programs, downloads (Windows, Linux, Mac) – http://www.softake.com/
50. IIIS – the International Institute of Informatics and Systemics – www.iiis.org/iiis/ | Conferences and
Symposia being organized by IIIS | http://www.iiis.org/iiis/IIISConferences.asp
51. IADIS – International Association for Development of the Information Society – http://www.iadis.
org/es2005/
52. ESPIT – eHealth and eInclusion – http://www.epist.org/
53. VRMI – Virtual Reality Medical Institute, Europe, Brussels – http://www.vrphobia.eu/ | Journal
of CyberTherapy and Rehabilitation (JCR), Annual Review of CyberTherapy and Telemedicine:
The International Association of CyberTherapy & Rehabilitation [ Publications ]
54. Conference Mobile Learning 2005 – http://www.iadis.org/ml2005
55. Winter School of Computer Graphics (WSCG) – http://wscg.zcu.cz
56. IEEE, Computer Society – http://www.computer.org/
57. Springer-Verlag-London – http://www.springer.de/, http://www.springerlink.com/
58. Kluwer Academic Publishers – http://www.kluweronline.com/
59. Science Direct/Elsevier B.V. – http://www.sciencedirect.com/
60. Open Access Initiative – Open Access Journals | OAI is a new paradigm in scholarly
publishing. It aims to promote models that ensure free and unrestricted access to scholarly &
research journals | www.openj-gate.com
61. Computer Animation and Virtual Worlds – InterScience, Journal published by JOHN WILEY
62. The Journal of Visualization and Computer Animation – InterScience, Journal published by
JOHN WILEY
63. International Journal of Knowledge and Learning (IJKL) – http://www.inderscience.
com/browse/index.php?journalCODE=ijkl
64. Virtual Retrospect 2005 – http://www.virtualretrospect.estia.fr/index.htm
65. IARIA – International Academy, Research, and Industry Association (Silicon Valley,
USA) – www.iaria.org/
66. IATED – The International Association for Technology, Education and Development – http://www.
iated.org/
67. IJ-SoTL – New International Journal for the Scholarship of Teaching and Learning (Georgia
Southern University, Georgia, USA)[read more]
68. ICONS 2007 – 1st International Conference on Network Security and Workshop (Erode
Sengunthar Engineering College, India)[read more]
69. HCI2007 – 12th International Conference on Human-Computer Interaction: http://www.hcii2007.org/
70. CISSE 2006 Online E-Conference – The Second International Joint Conferences on Computer,
Information, and Systems Sciences, and Engineering: http://www.cisse2006online.org
71. INSEAD – The Centre for Advanced Learning Technologies (CALT)-France, The Centre for
Advanced Learning Technologies, is one of the well-established Centres of Excellence at
INSEAD. Research focuses on advanced learning systems | http://www.calt.insead.edu/ |
www.insead.edu
72. Laval Virtual ReVolution 2007 – 9th Virtual Reality International Conference, April 18-22th
2007, Laval, France (www.laval-virtual.org) | Demonstrations | Awards 2007 | Student
competitions | VRIC-Virtual Reality International Conference
26 University of Bucharest and Ovidius University of Constanta
81. ICE 2007 – International Conference on Education (ICE), 21 may 2007, Uniuversity Brunei
Darussalam, China
82. KES 2007 – Artificial Intelligence Applications in Digital Content (KES), September 12-14 2007,
Vietri sul Mare, Italy
83. EC-TEL 2007 – European Conference on Technology Enhanced Learning (EC-TEL),
17-20 September 2007, Crete, Greece
84. CGV 2007 – IADIS International Conference on Computer Graphics and Visualization
(CGV), 6-8 July, 2007 Lisbon, Portugal
85. CGI 2007 – Computer Graphics International (CGI), May 30th - June 2nd, 2007, Petropolis, Brazil
86. SIGGRAPH 2007 – The 34th International Conference on Computer Graphics and Interactive
Techniques (SIGGRAPH), 5-9 August 2007, San Diego, California, USA
87. ACVIT 2007 – International Conference on Advances in Computer Vision and Information
Technology (ACVIT), 28-30 November 2007, Aurangabad, Maharashtra, India
88. DC 2007 – International Conference on Dublin Core and Metadata Applications(DC),
27 to 31 August 2007, Singapore
89. ICWL 2007 – The 6th International Conference on Web-based Learning, 15-17 August 2007,
University of Edinburgh, United Kingdom (www.hkws.org/events/icwl2007/)
90. Informatics Europe – The Research and Education Organization of Computer Science and
IT Departments in Europe (www.informatics-europe.org/)
91. European Computer Science Summit – 3rd Annual Informatics Europe Meeting 2007
(http://kbs.cs.tu-berlin.de/ecss/), October 8-9 2007, Berlin
92. KCPR 2007 – The 2nd International Symposium on Knowledge Communication and Peer
Reviewing (http://www.info-cyber.org/kcpr2007/), July 12-15, 2007 – Orlando, Florida, USA
93. CITSA 2007 – The 4th International Conference on Cybernetics and Information Technologies,
Systems and Applications (http://www.info-cyber.org/citsa2007/), July 12-15, 2007 – Orlando,
Florida, USA
The 3rd International Conference on Virtual Learning, ICVL 2008 27
94. CCCT 2007 – The 5th International Conference on Computing, Communications and Control
Technologies (http://www.info-cyber.org/ccct2007/), July 12-15, 2007 – Orlando, Florida, USA
95. WCECS 2007 – The World Congress on Engineering and Computer Science 2007 | The WCECS
2007 is composed of the following 15 conferences (San Francisco, USA, 24-26 October, 2007)
96. ICEIT 2007 – The International Conference on Education and Information Technology 2007 |
International Association of Engineers (IAENG) (San Francisco, USA, 24-26 October, 2007)
97. ICIMT 2007 – The International Conference on Internet and Multimedia Technologies 2007
(San Francisco, USA, 24-26 October, 2007)
98. ICMLDA 2007 – The International Conference on Machine Learning and Data Analysis 2007
(San Francisco, USA, 24-26 October, 2007)
99. VRST 2007 – ACM Virtual Reality Software and Technology, Nov 5-7, University of Irvine,
USA | http://www.ics.uci.edu/computerscience/vrst/
100. ICMLA 2007 – The 2007 International Conference on Machine Learning and Applications |
www.icmla-conference.org/icmla07/ (Cincinnati, Ohio USA on Dec 13-15, 2007) |
Association for Machine Learning and Applications (ALMA) | www.cs.csubak.edu/
101. ASTD – American Society for Training & Development (www.astd.org/) | ASTD is the
world’s largest association dedicated to workplace learning and performance professionals |
ASTD 2007, ASTD 2007 International Conference & Exposition – June 3-6, 2007
102. mark steiner – www.marksteinerinc.com/ | mark steiner, inc. is a learning consulting company
specializing in technology-based learning, Chicago, USA
103. LearnLab – The Pittsburgh Science of Learning Center's LearnLab (www.learnlab.org/)
104. i-math – What you need, when you need it (http://www.i-math.com/) | i-Math was incorporated
in 2001 as an organization dedicated to delivering innovative high precision mathematical and
control software solutions to the Educational, R&D, Engineering and Manufacturing
industries in the ASEAN Region | http://www.i-math.com.sg/
105. ICCMSE 2007 – The International Conference of Computational Methods in Sciences and
Engineering 2007, Corfu, Greece , 25-30 September 2007 (http://www.iccmse.org/)
106. The Wolfram Demonstrations Project – The Wolfram Demonstrations Project is an open-code
resource that uses dynamic computation to illuminate concepts in science, technology, mathematics,
art, finance, and a remarkable range of other fields (http://demonstrations.wolfram.com/)
107. Mathematica Technology (Wolfram Research Inc.) – http://www.wolfram.com/
108. MathDL – The Mathematical Sciences Digital Library – http://mathdl.maa.org/
109. MAA – Journal of Online Mathematics and its Applications – http://mathdl.maa.org/
mathDL/4/
110. MAA – Digital Classroom Resources – http://mathdl.maa.org/mathDL/3/
111. Mathematica in Education and Research – http://www.ijournals.net/
112. Maplesoft Canada – http://www.maplesoft.com/
113. IBM-Academic Resource– http://www.alphaworks.ibm.com/academic/
114. Microsoft-Training, eLearning, Career, Events – http://msdn.microsoft.com/tce/
115. Intel-Software Development – http://www.intel.com/
116. Sun Microsytems-Training – http://www.sun.com/training/
117. World Summit on the Information Society – http://www.itu.int/wsis/
28 University of Bucharest and Ovidius University of Constanta
About Intel®Education
Evolution of Education Environments
Deploying Education Environments for the 21st Century
Deploying Education Environments for the 21st Century (Robert Fogel and Steve Gish,
Intel Corporation) (.pps)
"In today’s economy, the most important resource is no longer labour, capital or land; it
is knowledge.” Peter Drucker
Classroom of Tomorrow
Objectives
Share Intel’s worldwide best practices for education; Education solution towards
21st Century challenges; Identify key ingredients of 1:1 education solution
30 University of Bucharest and Ovidius University of Constanta
• Develop 21st-century skills: media literacy, critical and systems thinking, problem
solving, collaboration, self-direction, global awareness, and civic literacy
• Develop ICT skills: Word processing, online collaboration, Internet research,
multimedia production, etc.
• Improve student access to information: Intranet and Internet connectivity
• Enhance school productivity: Teacher and administrator efficiency
• Improve teaching practice: Improve teachers’ subject knowledge and improve
pedagogical practices, and assist in planning objectives, structuring lessons, etc.
• Improve students’ conceptual understanding: Use dynamic audiovisual representations
to explain concepts and complex information
• Facilitate collaboration: Group projects and improve communication among teachers,
students, parents, and administrators
https://intranet.iseb.fr/emulaction/
EMULACTION:
Environnement MULtimodal pour Activités Coopératives Transnationales
de formatION (Multimodal Environment for Transnational and Cooperative
Training Activities)
• This project aims at improving students engineering skills especially when the
actors of the project, the tasks to be achieved and the knowledge are distributed
on several different countries.
• We propose to develop a Web Based Environment in order to enable distributed
and co-operative practical activities: groups of students from different schools
and different countries working together on the same activities. The architecture
32 University of Bucharest and Ovidius University of Constanta
of this Web based Environment will implement the concept of Distributed Virtual
Room. According to the work to be carried out by students, a teacher configures
one (or several) virtual room where a group of students will have to work.
Project COORDINATOR:
Partners
Global goal
• The most of the universities develop their international relationships, especially
in order to assure their graduates mobilities. But in a modialisation context,
which is synonim with international transfer of work-resources or knowledge, a
very small part of institutions are able to sensibilise their graduates to the real
chalenges brought by this kind of relationships.
• This why the main goal of EMULACTION is to augment the competence of the
graduates in technique enginee, especially at the project partners, by distributing
the tasks to be completed as well as the knowledge for it.
Specific goal(s)
• In order to reach the main goal the teachers from the partners institution have to
desing an develop some very specific practical works. This suppose the existence
of some specific software tools and a very carreful observation of ergonomics
and easy to use of the resulted training virtual environments.
• In the near future, the EMULACTION project may became a valuable student-
oriented behavioral DB for the future trainers.
Contact persons
INVITED PAPERS
Projects
4 Grigore Albeanu 63
Spiru Haret University, 13, Ion Ghica Str, RO-30045, ROMANIA
E-mail: galbeanu@gmail.com
Modeling of Errors Realized by a Human Learner
in Virtual Environment for Training
Abstract
This paper sets out the design and the implementation of a Virtual Tutor. This
Virtual Tutor is an avatar that “lives” in a distributed virtual reality application
dedicated to practical activities in electronics: circuit design and simulation. The
simulation of the circuit is done using the SPICE programme that is a general-purpose
circuit simulation programme for non-linear dc, non-linear transient, and linear ac
analyses. The implementation is based on VRML (Virtual Reality Modeling Language)
and Java as languages and Cortona VRML plug-in from ParallelGraphics. The
distribution of virtual worlds is obtained using DeepMatrix as environment server.
Teachers use Concept Maps to design the behaviour of the Virtual Tutor. The control of
the avatar is done using JESS (Java Expert System Shell). We describe in this paper
a method that enables the creation of a Knowledge Base from a Concept Map.
1. Introduction
Our Virtual Lab. has been experimented with a group of 40 students. This group
represented half a class of 80. The target for this group was to prepare practical activities
using the Virtual Lab. That is to say using virtual components and simulation by means of
the SPICE programme (Gerval and Le RU, 2006).
The other half was preparing practical activities as usual. That is to say using paper
and pens!
All these students were beginners in the field of electronics.
The main functionalities of the Virtual Lab. had been laid out to students during a
short lesson. Then they had to prepare the practical activity by themselves. The students
were expected to study various circuits that implemented operational amplifiers.
Our main goal through this experiment was to assess the relevance of the Virtual
Lab. in the framework of the preparation of practical activities in electronics. Also, as we
had split students into two different groups, we were expecting to make comparisons
about the results of these two groups during practical activities. Benefits from Virtual
Lab. vary according to the students’ behaviour. Students who are eager to work get better
benefits from the Virtual Lab. while the others get only lower gains.
Since the Virtual Lab. resource has been constantly available, well-motivated
students have been encouraged not only to work the courses but also to look further.
36 University of Bucharest and Ovidius University of Constanta
Using the Virtual Lab. is a real added value for these students. As regards the other
students, the Virtual Lab. remains a working tool like others. In this case, the Virtual Lab.
does not increase schoolwork motivation.
On the other hand, this experiment emphasizes the fact that autonomous work using
the Virtual Lab. cannot be applied so simply with the two types of student populations:
naturally autonomous profiles and dependent profiles.
This state of fact is confirmed by their results:
Naturally autonomous profiles are those who succeed better;
Dependent profiles try to get a benefit to escape teacher monitoring.
In order to avoid that students who have a “dependent profile” escape teacher
monitoring, we have decided to implement a Virtual Tutor. The main idea is to give
students the feeling they are working in an autonomous way. But in the fact they are
monitored and this way they can get a feedback about what they are doing.
Students can choose a value for resistors or capacitors by selecting the right colours
on the components according to colour codes. Concerning the other components, a menu
has been implemented that enables students to choose a value.
Components are inserted into the virtual world by clicking on the corresponding
icon (Fig. 3.). Students can move (or rotate) components by means of virtual axis (Fig. 4.)
that represent the directions of the movement. After they have put components on the
virtual PCB (Printed Circuit Board), students can build their circuit by clicking on
The 3rd International Conference on Virtual Learning, ICVL 2008 37
components’ pins behind the virtual PCB (Fig. 5.). A link is created in the virtual world.
A black line is drawn between components’ pin. This line symbolizes a connection
between two components.
architecture. On the server side, all messages are broadcasted in the same order to all
clients. We have refined the proposed implementation from GEOMETREK, by
introducing a filtering and pseudo dead reckoning mechanism (Singhal and Zyda, 1999)
that permit a more friendly and flexible connection of users.
Clients are Java applets running in a HTML Browser. The communication between
VRML world and client applet is made by use of External Authoring Interface (EAI)
(Fig. 8). On the client side the EAI permits to achieve complex tasks by connecting the
VRML Web Browser plug-in with a Java applet within the same web page.
EAI enables a two-way communication between the Java applet and the
plug-in. The Java applet loads VRML content into the plug-in and adds avatar
representation to the virtual world.
The avatars were designed on an approximate-body approach (Capin et.al., 1999),
which provides frequently position and orientation information to remote hosts, taking
into account a minimal set of joint points. The plug-in updates the Java applet about users
position and orientation in the virtual world.
The 3rd International Conference on Virtual Learning, ICVL 2008 39
The first step is to find or to define a tool in order to describe the behaviour of the
Virtual Tutor.
This behaviour has to be designed by a teacher. The challenge is to provide a tool that
is easy to use and easy to understand by users who are not specialized in computer sciences.
This tool must also be “content independent”. That is to say that this tool must not be
especially dedicated to the monitoring of practical activities in the field of electronics. The
developed approach of virtual tutoring should be reused in various cases of practical activities.
Concept maps are widely used to describe experts’ knowledge from various
domains, for example in the field of electronics (Coffey et.al., 2003) or medicine
(Michael et.al.). They can also be used to help students to integrate new concepts
(Fernando Vega-Riveros et.al., 1998) even more they have been adapted with preschool
children who can’t read yet (Figueiredo et.al., 2004).
Concept maps are graphs that connect nodes with arcs. Nodes represent concepts
and arcs represent relationships between nodes. It is an intuitive and visual representation
40 University of Bucharest and Ovidius University of Constanta
technique that seems to have “more computational efficiency” than any other forms of
knowledge representation (Kremer, 1994).
According to the fact that in our Virtual Lab. most of behaviours have been
developed in java language, we are naturally guided in choosing the same tool as an
implementation language for the Virtual Tutor.
The behaviour of the Virtual Tutor is implemented by means of JESS (Java Expert
System Shell). JESS is a Java implementation based on Clips (JESS). On the one hand,
JESS has been used by other authors in order to control a virtual tutoring system and an
architecture has been proposed in order to structure JESS rules (Gutl and Pivec, 2002).
On the other hand, concept maps have also been used to formalize JESS rules
(Ciffey et.al., 2003).
But the originality of our work is to propose a generic approach (a content independent
approach) that would enable the automatic generation of a Knowledge Base from a Concept Map.
CmapTools enables the generation of an XML file describing the map. This XML
file contains information concerning the topology and the semantics of the map (Fig. 11).
We use semantics data from the XML file in order to generate rules as following (Fig. 12):
1. Set up a 2D array with Linking-Phrases as row and Concepts as columns.
2. Assign weights to each connection.
Weight = –1 if the connection goes from concept to linking-phrase.
Weight = +1 if the connection goes from linking-phrase to concept.
3. Extract a rule from each row.
4. Write the rule in XML format for JESS: JESSML Language (JESS).
This method enables us to distinguish predicates and actions from the set of
concepts. If there is a weight equal to -1 in a column that means this concept is a
predicate. Otherwise it is an action.
The Virtual Tutor is represented in the virtual world by means of an avatar, which
is not connected to any users. This avatar is controlled by JESS on the server side (Fig.
13). Thus all clients that share the same virtual world are sharing the same Virtual Tutor.
DeepMatrix offers network data structures, which enable clients to share data or to
communicate together. DeepMatrix collects users’ interactions. Events that are relevant to
JESS rules are provided to JESS. Then JESS inference engine fires rules in order to select
Virtual Tutor actions.
Virtual Tutor actions are both text messages and sentences that are stored on server
side by means of mp3 files. When a comment has to be provided to students the Virtual
Tutor speaks to students and, in the same time, a text message is broadcast to all students.
This implementation of the Virtual Tutor has been experimented in the framework
of an exercise dedicated to Operational Amplifier.
On a pedagogical point of view, it is really easy for a teacher to create a Concept
Map and to generate rules for JESS. Such an approach could be used in other context.
But the integration of JESS to the Virtual Lab., on the server side, requires some
hand works in order to link predicates to events collected by DeepMatrix. This point
should be improved by means of a dictionary of events. The teacher could use this
dictionary of events during the design phase of the Concept Map.
Semantics of our Concept Map should also be improved by means of new relations
associated to linking-phrases. The same method could be used in order to generate rules
for each type of relation.
On a technical point of view, DeepMatrix enables the use of avatar gestures.
Experiments will help us to design and implement avatar gestures according to end-users’
needs. This would help us to improve Virtual Tutor behaviours (Popovici, et.al, 2003).
We are also working on the integration of a speech synthesis module from
MBROLA Project (MBROLA). This module will enable the Virtual Tutor to speak
without needing any pre-recorded mp3 file.
REFERENCES
ANDERSON, R. E. (1992), Social impacts of computing: Codes of professional ethics. Social Science
Computing Review 10, 2, 453-469.
CAPIN, T. K., PANDZIC, I. S., MAGNENAT-THALMANN, N., THALMANN, D. (1999), Avatars
in Networked Virtual Environments, John Wiley & Sons, ISBN: 0-471- 98863-4.
COFFEY J. W., A. J. CAÑAS, T. REICHHERZER, G. HILL, N. SURI, R. CARFF, T. MITROVICH &
D. EBERLE (2003), Knowledge Modeling and the Creation of El-Tech: A Performance Support
and Training System for Electronic Technicians, Expert Systems with Applications, 25(4).
CmapTools, official Homepage, http://cmap.ihmc.us/
FERNANDO VEGA-RIVEROS, J., GLORIA PATRICIA MARCIALES-VIVAS, MAURICIO MARTÍNEZ-
MELO (1998), Concept Maps in Engineering Education: A Case Study, Global J. of Engng.
Educ., Vol. 2, No. 1.
44 University of Bucharest and Ovidius University of Constanta
FIGUEIREDO, M., LOPES, A. S., FIRMINO, R., SALOMÉ DE SOUSA (2004), “Things we
know about the cow”: Concept mapping in a preschool setting, Proc. of the First Int.
Conference on Concept Mapping, Pamplona, Spain.
GERVAL, J-P., LE RU, Y. (2006), VELab: A Virtual Lab for Electronics Virtual Experiments,
Advanced Technology for Learning, Volume 3, Issue 2, ACTA Press.
REITMAYR, G., CARROLL, S., REITMEYER, A., WAGNER, M. G. (1998), DeepMatrix – An
Open Technology Based Virtual Environment System, White Paper, October 30.
GÜTL, CH., PIVEC M. (2002), Virtual Tutor, Proc. of ED-MEDIA 2002, Denver, USA, 668-672.
JESS: The Java Expert System Shell, official Homepage, http://herzberg.ca.sandia.gov/
KREMER, R. (1994), Concept Mapping: Informal to Formal, ICCS'94, Proceedings of the
International Conference on Conceptual Structures, University of Maryland.
MBROLA, official Homepage, http://tcts.fpms.ac.be/synthesis/mbrola.html
MICHAEL J., ROVICK A., GLASS M., ZHOU Y. and EVENS M., Learning from a Computer Tutor
with Natural Language Capabilities, Interactive Learning Environments, 11(3): 233–262.
POPOVICI, D. M., SERBANATI, L. D., GERVAL, J. P. (2003), Virtual Perception Based Agents
in Virtual Theater, Technologies for Interactive Digital Storytelling and Entertainment,
TIDSE 2003, Darmstadt, Germany, march 24-26.
SINGHAL, S., ZYDA, M. (1999), Networked Virtual Environments, Addison-Wesley, ISBN:
0-201-32557- 8.
VRML Standard Version 2.0, ISO/IEC CD 14772, 1996, http://vrml.org/VRML2.0/
The 3rd International Conference on Virtual Learning, ICVL 2008 45
Abstract
Recent advances in haptic technology have broadened the applicability spectrum of
haptic devices and the potential of prototype development for commerce. This article
provides a review of the available haptic technologies and associated hardware/
software characteristics. We compare haptic devices from the hardware perspective.
We present the main features of existing haptic APIs as well as the trend in haptic
applications development. We examine several case studies to demonstrate the
effectiveness of haptic devices.
1. Introduction
The word “haptics” derives from the Greek haptesthai, meaning “to touch” (Wall, 2004).
Haptics is the science enabling tactile sensation in computer applications for simulation and
training purposes. The user can receive three types of touch sensations through a haptic device:
force feedback, tactile feedback, and proprioception (from latin “proprius”, meaning “one's
own” and perception, the sense of the relative position of neighboring parts of our body).
Haptic devices apply small forces through a mechanical linkage (e.g. a stylus in the
user’s hand) (Lamoureux, 2005). Devices such as the haptic glove (Sensable
Technologies) allow the user to feel the shape and form of virtual objects, while others,
such as the Screen Rover (www.abledata.com), enable visually impaired users to access
computers almost as easily as users without visual impairments.
Our presentation is organized as follows. In section 2 we categorize haptic
applications based on their application domain. In section 3 we present a brief history of
haptic research. Sections 4 and 5 examine haptic devices and their characteristics. Section
6 explores several Application Programming Interfaces (APIs), and in section 7 we
investigate the effectiveness of haptic augmentation through several case studies.
2. Application Domains
Research in psychology proves that students have different styles of learning, based
on their cognitive development and abilities. Many learners understand and memorize
better when movement and touch are involved. Focused only on visual and auditory
learning, the traditional school can be inefficient for this category of students. The classic
method of teaching can be defective even for the visual and auditory learners as they
often memorize the phenomenon or process without understanding its underlying
mechanisms. Students can have a deeper understanding of the concepts when haptic
feedback is incorporated into the learning material.
The HaptEK16 simulator (Hamza-Lup, 2008) facilitates student understanding of
difficult concepts (e.g. hydraulics) and has the potential to augment or replace traditional
laboratory instruction with an interactive interface offering enhanced motivation,
retention and intellectual stimulation.
2.2. Medicine
One of the most active application domains for haptics in medicine is laparoscopic
surgery training. Additionally, surgeons at remote locations may use haptic applications
to practice surgical procedures. Several research groups worldwide currently have
surgical simulation applications. In one demonstration a “surgeon” located in Australia
guided a ”trainee” in Sweden in an operation to remove the gall bladder, using an Internet
link between Australia and Sweden (Satava, 1998).
The advancements in medical modeling and Virtual Reality enable medical training
in a safer and more cost-efficient manner. A study by Chui (Chui, 2006) analyzes a
surgical simulator for training students to perform spinal cement vertebroplasty. In this
biomechanical model a haptic device is employed to capture the movement of the user’s
hand, and the Cybergrasp™ device provides force feedback to the user’s finger during the
insertion of the needle into the bone. The Haptic Cow simulator (Baille, 2005) is another
haptic application designed for veterinary students performing fertility examinations.
During training, the students palpate virtual internal organs via a haptic device that is
positioned inside a fibreglass half-cow model.
Haptics-enabled systems can aid blind and visually impaired users at using
computers or playing games (Brewster, 2001; Basdogan and Ho, 2002). For instance, Yu
et al (Yu, 2003) developed a low-cost web-based tool which can be used by blind people
to design virtual graphs without the help of a sighted person. The automatic graph
generation works like the graph-plotting tool in Microsoft Excel that plots a graph
according to the selected data. Based on the data inserted by the user, the tool renders a
graph on the computer screen. Blind users can then explore the graph through Logitech’s
The 3rd International Conference on Virtual Learning, ICVL 2008 47
WingMan Force Feedback mouse with audio feedback. The interactive drawing gives
blind users the opportunity to draw graphs manually.
Haptics may be applied to designing virtual art exhibits, concert rooms, museums,
and even individual or co-operative virtual sculpturing projects across the Internet
(Brewster, 2001; Handshake VR News, 2004).
Novint™ Technologies developed an architectural walkthrough for Sandia National
Laboratories that allows users to load detailed architectural models and explore their
design using Novint’s e-Touch technology. Haptic technology allows users to receive
haptic feedback while feeling the digital models, or picking up and placing objects such
as chairs.
2.6. Entertainment
Haptics naturally fits in video games and simulators by enabling the user to feel and
manipulate virtual solids, fluids, tools, and avatars (Handshake VR News, 2004). One
example is a stock XBox controller (Basdogan and Ho, 2002) powered by Immersion’s
force feedback technology. Players of “Star Wars” game have the opportunity to
experience a heavy recoil effect when firing a rocket launcher and the rapid-fire
vibrations from a machine gun.
3. Haptics Research
Haptic research originates with the work of Heinrich Weber (Prytherch, 2002), a
19th century professor at the University of Leipzig. In 1987 Lederman and Klatzky
(Klatzky, 1985), summarized four basic procedures for haptic exploration, each one
eliciting a different set of object characteristics:
48 University of Bucharest and Ovidius University of Constanta
• lateral motion (stroking) provides information about the surface texture of the object;
• pressure gives information about how firm the material is;
• contour following elicits information on the form of the object;
• enclosure reflects the volume of the object.
The development of several haptic devices in the early 1990s facilitated important
experiments that involve human tactile perception, and improved the understanding of
haptic human-computer interaction.
The increasing number of researchers in the haptics domain in the late 1990s
contributed to the appearance of a specialized Internet magazine. Haptics-e published
haptics-related technical discussions and articles. Since the foundation of Haptics-e (2000)
and Haptics International Society (2003), numerous conferences, symposiums, and
publications were organized, indicating the expansion of the haptics research community.
5. Haptic APIs
Several APIs have evolved for the development of haptic applications. They
include SensAble OpenHaptics Toolkit, Reachin API, Immersion Corporation’s API for
automotive, and Sense Graphics’ H3D API.
SensAble OpenHaptics Toolkit (www.sensable.com) enables software developers
to add haptics and 3D navigation to a wide range of applications, from games and
entertainment to simulation and visualization. The toolkit is familiar to graphics
programmers because it is designed after the OpenGL API.
Reachin API (www.reachin.se) is a modern development platform that enables the
development of sophisticated haptic 3D applications in the user's programming language
of choice, such as C++, Python, or VRML (Virtual Reality Modeling Language). The
API provides a base of pre-written code that allows for easy and rapid development of
applications that target specific needs of the user. UK Haptics, a newly established
medical software development company, agreed to use Reachin API as the core haptic
technology platform for their Virtual Veins application. Virtual Veins is a medical
simulation package for training medical staff in catheter insertion.
The Immersion API (www.immersion.com) is a software library for creating and
assigning haptic effects to interact with haptic devices such as rotary controllers. It
provides the code necessary for developers to design and incorporate haptic effects into
their applications. Leading auto manufacturer, BMW, has licensed Immersion's
TouchSense technology to create the automotive industry's first intuitive information and
control system called iDrive. The iDrive features a single control dial mounted on the
central console, which allows a driver to have instant and total control of every comfort
element in the car through their sense of touch.
H3D API is designed mainly for users who want to develop haptics applications
from scratch, rather than for those who want to add haptics to existing applications. The
main advantage of H3D API is that it makes it easy to manage graphics and haptics
rendering. For this reason, H3D API is a vital extension to OpenHaptics. It allows users
to focus their work on the behavior of the application and ignore the issues of haptics
geometry rendering as well as synchronization of graphics and haptics. The API is also
extended with scripting capabilities, allowing the user to perform rapid prototyping using
the Python scripting language.
7. Conclusion
In this paper we provided a review of the available haptic technologies and associated
hardware/software characteristics. Haptics is a fast-growing field with serious potential and a
multitude of applications in entertainment, medicine, military and other fields. Several haptic APIs,
stand out and enable faster development of haptic applications for simulation and training purposes.
52 University of Bucharest and Ovidius University of Constanta
The efficiency of simulation and training with haptic feedback is demonstrated for
several application domains. However designing a training tool with haptic feedback
increases the complexity and the real-time processing requirements of the application.
Significant progress has been made since the inception of the technology, and we
believe that even more innovative haptic applications will be seen in the future.
REFERENCES
BAILLIE, S., CROSSAN, A., BREWSTER, S., MELLOR, D., and REID, S. (2005), “Validation of
a Bovine Rectal Palpation Simulator for Training Veterinary Students”, in Medicine Meets
Virtual Reality 13: The Magical Next Becomes the Medical Now, Vol. 111, pp.33-36.
BASDOGAN, C., HO, C., SRINIVASAN, M. A, and SLATER, M. (2000), “An experimental
study on the role of touch in shared virtual environments”, in the ACM Transactions of
Computer-Human. Interaction, Vol. 7(4) , pp. 443-460.
BASDOGAN, C., and HO, C. (2002), “Principles of Haptic Rendering for Virtual Environments”
(network.ku.edu.tr/~cbasdogan/Tutorials/haptic_tutorial.html).
BREWSTER, S. A. (2001), “The Impact of Haptic 'Touching' Technology on Cultural Applications”,
in the Proceedings of EVA2001, Glasgow, UK, pp. 1-14.
CHUI, C.-K., ONG, J. S. K., LIAN, Z.-Y., WANG, Z. and TEO, J. (2006), “Haptics in Computer-Mediated
Simulation: Training in Vertebroplasty Surgery”. Simulation and Gaming, Vol. 37, pp. 438-451.
GUNN, C. and METTENMEYER, A. (2002), “Virtual Surgery across the World”, CSIRO Media
Release – Ref 2002/224 – Nov.13, 2002.
HAMZA-LUP, F. G. and ADAMS, M. (2008), "Feel the Pressure: e-Learning System with Haptic
Feedback", The 16th Symposium on Haptic Interfaces for Virtual Environments and
Teleoperator Systems, March 13-14, Reno, Nevada.
HANDSHAKE V R News (2004), “Telehaptics for Training and Command and Control”, The
MSIAC’s M&S Journal Online, Vol. 5.
JAY, C., GLENCROSS, M., and HUBBOLD, R. (2007), “Modeling the effects of delayed haptic
and visual feedback in a collaborative virtual environment”, in the ACM Transactions of
Computer-Human Interactions, Vol. 14 (2).
KLATZKY, R. L., LEDERMAN, J. and METZGER, V. A, (1985), “Identifying objects by touch:
An expert system”, Perception and Psychophysics, Vol. 37, pp. 299-302.
LAMOUREUX, M. (2005), “Making Sense of Human/Machine Interface Controls. Unmanned
Systems”, (www.ultra-msi.com/company/news/2005_12_01.pdf).
MENÉNDEZ, R. G. and BERNARD, J. E. (2001) “Advancing the State of the Art in Flight
Simulation via the Use of Synthetic Environments”, Iowa Space Grant Consortium.
MOODY, L., BABER, C. and ARVANITIS, T. N, (2002), “The Role of Haptic Feedback in the
Training and Assessment of Surgeons”, in proceedings of Eurohaptics 2001, Birmingham,
UK. University of Birmingham, pp. 170-173.
PRYTHERCH, D. (2002), “Weber, Katz and Beyond: An Introduction to Psychological Studies of
Touch and the Implications for an Understanding of Artists' Making and Thinking
Processes”, in Research Issues Art, Design and Media, Vol.2.
SATAVA, R. M. and JONES, S. B. (1998), “Current and Future Applications of Virtual Reality
for Medicine”, in Proceedings of the IEEE, Vol. 86, pp. 484-489.
YU, W, KANGAS, K and BREWSTER, S. A. (2003), “Web-based Haptic Applications to Allow Blind
People to Create Virtual Graphs”, in Proceedings of the 11th Haptic Symposium Los Angeles, CA.
WALL, S. (2004), “An Investigation of Temporal and Spatial Limitations of Haptic Interfaces”.
Department of Cybernetics, vol. Ph.D. Reading: University of Reading.
WILLIAMS R. M. II, SRIVASTAVA, M, CONATSER, R. R, and HOWELL, J. N., (2004)
“Implementation and Evaluation of Haptic Playback System”, http://www.haptics-e.org, 3.
The 3rd International Conference on Virtual Learning, ICVL 2008 53
Abstract
Intergeo (http://inter2geo.eu/) is an eContent+ European project dedicated to the
sharing of interactive geometry constructions. It will enable teachers and pupils all
over Europe to participate from experiences made by pioneers in the field of
interactive geometry as a tool for teaching, learning, and research. Educational
contents that were hard to access are made available in a common interoperable
format. Tagged with relevant topics and competency based metadata and
categorised according to curricula, they will be searchable and easily (re)usable by
everyone. It will impact the value chain in eLearning, by providing building blocks
of quality controlled, semantically enriched interactive educational content, on all
levels from K12 to university, for classrooms, online courses, or integrated digital
education systems. This project will help a multicultural community, built around
interoperable quality controlled eLearning standards, to emerge and sustain itself
with a wider audience than the present days niche of dedicated experts, which
would not happen by market forces alone.
1. Introduction
The last decade has seen a bloom in tools that allow teachers to enrich their
teaching with interactive data, whether in face to face or distant mode. This wealth has its
drawbacks and teachers need support to navigate through this diversity: which software
should I use, where can I find resources, will this resource work for my class? Indeed,
apart from pioneer work by dedicated teachers, the actual practices in the classroom have
not evolved much. The reasons are manifold. Here are the three main ones:
– All the communities that have grown around the different technical solutions and
software available have produced resources that they share in one way or another. They
have all thought about their practice and produced different approaches. Currently these
cannot be merged, because the data they produce is scattered, both physically and
semantically. The resources need to be centrally visible and exchangeable.
– As well as being difficult to find and analyse, the resources are usually diverse in
quality and relevance to a specific need. Teachers are unsure in which situation a given resource,
even if apparently interesting, could actually be used, and whether it adds pedagogical
value to the learning experience. They wait for a bolder colleague to report on her
attempt. The resources need to be tested, and published reports need to reflect these tests.
54 University of Bucharest and Ovidius University of Constanta
1.1. Outline
The introduction continues with explaining what interactive geometry is and who
we are. Section 2 describes the aim of the project. Section 3 presents the metadata based
on a multilingual ontology used for both representing the various European curricula,
educational levels, and the competencies attached to the resources. Section 4 explains
how this metadata allows to search and access the content, how queries are processed, by
typing and explicitly selecting competencies and topics or by pointing in a curriculum or
a textbook. Then, in section 5 we describe how the evaluation of the quality of the
resources will be performed and used. The paper ends with a conclusion Sec. 6.
8. TU Eindhoven, Netherlands
9. Maths for More, Spain [WIRIS]
10. Jihoceská univerzita, Ceské Budejovice, Czech republic
2. Objectives
The InterGeo project intends to ease the access to and thus enable the use and reuse
of eLearning content based on interactive geometry tools.
Development, generalisation and improvement of geometry content suffers from a
scattering of the available software and resources and a lack of quality control.
The answers we propose are:
1. Interoperability and metadata: We define and agree on a common description of
metadata and basic structure of educational interactive geometry resources, through an
ontology definition and an open file format. The resources will be easier to find, identify
and use. The common metadata and interoperable OpenMath XML specification for
describing figures in interactive geometry will permit a teacher to find, trust, open and
adapt the available resources, according to licenses. The specifications will comply with
the current standards for learning objects in order to ensure future use and sustainability.
2. Content: We will provide a wealth of own content to jump-start the exchange and
evaluation of content. Due to the achieved interoperability, user communities from
different countries have a chance to actively work together towards a better learning
experience, although they have different general conditions, different backgrounds and
pedagogical concepts.
3. Quality Assessment and User Reviews: We will help to build a common basis of
quality standards that enables users to assess the quality of content with respect to
teaching situations. To this end, we will build an equality framework able to produce,
through an assessment protocol, metadata asserting the quality, the adequacy and the
intended pedagogical use of a given resource in a given cultural context.
Great expertise in eLearning and eQuality assessment has been gathered in recent
years, in particular in some European networks such as UNFOLD or MINERVA eQuality
projects. Our project builds on the reflection, quality specifications and good practices
founded as a result of such projects.
Interactive geometry is a playing ground for multilingual share of educational
resources because its very objects are abstract and visual. Of course, pedagogical
documents have to be translated and adapted for every specific Community of Practice,
but this is not the major obstacle for a user once the genuine interactive geometry content
(as provided by the consortium) is identified.
Learning Object Repositories (LORs) are a traditional platform type to propose
sharing of learning objects. This generality implies shallow annotation standards such as
LOM, that failed at providing efficient retrieval mechanisms. Our ontology based
mechanism is much more specific.
The 3rd International Conference on Virtual Learning, ICVL 2008 57
The Intergeo project was facing the issue of cross-curriculum search which would
be fine grained because the focus on mathematics asks for more specific identification. We
give an example, review the issues and projects that addressed them and describe our solution.
Topical information in learning objects repositories is usually very broad like the
WebALT repository [8], close to a curriculum standard. Another approach is free tagging but
it needs unsustainable multi-cultural support. GNU Edu [12] provides topical information
directly within the curriculum: learning objects are tagged by skills described in a curriculum,
split into years and chapters. Skills have translated keywords to achieve cross-curriculum
search. TELOS from the LORNET research network [13] aims at complete courses and
not individual resources. England’s Curriculum Online [2], Microsoft Lesson Connection
[10] and the ExploreLearning [4] enterprise, have annotated the curricula of England and
the USA. The CALIBRATE project [18] provides annotated but too few curricula.
The basis of our approach is to enrich usual LOM like metadata [16] with a list of
mathematical competencies [9] (prerequisite or trained), topics, educational levels and
programmes which have names in many languages and which can be tagged on each
resource. These lists are arranged as an ontology so as to provide a knowledge management
tool and standards-based interoperability with guaranteed computational results.
Example of topics: Isosceles Triangle; of competencies: Calculate trigonometric
ratio; of pathways: elementary-school; of levels: Gymnasium Saarland 7te.
58 University of Bucharest and Ovidius University of Constanta
4. Content sharing
The model for a resource stems from the work of the SFoDEM project [6] at the
genesis of the Intergeo project.
A full fledged resource in the SFoDEM form is as a collection of sheets: a learner
sheet, a teacher sheet, a technical sheet and some others. Only the learner sheet is visible
to an unidentified visitor so that learners can be directed to the resource page for an
online use of the resource.
Each sheet consists of a wiki page where the insertion of interactive geometry
constructions is done in an easy to use wiki syntax in the same way as static images. All
sheets are exported, together with the construction files, in a downloadable bundle that
can be used offline.
5. Quality assessment
Quality assessment of eLearning has slowly evolved into a clear necessity. In the
Intergeo project, the quality assessment is based on user’s evaluation reports in the form
of a questionnaire to be taken by teachers to evaluate different aspects of the quality of
their planned or passed teaching experience, in order to give a ranking score to resources
and to identify directions of possible improvements.
Our methodology stems from previous projects namely the JEM (Joining
Educational Mathematics) network, the eQuality project and the IREM project SFoDEM.
The first objective of quality assessment is searchability: we want the “good” resources
to be ranked first by a search engine. The second one is reusability by improvement of
resources and their metadata through quality cycles based on users’ feedback.
In this second year 2008-2009 we will bootstrap these quality improvement cycles by
organising tests of resources in the classroom and analysing quality reports from users’ evaluations.
60 University of Bucharest and Ovidius University of Constanta
5.1. Processes
We adapted the educational model proposed in the eQuality project [15] to our
situation: Open Distance Learning provides a student with learning material from an ODL
university course. Our objective is to provide a teacher teaching content using resources
found on our web-site. The roles are somewhat shifted, as summarised in Table 1, but the
need for emulation and support, feedback and analysis are strikingly akin.
Table 1
The correspondence between eQuality and Intergeo models
The teacher using a resource goes around the cyclic process described in Fig. 3 and
the resource itself follows a similar cyclic process. The author of a resource has several
hats on her head to manage this cycle.
5.3. Licenses
Unclear licenses are a real impediment to the use of resources found on the Internet. The
Intergeo project aims at rising the awareness of the share holders in the value chain to this
The 3rd International Conference on Virtual Learning, ICVL 2008 61
issue. The author chooses a license contract for the content that she intends to share. The
Intergeo project is promoting the use of open licenses that allow adaptation and reusability
such as the Creative Commons Share Alike license. According to the licence, a teacher is
encouraged to take on his own hand to improve a given resource and issue a new version
of it, taking into account the users' feedback given by the questionnaire and the forums.
6. Conclusion
7. Acknowledgements
REFERENCES
[1] A. Ait Ouassarah. Cabri-géomètre et systèmes dynamiques. Bulletin de l’APMEP (433):223-232, 2001.
[2] British Educational Communication and Technology Agency. Curriculum online, April 2008.
http://www.curriculumonline.gov.uk/.
[3] STEPHEN BUSWELL, OLGA CAPROTTI, DAVID CARLISLE, MIKE DEWAR, MARC
GAËTANO, and MICHAEL KOHLHASE, The openmath standard, version 2.0. Technical
report, The OpenMath Society, June 2004, http: //www.openmath.org/.
[4] ExploreLearning. Correlation of gizmos by state and textbooks, 2005, http://www.explorelearning.com.
[5] R. FALCADE, C. LABORDE, and A. MARIOTTI, Approaching functions: Cabri tools as instruments
of semiotic mediation. Educational Studies in Mathematics (66.3):317-333, 2007.
[6] D. GUIN, M. JOAB, and L. TROUCHE (eds), Conception collaborative de ressources pour
l’enseignement des mathématiques l’expérience du SFoDEM (2000-2006), Technical report,
CDROM INRP, ISBN 9782734210986 Réf. BD 151, 2008.
[7] M. HOHENWARTER, GeoGebra: Dynamische Geometrie, Algebra und Analysis für die
Schule. ComputeralgebraRundbrief (35):16-20, 2004.
[8] JOUNI KARHIMA, JUHA NURMONEN, and MATTI PAUNA, WebALT Metadata = LOM + CCD,
in Proceedings of the WebALT 2006 Conference. The WebALT project, jan 2006.
62 University of Bucharest and Ovidius University of Constanta
Abstract
The paper describes some simulation models used to implement virtual reality
applications, addressing the presentation of the architecture of VR systems, VR
applications in different fields, including medicine, an introduction to simulation
techniques and a set of mathematical models for creating virtual scenes. The
material represents a significant development of the presentation given at the
workshop VRRM 2007: Virtual Reality in Rehabilitation Medicine, with details on
mathematical aspects.
1. Introduction
During last decades, many modelling methods were proposed not only for computer-
aided design, multi-queueing systems design, scientific visualization, e-learning, but also
for entertainment. Recently, more research was dedicated to modelling virtual worlds, to
model the behaviour of objects belonging to virtual environments (Dimitropoulos et al,
2008; Pasc et al, 2007; Sarcă et al, 2008; Jung et al, 2005; Popovici, 2005; etc), and to
simulate such a behaviour using computer graphics tools (Falcidieno & Kunii, 1993;
Hagen et al, 1993; etc), virtual reality interfaces (Fuchs & Moreau, 2003; etc.) and
languages, and augmented reality (Sarcă et al, 2008).
This paper describes some of architectures suitable for VR applications (the second
section) and illustrates appropriate simulation techniques (in the third section). In order to
implement such techniques, not only information technologies are required but also a
strong background in mathematical modelling. Some mathematical models based on
recent developments are described in the fourth section.
Examples from medical applications, computer-aided design, scientific-visualization,
e-learning and computer games are provided along the presentation.
The material represents a significant modification of the presentation given at the workshop
VRRM (Albeanu, 2007), with details on mathematical aspects and the current state of the art.
Virtual Environment
Action/Tools Information
Transductors /
Actuators
Sensors
Commands Signals
Actorical Sensorial
Interface Interface
Action/Body Information
Human
feedback, etc. However, all VR applications have a modular structure. Let us show that IMHAP
platform (Liang et al, 2007) is divided into three components: Model, Viewer, and Controller.
Of course, the controller implements the interactions between user and the model. The
architecture of a remote mechatronic virtual laboratory (useful for virtual training in
robotics) is shown in Figure 1, based on the presentation from (Pasc et al, 2007) where
the interaction is assured by commands and signals. Such architecture is suitable also for
medical surgery at distance, or operation at distance, according to (Albeanu, 2007).
Another kind of architecture is the one proposed by (Boulic et al, 2003) which
consists in layers. For instance, the H-Anim architecture contains an walking engine
having three layers: generic walk pattern, gait personification, and walking trajectory
controllers. All of them are designed in order to maintain the coherence of the model.
The applications designed in order to model some body parts for virtual bodies use
different ideas based on: volume imaging technologies, surface rendering and hybrids
models, and volume rendering, as (Waterworth, 1999) reviewed.
Other architectures are behaviour oriented like those proposed by (Popovici, 2005),
or component oriented like for VR based applications developed by (Haller, 2001).
Anyway, our biographical research establish a large collection of contributions (not all
mentioned in references), but the basic ideas are those already presented above.
Simulation is the second stage of every VR application, the first stage being the model
development. The simulation techniques depend on mathematical models associated to
the virtual model. The simulation models used for implementing the behaviour of different
real/virtual actors/systems are based on discrete or continuous mathematical model.
When considering the simulation technology, the VR project manager will consider
both virtual and physical systems architectures and their integration. For some VR applications,
like those of collaborative nature, are necessary distributed simulation methods. The final
stage deals with the validation of the simulation model and comparison of different
simulation areas (such as vehicle, weather, medical, industrial, and entertainment).
Various mathematical methods are required in different simulation scenarios
(matrix transformations, algebra, trig, complex numbers), as well as open-loop and
closed-loop system theory, discrete versus continuous simulation, the use of databases in
simulations, and the necessary real-world physics/biology/chemistry etc. The references
(Bell and Fogler, 1997), (Dimitropulos et al, 2008), (Jung et al, 2005), (Metze et al,
2005), (Souza et al, 2007) and (Thelen and Anderson, 2006) are only some of a huge
scientific literature dedicated to different aspects on simulation for different VR applications.
In the following we establish the main steps of a any simulation scenario: (1)
establish the unit of time or/and distance depending on application; (2) establish the
simulation time (how long?); (3) simulation start clock and uniform/variable time-step
length; (4) setting the objects behaviour (movement, collision avoidance, …), and (5)
generation, analysis and storage of new information.
66 University of Bucharest and Ovidius University of Constanta
RT-RF LT-LF
Of course, simulations models used for VR applications in chemistry (Bell & Fogler,
1997) or environment protection (Albeanu, 2007) are completely different from human
walking simulation, but the main ideas about controlling the sequence of events remain.
where Ci are control points and Ni,3(.) are normalised cubic B-splines defined related to
the sequence of knots T.
Other trajectories can be obtained using trigonometric piecewise functions. If Fi(.), i
= 1, 2, 3, 4 are Hermite trigonometric polynomials having parameters α and β, the
trigonometric curve with endpoints Pα and Pβ, and derivatives P’α and P’β, has the
representation: hα,β(t) = PαF1(t) + PβF2(t) + P’αF3(t) + P’βF4(t), t ∈[α, β].
A suitable representation of terrain regions in order to apply collision detection, or
finding contact points with some objects is based on Bézier rectangles.
m n
S (u , v) = ∑∑ Bi ,m (u ) B j ,n (v) Pi , j , 0 ≤ u, v ≤ 1.
i = 0 j =0
where Bi,m(.), respectiv Bj,n(.) are univariate Bernstein polynomials of degree m, respectiv,
n, and Pi,j are the control points of the Bézier rectangle.
For some applications a texture is applied in order to obtain a realistic view (Figure
3), but from many algorithmic tasks, only the skeletal of the terrain is required.
5. Conclusions
This paper described the main principles of the simulation models used to
implement virtual reality applications. There are presented the architecture of VR
systems, VR applications in different fields, including medicine, an introduction to
simulation techniques and a set of mathematical models for creating virtual scenes.
The complexity of the subject is large and a strong mathematical background is
necessary. Also, implementing VR applications asks for recent information technologies
resources including virtual reality hardware and software tools.
REFERENCES
Abstract
This study focuses on the notion of erroneous actions realized by human learners in
Virtual Environments for Training. Our principal objective is to develop an
Intelligent Tutoring System (ITS) suggesting pedagogical assistances to the teacher.
For that, the ITS must obviously detect and classify erroneous actions produced by
learners during their realization of procedural and collaborative work. Further, in
order to better support human teacher and facilitate his comprehension, it is
necessary to show the teacher why learner made an error. Addressing this issue, we
firstly model the Cognitive Reliability and Error Analysis Method (CREAM). Then,
we integrate the retrospective analysis mechanism of CREAM into our existing ITS,
thus enable the system to indicate the path of probable cause-effect explaining
reasons why errors have occurred.
1. Introduction
classical errors. In order to better support the teacher and facilitate his comprehension, it
lacks a model that could explain reasons why the learner made an error.
Our approach bases on the Cognitive Reliability and Error Analysis Method
(CREAM) in Human Reliability Analysis field (Hollnagel, 1998). This approach
proposed a classification scheme which makes a distinction between observations of
errors (phenotypes, see Figure 1b) and its causes (genotypes) classified in three
categories: M(an), T(echnology) and O(rganization). The causal links between
phenotype-genotype are represented using a number of consequent-antecedent links.
Finally, the scheme could be associated with both a method of retrospective analysis (the
search for causes) and a performance prediction method. However, in our goal of
erroneous actions detection and then searching for the causes, we interested in human
learner’s performance analyses, in other words, in retrospective analyses.
2. Implementation of CREAM
There are several graphic tools that permit to keep track of analyses processes such
as CREAM Navigator developed by (Serwy and Rantanen, 2007). However, this
navigator is completely closed in the sense that it does not maintain an explicit
The 3rd International Conference on Virtual Learning, ICVL 2008 73
representation of possible errors modes and probable causes. For that, (El-Kechaï and
Després, 2007) proposed using a rules base for represent consequent-antecedent links,
hence the search for the causes was executed by backward inferences. Limitation of this
method obviously lies on the performance of inference mechanism, other problem maybe
occurs in adding, removing another potential errors that will demand a considerable
modification on the rules base. For our development, as suggested in (Hollnagel, 1998),
we intent to separate the analysis method (cf. section 2.3 and 2.4) and the representation
of errors modes using a group of four data files in format XML detailed below:
– Questionnaire.xml: proposing to represent a list of questions from which we
could evaluate the Common Performance Conditions (see section 2.2 in following)
– Phenotype.xml: proposing to maintain the phenotypes and its antecedents
<Phenotypes>
<Phenotype name="Time/During" description="...”>
<GeneralAntecedents>
<item>Inadequate plan</item>
<item>Inattention</item>
</GeneralAntecedents>
<SpecificAntecedents>
<item>Earlier omission</item>
</SpecificAntecedents>
</Phenotype>…
</Phenotypes>
– Genotype.xml: containing all possible causes classified in three groups (M,T,O), each
group is then detailed into several categories. The important point is that this data file also
represents relations between each consequent and its antecedents
<Genotypes>
<Group name="Man">
<Category name="planning">
<GeneralConsequent name=" Inadequate plan" description="...”>
<GeneralAntecedents>
<item>Distraction</item>
<item>Excessive demand</item>
</GeneralAntecedents>
<SpecificAntecedents>
<item>Error in goal</item>
<item>Inadequate training</item>
</SpecificAntecedents>
</GeneralConsequent>
</ Category >
</ Group >…
</Genotypes>
74 University of Bucharest and Ovidius University of Constanta
<Questionnaire>
<Question name="The visual quality of the interface is it bad?" group="Technology" answer="No"/>
<Question name="Does the learner have concentration trouble?" group="Man" answer="No"/>…
</Questionnaire>
Next, each factor will be assigned one coefficient calculated using formula below:
One advantage of CREAM lies on its recursive analysis approach, rather than
strictly sequential in compare with other traditional analysis methods. So that, it also
conducts to a non-hierarchical data structure to connect the direct as well as indirect links:
The 3rd International Conference on Virtual Learning, ICVL 2008 75
(i) between a phenotype and its antecedent; and (ii) between a consequent and its antecedents.
Figure 2 shows our model to represent the connection between consequent – antecedent.
1 GenotypeAnalyzer
0..1 -_graph : string Util
+getAntecedentFromPhenotype() 1
Node +getGenotypeFromAntecedent()
0..1 +findSpecificAntecedentRepartition() 1 +getQuestionnaire()
-_name : string +getPhenotypes()
-_group : string +createGraphFromPhenotype()
+getSpecificAntecedents ()
-_category : string +findListTerminal()
0..* +getGeneralConsequents()
-_description : string +sortListTerminal()
+getGeneralAntecedents()
-_mass : double
«uses»
-_terminal : bool
-_list_antecedent
-_list_consequent
+addAntecedent() Questionnaire.xml
+addConsequent() Phenotype.xml
+calculateMass() Genotype.xml
Repartition.xml
Here, we are going to construct a causal graph where we use the term “node” to
point to either a consequent or an antecedent. Each node is described by its name; the
group of errors modes that it is associated and its category in group; the description in
text helps better explain the error’s semantics in particular context. The boolean attribute
terminal permit to identify if that is a terminal-cause or not. The most important is that,
each node contains two lists: one includes its antecedents, other points to its consequents,
in others words, they represent edges in/out one node in the causal graph. At last, each
node must also include a value of mass which represent the certitude of choosing this
node as a probable cause. The two methods addAntecedent() and addConsequent() serve
for maintaining the two lists of antecedents and consequents of one node. Note that once
a node calls the method addAntecedent() serving for adding a “parent” node like one of
its antecedents, this node will also add itself to the consequents list of the “parent” node
(using the method addConsequent() of the parent node) , the value of the attribute
terminal then will be set to false.
Step 1: Read from file Phenotype.xml, find all general antecedents of phenotype input
For each antecedent Do
Add it into antecedents list of “root” node
Step 2: For each unvisited node in the graph Do
– Find its antecedents from file Genotype.xml & add them to list
– Return step 2. This recursive search terminates when the nodes
selected is a specific antecedent node or a general consequent node
without antecedents.
With this algorithm, we finally attain a causal network where each node is
associated with its antecedents and consequents. The “leaves” are terminal nodes (or
“root” causes) whose antecedents list is empty. In order to calculate the certitude of
choosing each node as a probable cause, we inherit the proposition presented in (El-
Kechaï and Després, 2007) using Dempster-Shafer’s evidence theory:
mass (c)
[2] mass (a ) = coefficient ( g (a )) x ∑
∀c∈Cons ( a ) ∑ (coefficient (i ) xnic )
∀i∈{M ,T ,O}
where:
– action(s) before: learner’s action(s) in the past (note that, in MASCARET, every
action is eventually associated with its accurate resource(s))
– current action: action has just been done by learner
– action(s) correct (according to role): action(s) must be done by learner in his role(s)
– action(s) correct (according to plan): action(s) may be done by learners in the
context. Here, it is essential to make distinction betweens “action(s) correct according to
role” and “action(s) correct according to plan”. In the first case, because the learner
could play several roles, it represents all correct actions that the system expects from the
learners. The second one concerns the cases where there are more than one learner in
VET to realize together a mission. Therefore, in this case, it is possible that a leaner
performs a correct action according to the plan but it is not correct in compare to his role.
– next correct action(s) in the role: next action(s) must be done by learner in his role(s)
– full correct plan: description of all accurate actions (associated with resources) in
predetermined procedure that the learner must respect.
In next section, we present our mechanism for mapping erroneous actions detected
by our existing ITS with Hollnagel’s classification scheme of errors modes.
In (Hollnagel, 1998), the author clarified that “action at wrong object” is one of the
more frequent error modes, such as pressing the wrong button, looking at the wrong
indicator, etc. In our context, during realisation of collaborative work, it is possible that
learner performs a correct action but on a wrong object. Therefore, the detection of
erroneous actions in phenotype “Wrong object” must be implemented independently with
the detection of phenotype “Sequence”. This phenotype is detailed into following specific
effects: Neighbour/Similar object (an object that is proximity/similar to the object that
should have been used); Unrelated object (an object that was used by mistake).
In order to detect erroneous actions in phenotype “Wrong object”, we use the same
principle presented in the case of phenotype “Sequence” by using following informations
retrieved from model MASCARET:
– current resource: resource associated with current action
– resource(s) correct (according to role): resource(s) must be used by learner in his role(s)
– resource(s) correct (according to plan): list of resource(s) associated with all
action(s) in action(s) correct according to plan.
Our algorithm is detailed in following:
The phenotype “Time/During” is divided in several specific effects: Too early/ Too
late (an action started too early/too late); Omission (an action that was not done at all);
Too long/Too short (an action that continued/was stopped beyond the point when it
should have been). Hollnagel noted that the error modes of timing and duration refer to a
single action, rather than to the temporal relation between two or more actions. In our
context, the realization of tasks in model MASCARET is sequential, therefore, an action
is considered to be too early when it was realized before several actions in plan; also,
action(s) are considered to be omitted when they were not carried out.
Finally, in order to detect erroneous actions in phenotype “Time/Durring”, we
propose that:
– action having specific effect ““Jump forward” also has specific effect “Too early”
– action described by specific effect “Omission”(in error mode “Sequence”) will be
considered as an action having specific effect “Omission” (in error mode “Time/During”)
The 3rd International Conference on Virtual Learning, ICVL 2008 79
In order to evaluate our integration of retrospective analysis into ITS, we take place
in GASPAR application (Marion et al., 2007) whose objective aims at simulate aviation
activities by virtual reality. We use the classification scheme of error modes proposed in
(El-Kechaï and Després, 2007) which were particularly adapted to VET. Table 1
illustrates results of retrospective analysis for the phenotype Sequence.
Table 1
Causal links of phenotype "Sequence"
project are also presented. So that, in addition to the detection and tagging of erroneous
actions, the ITS could furthermore indicate the path of probable cause-effect explaining
reasons that the errors occur.
In the future work, we will concentrate our attention on evaluation of MASCARET
so that this model could permit to describe more complex tasks in taking into account
other factors such as force, distance, speed, direction, etc. Hence, other different types of
errors modes could be detected and then explained using the retrospective analysis.
REFERENCES
QUERREC R., BUCHE C., MAFFRE E., and CHEVAILLIER P. (2004), Multiagents systems for
virtual environment for training: application to fire-fighting. International Journal of
Computers and Applications (IJCA), June 2004, 25-34.
BUCHE C. and QUERREC R. (2005), Intelligent tutoring system for MASCARET, in Simon
Richir and Bernard Taravel, editors, 7th Virtual Reality International Conference
(VRIC'05), April 2005, Laval, France, 105-108.
HOLLNAGEL, E. (1998), Cognitive Reliability and Error Analysis Method, Oxford: Elsevier
Science Ltd.
EL-KECHAÏ N. and DESPRÉS C. (2007), Proposing the underlying causes that lead to the
trainee's erroneous actions to the trainer, in EC-TEL: European Conference on Technology
Enhanced Learning, September 2007, Crète (Grèce), 41-55.
EL-KECHAÏ N. and DESPRÉS C. (2006), A Plan Recognition Process, Based on a Task Model,
for Detecting Learner's Erroneous Actions, in Intelligent Tutoring Systems ITS 2006, June
2006, Jhongli (Taïwan), 329-338.
MARION N., SEPTSEAULT C., BOUDINOT A. and QUERREC R. (2007), GASPAR: Aviation
management on an aircraft carrier using virtual reality, in Cyberworlds 2007.
SERWY R. D. and RANTANEN E. M. (2007), CREAM Navigator http://www.ews.uiuc.edu/~serwy/
cream/v0.6beta/, [version 0.6, September, 2007]
The 3rd International Conference on Virtual Learning, ICVL 2008 81
Abstract
The paper describes the concept map based knowledge assessment demonstrating its
main functionality on the basis of screenshots and presenting the three-tier client-
server architecture of the system in terms of components, their functions and
interaction. Underlying conceptions and current development directions related to
the implementation of learner’s supports are discussed as well.
1. Introduction
tasks are implemented allowing the learner to find a task which is the most suitable for
his/her knowledge level. Four transitions increase the degree of task difficulty. They are
carried out after the analysis of the learner’s solution, taking into account whether the
learner has reached the teacher's specified number of points in the current assessment
stage without reducing the degree of difficulty of the original task. So, this is a system’s
adaptive reaction to the learner’s behavior. Other four transitions reduce the degree of
task difficulty and they are carried out by the voluntary request from the learner during
the solving of the task.
Table 1
Tasks Offered in the Concept Map Based Knowledge Assessment System
An algorithm has been developed for the comparison of learner’s and teacher’s
concept maps (Anohina et al., 2007). It is not based only on the isomorphism of both
graphs, but is sensitive to the arrangement and coherence of concepts taking into account
such aspects as existence of a relationship, locations of both concepts, type and direction
of a relationship, correctness of a linking phrase, etc.
Thus, the system supports knowledge self-assessment as it makes an analysis and
evaluation of learners' concept maps, as well as provides feedback about the learner's
errors. It promotes systematic knowledge assessment because it allows the extension of
the initially created concept map for other assessment stages. Moreover, statistical
information about differences between learners' concept maps and teacher's concept map
is collected providing opportunities for the teacher to improve the learning course.
First of all the teacher creates concept maps for chosen stages of knowledge
assessment by defining relevant concepts and relationships among them. Figure 2
displays the partly created teacher’s concept map for the first assessment stage and a
86 University of Bucharest and Ovidius University of Constanta
dialogue window where data of a new concept must be provided. Only one concept, that
is, New Year, is defined as an initial concept and its color differs from the color of other
concepts. Three relationships (marked by thick line) are important relationships, and one
marked by thin line is a less important relationship.
After the creation of the concept map the teacher must define the publication data
of the concept map, the initial degree of task difficulty, the relative number of points
needed to move the learner to the higher degree of task difficulty and time for the
completion of the task (if necessary). Let’s consider that the initial degree of task
difficulty is the fourth degree, the relative number of points is 75%, and time for the task
completion is not provided.
The concept map presented to learners at the first assessment stage is displayed in
Figure 3. During the solving of the task of the fourth degree of difficulty learners must
create their own concept maps using the offered set of concepts. The technique of drag-
and-drop must be used to move concepts from the concept palette to the working space.
In order to relate concepts two buttons are provided at the top of the window.
Assume that one of learners has related all concepts and submitted his/her solution
without reducing the degree of task difficulty. Figure 4 shows the learner’s created
concept map and an example of feedback provided for each relationship. Different colors
are used to display different degrees of correctness of relationships.
Figure 2. The Teacher’s Created Concept Map for the First Assessment Stage
The 3rd International Conference on Virtual Learning, ICVL 2008 87
Now, assume that another learner had partly created his/her concept map at the
fourth degree of task difficulty and after that asked the system to reduce the degree of
task difficulty. The learner receives the task of the third degree of task difficultly where
the structure of the concept map is given and it is necessary to insert given concepts and
to provide linking phrases (Figure 5). However, all propositions created by the learner at
the fourth degree of task difficulty are kept. After the completion of the task this learner
will receive the same form of feedback which is presented in Figure 4, but at the next
assessment stage she/he will start to solve the task on the third degree of task difficulty
because of the reduction of task difficulty of the original task.
5. Learner’s support
Table 2
Kinds of Learner’s Support
6. Conclusions
The paper presents the architecture and working principles of the concept map
based knowledge assessment system developed at Riga Technical University. The main
components and technologies used for the implementation of the system are described
and an example of the system operation is demonstrated. Despite of fact that the system
has already reached the certain level of maturity and has been used successfully in
practice authors continue to improve its functionality. One of the significant development
directions is the implementation of different kinds of learner’s support inter alia adaptive
mechanisms of help and feedback on the basis of a student model.
REFERENCES
Abstract
This article introduces a new approach to statistics education that allows us to
accurately measure and control key aspects of the computations and communication
processes that are involved in non-rote learning within the pedagogical paradigm of
Constructivism. The solution that is presented relies on a newly developed
technology (hosted at http://www.freestatistics.org) and computing framework
(hosted at http://www.wessa.net) that supports reproducibility and reusability of
statistical research results that are presented in a so-called Compendium.
Reproducible computing leads to responsible learning behaviour, and a stream of
high-quality communications that emerges when students are engaged in peer
review activities. More importantly, the proposed solution provides a series of
objective measurements of actual learning processes that are otherwise
unobservable. A comparison between actual and reported data, demonstrates that
reported learning process measurements are highly misleading in unexpected ways.
However, reproducible computing and objective measurements of actual learning
behaviour, reveal important guidelines that allow us to improve the effectiveness of
learning and the e-learning system.
excellent example is the use of data mining tools in the open source e-learning
environment called Moodle (Romero et al., 2008).
Even though it seems to be very difficult to measure and empirically prove
(O’Dwyer et al., 2008), there is no doubt in my mind that the introduction of computers in
homes and classrooms has led to an improvement in overall learning productivity,
educational communication mechanisms, social constructivism, and collaboration.
However, the use of computers and software in statistics education may – unwillingly –
result in several types of adverse effects because the complex processes that are required
to learn and (truly) understand statistical concepts are often mystified by technicalities
and a variety of practical problems that have nothing to do with mathematics or statistics.
It is within this context that I argue that a system for Quality Control should be embedded
into the e-learning environment which is not limited to the Virtual Learning Environment
but extends to the statistical software, databases, and learning repositories.
There is an important, additional benefit for implementing such a monitoring and
control system – it is directly related to the problem of irreproducible research which has
received a great deal of attention within the statistical computing community (de Leeuw,
2001; Peng et al., 2006; Schwab et al., 2000; Green, 2003; Gentleman, 2005; Koenker
and Zeileis, 2007; Donoho and Huo, 2004). The most prominent citation about the
problem of irreproducible research is called Claerbout's principle: An article about
computational science in a scientific publication is not the scholarship itself, it is merely
advertising of the scholarship. The actual scholarship is the complete software
development environment and that complete set of instructions that generated the figures.
(de Leeuw, 2001).
Several solutions have been proposed (Buckheit and Donoho, 1995; Donoho and
Huo, 2004; Leisch, 2003) but have not been adopted in statistics education because they
require students to understand the technicalities of scientific word processing (LaTex) and
statistical programming (R code). Based on a newly developed e-learning environment I
propose a solution that is feasible for educational purposes and allows us to monitor,
research, and control the learning processes based on the dynamics of between-student
communication and collaboration.
2. Reproducible Computing
This results in the creation of so-called “derived” R modules that may be better suited for
particular purposes.
If a derived R module contains generic improvements or if a computation needs to
be communicated to other students/scientists then it is necessary to have a simple,
transparent mechanism that allows one to permanently store the computation in a
repository of computational objects that can be easily retrieved, recomputed, and reused.
Such a repository was recently created within the OOF 2007/13 project of the
K.U.Leuven Association and is called the Compendium Platform. The main reason for
creating the R Framework and the Compendium Platform, is that it allows anyone to
create and use Compendia of reproducible research. A Compendium is defined as (Wessa
2008b): a research document where each computation is referenced by a unique URL
that points to an object that contains all the information that is necessary to recompute it.
Such documents can be easily created (even by students) and permit any reader to
(exactly) recompute the statistical results that are presented therein. A few simple clicks
are sufficient to have the R Framework reproduce the results and to reuse them in derived
work (Wessa 2008b). The practical implications of this technology will become obvious
in section 3 because the three figures that are presented can be recomputed and reused
through the Compendium Platform.
seriously. There is strong empirical evidence that this approach had beneficial effects on
non-rote learning of statistical concepts (Wessa 2008c).
male colleagues. At the same time, female switching students are more computing-
oriented whereas the male switching students seem to have a slight preference for
feedback communication. This information has important repercussions for controlling
the quality of the learning environment and it provides clear guidelines towards actions
that should be taken (by me) to improve participatory incentives towards male bachelor
students in future courses. Would I have been able to gain this insight based on reported
measurements alone? The answer is clearly negative (as is illustrated in Figures 2 and 3).
Overall, the testimony of students is extremely misleading and poorly correlated with
actual observations. If we would have recomputed Figure 1 with reported measures then the
conclusions would have been the opposite of what is true. The reader can try out this experiment
by simply using the online R module at http://www.wessa.net/rwasp_icvl2008.wasp
(specify a picture width and height of 800 for best results).
The good news is that we now have a tool available to assess actual and reported
learning activities for any student population that makes use of the new compendium
technology. Ultimately, this allows us to take control and improve the e-learning
environment, the statistical software, the course materials, and overall learning
experiences of all students.
REFERENCES
ARNDT, S., TURVEY, C., ANDREASEN, N. (1999), Correlating and predicting psychiatric
symptom ratings: Spearman’s r versus Kendall’s tau correlation, Journal of Psychiatric
Research, 33, 97-104.
ARNDT, S., MAGNOTTA, V. (2001), Generating random series with known values of Kendall’s
tau, Computer Methods and Programs in Biomedicine, 65, 17-23.
Attitudes to Thinking and Learning Survey, (n.d.), Retrieved December 22, 2004, from
http://www.moodle.org/
BENSON, J. (1989), Structural components of statistical test anxiety in adults: An exploratory
study, Journal of Experimental Education, 57, 247-261.
CHAMBERS, J. M., CLEVELAND, W. S., KLEINER, B. and TUKEY, P. A. (1983), Graphical
Methods for Data Analysis., Wadsworth & Brooks/Cole.
CHEN, Z. (2008), Learning about Learners: System Learning in Virtual Learning Environment, International
Journal of Computers, Communications & Control, Vol. III (2008), No. 1, pp. 33-40.
COLLES (2004), Constructivist On-Line Learning Environment Survey, Retrieved December 22,
2004, from http://www.moodle.org/
EGGEN, P., and KAUCHAK, D. (2001), Educational Psychology: Windows on Classrooms (5th
ed.), Upper Saddle River, NJ: Prentice Hall.
GALOTTI, K. M., CLINCHY, B. M., AINSWORTH, K., LAVIN, B. & MANSFIELD, A. F. (1999), A new
way of assessing ways of knowing: the attitudes towards thinking and learning survey
(ATTLS), Sex roles 40(9/10) p745-766.
HILTON, S., SCHAU, C., OLSEN, J. (2004), Survey of Attitudes Toward Statistics: Factor Structure
Invariance by Gender and by Administration Time, Structural Equation Modeling, Volume 11,
Number 1.
KAY, R. H. (2008), Exploring the relationship between emotions and the acquisition of computer
knowledge, Computers & Education, 50, 1269-1283.
LEWIS, J. R. (1993), IBM Computer Usability Satisfaction Questionnaires: Psychometric
Evaluation and Instructions for Use, IBM Corporation, Technical Report 54.786.
LUCY, D., AYKROYD, R. G. & POLLARD, A. M. (2002), Non-parametric calibration for age
estimation. Applied Statistics 51(2): 183-196.
MEELISSEN M. R. M, DRENT M. (2008), Gender diferences in computer attitudes: Does the
school matter?, Computers in Human Behavior, 24, 969-985.
98 University of Bucharest and Ovidius University of Constanta
MILLER, JACQUELINE B., Examining the interplay between constructivism and different learning
styles, Retrieved October 20, 2005 from www.stat.auckland.ac.nz/~iase/publications/
1/8a4_mill.pdf
MVUDUDU, NYARADZO (2003), A Cross-Cultural Study of the Connection Between Students'
Attitudes Toward Statistics and the Use of Constructivist Strategies in the Course, Journal
of Statistics Education, Volume 11, Number 3.
O’DWYER, L. M., RUSSELL, M., BEBELL, D., SEELEY, K. (2008), Examining the Relationship
between Students’ Mathematics Test Scores and Computer Use at Home and at School,
Journal of Technology, Learning, and Assessment, 6 (5).
ROMERO, C., VENTURA, S., GARCÍA, E. (2008), Data mining in course management systems:
Moodle case study and tutorial, Computers & Education, 51, 368-384.
SMITH, ERICK (1999), Social Constructivism, Individual Constructivism and the Role of Computers
in Mathematics Education, Journal of mathematical behavior, Volume 17, Number 4.
Statistical Computations at FreeStatistics.org (2008a), Office for Research Development and Education,
URL http://www.freestatistics.org/blog/date/2008/Jun/30/t1214840420q0fyankop4x9ebf.htm
Statistical Computations at FreeStatistics.org (2008b), Office for Research Development and Education,
URL http://www.freestatistics.org/blog/date/2008/Jun/30/t12148409608o0dnj2k4s04jil.htm
Statistical Computations at FreeStatistics.org (2008c), Office for Research Development and Education,
URL http://www.freestatistics.org/blog/date/2008/Jun/30/t1214841152sn6jlyhgseclgqm.htm
SUN, P., TSAI, R. J., FINGER, G., CHEN, Y.,YEH, D. (2008), What drives a successful e-Learning?
An empirical investigation of the critical factors influencing learner satisfaction, Computers
& Education, 50, 1183-1202.
VON GLASERSFELD, E. (1987), “Learning as a Constructive Activity”, in Problems of Representation,
in the Teaching and Learning of Mathematics, Hillsdale, NJ: Lawrence Erlbaum Associates, 3-17.
WESSA, P. (2008a), A framework for statistical software development, maintenance, and publishing
within an open-access business model, Computational Statistics, www.springerlink.com
(DOI 10.1007/s00180-008-0107-y)
WESSA, P. (2008b), Learning Statistics based on the Compendium and Reproducible Computing,
submitted to be presented and published in Proceedings of the International Conference on
Education and Information Technology (ICEIT'08), San Francisco, USA.
WESSA, P. (2008c), How Reproducible Research Leads to Non-Rote Learning Within a Socially
Constructivist E-Learning Environment, submitted to be presented and published in
Proceedings of the 7th European Conference on e-Learning (ECEL'08), Cyprus.
The 3rd International Conference on Virtual Learning, ICVL 2008 99
Section
Abstract
I studied the computer system that was characterized by the algorithm for dividing one
class of students into several groups for group discussion. This paper describes the
configuration of the proposed computer system, the algorithm of the group division, and
the execution process of actual group discussions, assisted by this system, about specific
topics.
1. Introduction
student class into groups according to the information on debater’s choices about the
discussion topic instead of the above test answers. In the group dividing process, as the
similarity of contents among these choices should be considered, we assigned values 0
and 1 to the choices, respectively.
server
(incl. local PC)
(2)
Topic of discuss. Transmit. URL
(3)
(4)
Group division
(2)Sending URL of a topic and its choices: The teacher selects a subject among
prepared topics. Then the computer sends the URL for browsing the topic to all discussants.
The 3rd International Conference on Virtual Learning, ICVL 2008 103
(3)Browzing the Web of a subject and sending the student’s answer to the server:
All students make an access to the URL mentioned above, then read the topic and the
choices. They select a choice among the choices for the given topic then send it to the
server. All the answer are gathered and stored in the server.
(4)group division: The computer server makes the group division according to the
student’s answer as transaction data. The basic idea of the group division is explained in
the next section. In the actual administration, the following parameters and the necessary
information ought to be inputted prior to the group division.
1. the value with which a topic is discussed.
2. the difference of choices in their contents.
3. the number of a group constituents
When the information of group division is obtained as a processed result, it is
possible for a teacher to add, to it, remarks to each group, remarks to each individual and
remarks to the all.
(5)sending the group division information to the students: The computer server sends
to each student’s mail address the group members, each answer and the remarks above if
any.
Through the process above, each student is informed the name of all member which
belong to the same group. Then, each group gathers somewhere inside or outside of the
classroom and starts to deeply consider the topic by discussion.
topic sets: M
topic: mi (∈ M )
value of the topic: v(mi )
group sets: G
relevant group: g (∈ G )
bigness of group ‘g’: |g|
discussant(student): xj (∈ g )
selected choice: a(mi,xj)
difference of choices selected by discussant xj and discussant xk: d{a(mi,xj),a(mi,xk)}
104 University of Bucharest and Ovidius University of Constanta
In the definition above, both of ‘value of the topic’ and ’’difference of choices
selected by discussant xj and discussant xk’ are the value between 0 and 1. The ‘bigness
of group ‘g’’ is the number of a group. The number is not always the same for all group.
But its algorithm is abbreviated here. All the said variables have to be determined in
advance. The ‘goodness per capita of group division β’ is determined as the following.
[1] α =
g
∑ ∑ v(m )U d{a(m , x ), a(m , x )}
mi∈M xj∈ g
i i j i k
[2] β = ∑α / ∑ | g |
g
g ∈G g ∈G
In the equation [2], group division which makes the value maximum is the optimal
solution. In order to get the optimum, however, it is necessary to administrate the calculation for
all the combination of groups. It is actually difficult to get it because of time for its calculation.
Thus a simple method is implemented (Kitagaki et. al., 1980) as the following. Its example
deals with the case that thirty discussants are divided into ten groups with three discussants each.
As the initial status, I suppose that the computer fix the discussants x1, …, x30 as
shown in ‘n = 1’ Figure 2, and define the value of β in eq.[2] as β1. Then I let it compare
cell1 with each cell thereafter one by one. First, let it exchange cell1 x1 for cell2 x2 to
obtain the pattern as shown in ‘n = 2’ then get the value β as β1,2. It is clear that β1,2 is
same as β1 in their value. Thus there is no reason to exchange thus it ought to be
withdrawn. Second, it is obvious that the exchange of x1 and x3 leads to the same result
as above. It is cell1 and cell4 that has actual meaning of exchange because they belong to
different groups in the initial pattern. If β1 is bigger than(or equal to) β1,4, the computer
regards the pattern of ‘n = 4’ as not better pattern than the one of ‘n = 1’ then the
exchange ought to be withdrawn. On the other hand, if β1 is smaller than β1,4, it regards
the pattern of ‘n = 4’ better than the one of ‘n = 1’ then the exchange ought to be done to
get the new pattern. Based upon the new pattern, it searches for a better pattern. The
search for the better pattern is succeeded in the same way.
Consequently, the exchange of two cells are done in the following order, and as a result,
the number of exchange becomes 870 ( = 29*30) in all. (Actually the exchange of two
cells in a group ought to be omitted.)
cell1 and cell2, cell1 and cell3, cell1 and cell4,cell1 and cell5, …,cell1 and
cell29, cell1 and cell30
cell2 and cell3, cell2 and cell4, cell2and cell5, …,cell2 and
cell29, cell2 and cell30
cell3 and cell4, cell3 and cell5, …,cell3 and
cell29, cell3 and cell30
………………………………………………
cell29 and cell30
The 3rd International Conference on Virtual Learning, ICVL 2008 105
Supposing the number of discussant to be ‘n’, the number of the said exchange
becomes ‘n (n – 1)’. For each exchange, the computer gets the value of β, then the
optimal group division is obtained.
n=1
cell1 cell2 cell3 cell4 cell5 cell6 … cell28 cell29 cell30
g1 g2 … g10
x1 x2 x3 x4 x5 x6 … x28 x29 x30
n=2
cell1 cell2 cell3 cell4 cell5 cell6 … cell28 cell29 cell30
g1 g2 … g10
x2 x1 x3 x4 x5 x6 … x28 x29 x30
n=4
cell1 cell2 cell3 cell4 cell5 cell6 … cell28 cell29 cell30
g1 g2 … g10
x4 x2 x3 x1 x5 x6 … x28 x29 x30
Figure 2. The exchange of two cells(in the case that a classroom consists of thirty students)
If method (b) shown in the beginning of this section is implemented for group
division criterion, we have only to use eq.[3] instead of eq.[1].
[3] α' =g
∑ ∑ v(m )U{1 − d{a(m , x ), a(m , x )}}
mi∈M xj∈ g
i i j i k
Table 1
A questionnaire and the answer
(Nakatani, 1995)
Q: What worker do y ou want to be?
A: As human is not working alone, I want to be a
worker regarding communication with others in the
actual work where I should say whatever necessary
to say and listen to them whenever to do that .
# As your remark for the underlined parts, select
a choice that is nearest to it.
1. The expression is vague and fuzzy thus have
little impact.
2. No fresh awareness as a new comer. can be felt.
3. Everybody can say that thus little impact are there.
4. It is the president of a company to say that.
Thus, if the matter gets worse, it may give them
a feeling of impoliteness.
As most students in a group were not acquainted with each other, it was assumed
that, when the information of a group member were presented in the step of Figure 1(5), it
gets difficult for them to make a group. Thus ID number proper to each group was
informed all the classroom, leading to easier making groups. Addition to that, as group
leaders is necessary in order to facilitate the discussion well, how to determine a leader in
a group was also informed them. Discussion time was set to nearly fifteen minutes, which
was also informed them as a comment.
After each administration of R1 and R2, the following questionnaires have been
examined to all the students.
3. I think that the information of a choice selection had an influence on the relevant
discussion flow to great extent.
In R1 and R2, presented topics were the same type thus those answers were added to
have been statistically processed altogether. The result is shown in Table 2(a). There is
also shown the result in the case that E1 and E2 were combined in their data.
From the test result shown in the table, the average choice for the questionnaire is
said to be 2 (or in-between 2 and 3). It means that their average remark is that selecting a
choice has an influence on the discussion flow as their awareness.
Besides the experiment shown in this material, I have done the questionnaire survey
comparing criterion (a) with criterion (b) shown in the 3rd section supposing the case that groups
were divided according the criterion (b). As their awareness, it got obvious that they felt more
fruitful in their discussion with variety of choices in a group than that with a similar choices.
Table 2
Answer data processing of ‘ influence of selecting a choice’
(a)basic statistics
number of students
selecting a choice SSS X σ
condition
S S S
SE1SR1&R2S 0.30 0.57 0.13 1.90 0.65
SE2SR1&R2S 0.07 0.46 0.46 2.39 0.61
SE1&E2,R1&R2S 0.19 0.52 0.29 2.10 0.69
m
condition 1 2 3
(E1, R1&R2) – 7.42* 0.86 9.13*
(E2, R1&R2) – 11.9* – 3.37* 5.20*
(E1&E2, R1&R2) – 12.2* – 1.15 9.94*
( X − m) N
* Hypothesis ’X=m’ has been rejected(p<0.01), Z =
σ
5. Conclusion
In this research, I have developed an algorithm for group division where discussion
on a subject is done in a group. For that objective, I made a system configuration. As a result
108 University of Bucharest and Ovidius University of Constanta
of its administration, it got clear that the discussants have an awareness that letting them
know their selected choice each other gave an influence on the further discussion flow.
REFERENCES
AKAHORI, K. et. al. (1997, in Japanese), The skill of university classroom teaching, Daiichi-
houki, Tokyo, 142-145.
KITAGAKI, I., HIKITA, A.,TAKEYA, M., FUJIHARA, Y. (2007), Development of an algorithm
for groupware modeling for a collaborative learning, Int’l Journal of Computers,
Communication & Control, II, 1, 66-73.
KITAGAKI, I. (1996), Evaluation of students’ group using fuzzy integral, IEICE, J79-D-II, 11,
1888-1896.
KITAGAKI, I., SHIMIZU, Y. and SUETAKE, K. (1980), An instructional method which permits
the studentsto critically discuss their own test answers, Japan Journal of Educational
Technology, 5, 1, 23-33.
NAKATANI, A. (1995, in Japanese), Expert of interviewing, Diamond Co., Tokyo.
The 3rd International Conference on Virtual Learning, ICVL 2008 109
(1) Gh Asachi Technical University of Iasi, Faculty of Leather and Textile Engineering, Romania
(2) Technical Science College, Selçuk University 42031, Konya, Turkey
mesahin@selcuk.edu.tr
(3) Department of Production Engineering & Management, Technical University of Crete,
73100, Chania, Greece
(4) Design & Manufacturing Laboratory, Technological Educational Institute of Crete,
73133 Chania, Greece
Abstract
The objective of this paper is to present the innovative training centre for CNC:
http://www.vtcforcnc.com. The Virtual Training Centre (VTC) was set up on the
Internet for Computer Numerical Control (CNC) training based on virtual aids. A
virtual space (a CNC training portal) on the Internet which allows the constant
sharing of e-learning-based CNC teaching material was created so as to foster the
further development of e-learning based CNC educational contents. The VTC for
CNC is an interactive platform, a meeting point for policy-makers, social-partners,
practitioners, researchers and all those with an interest in CNC field of vocational
education and training. Experts in the field are able to share and exchange knowledge
and experience with associates within and outside the European Union.
1. Introduction
Recently virtual training has been regarded as an innovation notably for vocational
training. There have appeared numerous virtual learning environments and various
approaches and tools to this end. The focus of “virtual learning” is in fact is on computer
technology and education. In this context, a large number of vocational training centres
and technical universities are giving priority to Computer Numerical Control (CNC)
Training, especially in the last decades. New developments on CNC machines are
providing a continuous need for updated CNC training curriculum. Training on CNC
should follow similar developments and in particular in their programming capabilities,
automation they offer and their technical capabilities. In addition, CNC programming is
becoming more and more automated through the use of CAD/CAM systems. This
requires from the programmers to acquire CAD operation capabilities, on top of their
CNC operation and programming knowledge. The major objective in the field of CNC
training is to improve the qualifications and competences of the trainees, which is directly
110 University of Bucharest and Ovidius University of Constanta
2. CNC Training
Computer Numerical Control refers to the use of a computer to control and monitor
the movement of a machine. The machine could be a milling machine, lathe, router,
welder, grinder, laser or waterjet cutter, sheet metal stamping machine, robot or many
other types of machines. A CNC training course should consist of the tuition of CNC
programming methods and their application on actual conditions of processes. Its main
task should be to make any trainee at any training level capable of handling and
programming CNC machine tools.
CNC training usually takes place under supervisory attendance that emphasizes the
technological character of the training object. Additional support of appropriate teaching
material such as media and methods (slide-shows, movies, multimedia, demonstration of
manufactured pieces, visits to machine shops is often used. Furthermore laboratory
exercises are necessary for the understanding of each topic of the subject, some taking
place under actual conditions and other on paper. This way, the trainee can easier
understand the CNC machine programming, its applications and he can face the technical
problems encountered during the manufacturing of the parts. A large amount of
programming exercises can help the trainee to understand the theory in a better way,
offering him the sense of the quantity of the skills that has to obtain and the difficulties
that he is going to encounter, according to the machined part geometry. To accomplish all
these objectives, the exercises included in the curriculum, should include data from real
working conditions, as much as possible.
The 3rd International Conference on Virtual Learning, ICVL 2008 111
Each European Country has a different curriculum in CNC training. During the first
stages of the project, the equipment, methods, curriculum and techniques currently used
for CNC training by the organisations in the partner countries were observed, collected
and evaluated [1-3]. The selected materials were used to create a new and common
curriculum. Five important factors that contribute to learning were taken into account in
order to prepare the a common CNC curriculum:
• Motivation
• Aptitude
• Presentation
• Repetition
• Practice with reinforcement
The approach for developing the appropriate training material was based on the
following key concepts:
• Know your machine (from a programmer’s viewpoint)
• Prepare to write programs
• Understand the motion types
• Know the compensation types
• Format your programs in a safe, convenient, and efficient manner
• Know the special features of programming
• Know your machine (from an operator’s viewpoint)
• Understand the three modes of operation
• Know the procedures related to operation
• You must be able to verify programs safely
This approach combined with the important learning factors finally led to a CNC
training curriculum including 28 sessions:
(1) Machine configuration
(2) Speeds and feeds
(3) Visualizing program execution
(4) Understanding program zero
(5) Measuring program zero
(6) Assigning program zero
(7) Flow of program processing
(8) Introduction to programming words
(9) Preparation for programming
(10) Types of motion
(11) Introduction to compensation
(12) Dimensional (wear) tool offsets
(13) Geometry offsets
(14) Tool nose radius compensation
(15) Program formatting
(16) The four kinds of program format
(17) Simple canned cycles
112 University of Bucharest and Ovidius University of Constanta
In the report “Studies in the context of the E-learning Initiative: Virtual Models of
European Universities” [4], a key concern was how virtual mobility is being supported in
European universities through ICT integration and e-learning. The study found that the
majority of universities face major challenges in promoting ICT integration. ICT strategy
is very important and those universities that have an ICT strategy are significantly ahead
in integration of ICT in administration and organisation and networking. Integration of
ICT and e-learning is politically important in the EU in terms of internationalisation and
globalisation of education, student demand and interest in increasing the quality of
education through ICT [5-8]. At the national level, integration of ICT should become a
key priority with national and regional institutions making a commitment to ITC and the
development of networks. There must be increased national flexibility with a
commitment to support common standards of quality and assessment and to develop
national and international metadata standards. For all these reasons the designed common
curriculum for CNC was implemented into a Virtual Training Centre. To develop the
virtual training centre, a communication website was developed in order to manage the
activities and tasks to be carried out by the partners. Then, an interactive teaching
program was developed and put into a website to form a virtual training centre (figure 1).
The common curriculum developed for this purpose was the core of this training
centre. The site, along with the interactive teaching program, was divided into four main
areas, "News", "Exchange of views", "Projects and Networks", and "Information
Resources". With these, users would be able to access a newsletter, a bulletin board,
online surveys and survey reports, information on VET networks, an electronic library
with references, a bookshop with downloadable publications and a number of databases.
In the main core of the CNC training material, simulations and practical exercises are
included into the interactive training centre (see figure 2, 3, 4, ..).
The feedback of the implementation of the VTC in training centres has been
recorded and evaluated in order to produce the final version. The evaluation procedure
included content (topics, language used, modules), methods (progress, different levels of
difficulty, and range of resources, situations and practical cases) and technology (ease of
installation, interactive nature and use without a tutor).
The 3rd International Conference on Virtual Learning, ICVL 2008 113
The main aim of the VTC for CNC aims is to be an interactive platform, a meeting
point for policy-makers, social-partners, practitioners, researchers and all those with an
interest in CNC field of vocational education and training. Experts in the field are able to
share and exchange knowledge and experience with associates within and outside the
European Union. This will foster the long-term viability of the Centre.
5. Conclusion
The integration of ITC in this virtual learning environment for CNC, the
development of the VTC and the common training curriculum are focused on the EU
goals of internationalisation and globalisation of education, student demand and interest
in increasing the quality of education through ICT. At the national level, integration of
ICT has been a key priority with national and regional institutions making a commitment
to ITC and the development of networks. Furthermore, major national objectives include
an increased national flexibility with a commitment to support common standards of
quality and assessment and to develop national and international metadata standards. This
common Virtual CNC Curriculum addresses the priorities expressed here. Furthermore,
the Virtual Training Centre addresses the strategic objectives mentioned above:
improving the quality and effectiveness of education and training systems in the EU by
developing skills for the knowledge society, ensuring access to ICT for everyone,
increasing recruitment to scientific and technical studies, and making the best use of
resources. Facilitating the access of all to education and training systems by providing
open learning environment, making learning more attractive, and supporting active
citizenship, equal opportunities and social cohesion is the other strategic objective that
can be achieved through this virtual training centre. The experiences and knowledge
gained during the implementation of this Centre can be used in developing and improving
other training programmes in particular in the area of new information technology
applications in related sectors.
116 University of Bucharest and Ovidius University of Constanta
REFERENCES
ŞAHIN, M., BILALIS, N., YALDIZ, S., ANTONIADIS, A., ÜNSAÇAR, F., MARAVELAKIS, E., (2007),
Revisiting CNC Training–a Virtual Training Centre for CNC, International Conference on
E-Portfolio Process in Vocational Education-EPVET, Bucharest, Romania.
YADONG, LIUA, XINGUI, GUOA, WEI, LIA, KAZUO, YAMAZAKIA, KEIZO,
KASHIHARAB and MAKOTO, FUJISHIMAB, (2007), An intelligent NC program
processor for CNC system of machine tool. Robotics and Computer-Integrated
Manufacturing, Vol 23 (2), pp 160-169.
XIAOLING, W., PENG, Z., ZHIFANG, W., YAN, S., BIN, L., YANGCHUN, L., (2004),
Development an interactive VR training for CNC machining, Proceedings VRCAI 2004 – ACM
SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in
Industry, pp. 131-133.
RAMBOLL, PLS, (2004), Studies in the context of the E-learning Initiative: Virtual Models of
European Universities (Lot1). Draft Final Report to the European Commission, DG
Education and Culture. Available at http://elearningeuropa.info
LARSON, J., and CHENG, H. H., Object-Oriented Cam Design through the Internet, Journal of
Intelligent Manufacturing, Vol.11, No. 6, December 2000, pp. 515-534.
ANDREATOS A., (2007), Virtual Communities and their Importance for Informal Learning,
International Journal of Computers, Communications & Control, Vol. II, No. 1, pp. 39-47
ZHENGXIN CHEN, Learning about Learners: System Learning in Virtual Learning Environment,
International Journal of Computers, Communications & Control, Vol. I (2008), No. 1.
K. SHEPPARD, G. KORFIATIS, S. MANOOCHEHRI, J. NASTASI, K. POCHIRAJU, E. MCGRATH,
P. DOMINICK, J. ARONSON (2004), Preparing Engineering Students for the International
Virtual Workplace : Information Technology Based Higher Education and Training, IEEE
Conference: ITHET 2004 pp 365- 370.
The 3rd International Conference on Virtual Learning, ICVL 2008 117
Abstract
Recently virtual training has been regarded as an innovation notably for vocational
training. There have appeared numerous virtual learning environments and various
approaches and tools to this end. The focus of “virtual learning” is in fact is on
computer technology and education. The objective of this paper is to present a virtual
training environment designed for shoe design training in the framework of EU LLP
projects: Virtual Training Centre for Shoe Design (VTC-SHOE). The aim of the
project is to implement shoe design training content (at elementary and intermediate
level) into a virtually designed and served training centre, which is accessible over
Internet, e-learning will be realised as an innovation in this field. Virtual Training
Centre for Shoe Design will be set up on the Internet to supply training (at
elementary and intermediate level) for shoe design. A virtual space, a shoe design
training portal on the Internet which will allow the constant sharing of e-learning
based shoe design training material so as to foster the further development of e-learning
based shoe design educational contents will be created. The equipment, methods,
curriculum and techniques currently used in shoe design training by partners will be
observed, collected and evaluated. The selected materials will be used to create a
new and efficient curriculum. This curriculum will be the core of target virtual
training activity to form the curriculum (at elementary and intermediate level).
According to this curriculum, an interactive teaching program will be developed and
put into a website to form a virtual training centre.
1. Introduction
It is an accepted fact that the changing needs in training, in terms of both quantity
and quality, calls for promoting competitiveness and employment on the European
118 University of Bucharest and Ovidius University of Constanta
students attending Skill Acquisition Centres, High Schools and apprentice centres is about
720 now. The minimum expenditure for shoe design training in 2006 is about 1.800.000 USD. The
number of the firms in this sector is about 30.000 and the number of the employees is 300.000.
The rate of shoe export in Turkey in 1980s was not more than 2-3 million USD. In
1990s, the rate was about 30 million USD. The main boost was in 1990-2000, when it
was over 217 million USD. Present capacity is about 500 million pairs. A capacity of
about 200-300 million pairs is in use and the rest is not used. This unused capacity must
be activated. Here training is a very important problem. There are hardly enough qualified
staff who knows a foreign language. There are attempts to set up a training organisation
at university level. The first Shoe design department was opened at Technical Science
College of Selcuk University in 2006 and now there are 30 students.
The European Centre for the Development of Vocational Training (Cedefop) is the
European Union's reference Centre for vocational education and training. This centre
provides information on and analyses of vocational education and training systems,
policies, research and practice. According to Erwin Seyfried (2007), in the past two
decades and in most Member States there has been a growing awareness of the
importance of quality in vocational education and training (VET). Obviously, the
changing demands of the knowledge-based society and the overall trend to increase the
efficiency and effectiveness of VET systems, constitute major driving forces behind these
developments. Undeniably, through its funds and programmes, such as Leonardo da
Vinci, the European Commission has contributed to improving education and VET
systems by raising the level of the services they offer. For a qualitative approach to VET,
the technical working group on quality in VET (TWG) was called to respond to during its
mandate (2003 and 2004) in accordance with the priorities of the Council resolution of 19
December 2002 (Council Resolution of 19 December, 2002) and the Copenhagen
declaration on ‘enhanced cooperation in vocational education and training’ (European
Commission-DG EAC, 2004). Finally, a further focus of the work consisted of translating
the three European policy priorities (promoting employability of the workforce, access to
training with particular emphasis on the most vulnerable groups, and the better matching
of training demand and supply) into concrete and measurable objectives (Sahin at al., 2007).
One of the objectives of the innovative VET systems is regarded as transparency
and distribution of information. This function concerns the potential and actual use of
information. There may be different systems and structures of information distribution
among the various actors, and in the public. And there are preconditions for creating
transparency in the VET system. To improve quality there must be systems for
distributing information and certain mechanisms to ensure the circulated information can
be used by the various actors in the policy process. The more widespread the distribution,
the better the potential use of the data will be – and as a reversal effect, better quality data
can be expected, as the actors are able to check the information against their experience
and will provide feedback to the systems for gathering data.
120 University of Bucharest and Ovidius University of Constanta
One of the concrete future strategic objectives of education and training systems in
the EU (Council of the European Union, 2001) is improving the quality and effectiveness
of education and training systems in the EU. This includes improving education and
training for teachers and trainers, developing skills for the knowledge society, ensuring
access to ICT for everyone, increasing recruitment to scientific and technical studies, and
making the best use of resources. The second strategic objective is facilitating the access
of all to education and training systems. This objective includes open learning
environment, making learning more attractive, and supporting active citizenship, equal
opportunities and social cohesion.
During the 60's and 70's, teaching and learning tools were nothing but a piece of
chalk and a blackboard eraser, teachers and students who met each other face to face
inside the classroom during class. In the 80's, videotape programs were used as teaching
aids. In the 90's, one-way teaching by computer arrived. And finally today's advanced
computer and information network technology has revolutionized our teaching and
learning methods. In accord with the development, learning environment has also
changed. Students can listen to their teacher or trainers in distant classrooms through PC's
and get a simultaneous view of their teachers and texts as well. They can ask questions
and record the "class" for repeated viewing. Training organizations can conduct professional
training directly via the computer network. These learning environments are not so different
from a teacher-guided class with discussions and tests as well (Sahin at al., 2007).
In the report “Studies in the context of the E-learning Initiative: Virtual Models of
European Universities” (Ramboll, 2004), a key concern was how virtual mobility is being
supported in European universities through ICT integration and e-learning. The study
found that the majority of universities face major challenges in promoting ICT
integration. ICT strategy is very important and those universities that have an ICT
strategy are significantly ahead in integration of ICT in administration and organisation
and networking. Integration of ICT and e-learning is politically important in the EU in
terms of internationalisation and globalisation of education, student demand and interest
in increasing the quality of education through ICT. At the national level, integration of
ICT should become a key priority with national and regional institutions making a
commitment to ITC and the development of networks. There must be increased national
flexibility with a commitment to support common standards of quality and assessment
and to develop national and international metadata standards.
This article aims to promote a LdV project (Project Title: Virtual Training Centre
for Shoe Design, Project no: 134124-LLP-1-2007-1-RO-LEONARDO-LMP). This
project will address the strategic objectives mentioned above: The first one is improving
The 3rd International Conference on Virtual Learning, ICVL 2008 121
the quality and effectiveness of education and training systems in the EU by developing
skills for the knowledge society, ensuring access to ICT for everyone, increasing
recruitment to scientific and technical studies, and making the best use of resources. The
second one is facilitating the access of all to education and training systems by providing
open learning environment, making learning more attractive, and supporting active
citizenship, equal opportunities and social cohesion.
continuously developing their skills. By creating a new e-learning content and functional
web service the Virtual Training Centre for Shoe Design will help both workers and footwear
companies transforming the way they learn, interact and work in order to meet the footwear
sector needs for competitiveness, employability and the growth of an entrepreneurial spirit.
The third objective is to support the development of innovative ICT-based content,
services, pedagogies and practice for lifelong learning. ICT-related skills in the shoe
design are also vital for the competitiveness of the footwear sector from and for increased
job opportunities and employment. The concrete aim of the project is to develop a modern
virtual training centre in shoe design for: 1) training the trainers, trainees at the college
and technicians and apprentices for shoe design, 2) preparing shoe design technicians as
intermediates having common measurable qualities the industry is seeking. VTC-Shoe
project will create a common ICT-based content and will help for upgrading competences
and skills of teaching staff and exchange experiences over the virtual training centre.
As for the operational and specific objectives, the project aims to support
improvements in quality and innovation in vocational education and training system,
institution and practices. This can be achieved through improving the qualifications and
competences of the trainees in this field and it is directly related to the well-designed and
programmed curriculum to be carried out on shoe design. In addition, considering that
education is a dynamic process, it will be possible through this project, through its
dynamic and continuous characteristics, to improve the quality of vocational and
technical education, and accession to vocational training will be carried out.
Figure 2. Interface of the Virtual Training Centre (VTC) for Shoe Design
(http://www.vtcforshoedesign.com)
In order to strengthen and ensure that the project results will be used as regards the
target groups, target sectors and potential users, WP 2 (Developing Database for Team
Members of Target Sectors and Groups) will play an important role. This interactive
The 3rd International Conference on Virtual Learning, ICVL 2008 123
software for shoe design training based on new common curriculum will be served on
web. The log files will enable us to trace which of the expected users are logging on to
the site. The obtained results will be classified and compared to the expected usage levels
and the users will be encouraged and promoted to take part in dissemination.
The strategy of methodology and decision on the content development phases will
be determined basing on the common curriculum obtained in WP3. Thus, the stages to
form the content of VTC (Virtual Training Centre) need to: 1) consider the identified and
approved training needs/new qualification needs addressed by the common curriculum
designed in WP3, 2) consider the possible future developments. The content will be based
on the operability and comparability of the training program. Satisfaction of the target
groups will be of another concern. The responsible partners for this work package will
concentrate on the common curriculum produced in WP3. As well as that, the results drawn
up from the conference at the end of WP3 will be also a great asset for the content development
stage. As well as those, the partners will provide appropriate pedagogical experts from
their organisations to conduct and conclude the pedagogical approaches to the content.
This VTC-Shoe is a kind of library that contains a collection of training material
presented in many formats; documents, demonstrations, recorded lectures, and hands-on
labs. The VTC contents can be searched, reviewed all content of each type, or filtered the
content by a topic of interest. When one finds something that interests him or her, he/she
will click the link to access the content. The VTC-Shoe to be set up should contain six
stages under the following headings:
• The Introduction providing the setting.
• The Task telling the learner what to do.
• The Process suggests to the learner how to complete the task.
• The Resources are a set of website links or other resources like the common
curriculum (on or offline) that the learner will use to find the appropriate
information.
• The Evaluation informs the learner as to judge the success. This could also
include soft outcomes.
• The Conclusion rounding up the activity.
Virtual Training Centre for Shoe Design will be set up on the Internet to supply
training for shoe design. A virtual space, a shoe design training portal on the Internet
which will allow the constant sharing of e-learning based shoe design training material so
as to foster the further development of e-learning based shoe design educational contents
will be created. The equipment, methods, curriculum and techniques currently used in
shoe design training by partners will be observed, collected and evaluated. The selected
materials will be used to create a new and efficient curriculum. This curriculum will be
the core of target virtual training activity. Therefore, four main aspects will be solved:
1. Virtual training will be an innovative approach in shoe design training, as the Virtual
Training Centre will include interactive training software based on the new and common
curriculum. In this way more trainees will benefit from the same and reliable source of training.
124 University of Bucharest and Ovidius University of Constanta
2. The Simulation program served on Virtual Training Centre will be expected to solve
lack of unification of the shoe design tools necessary for training purpose for numerous trainees.
3. The common curriculum will enable the partner countries to cooperate in shoe
design training. Thus the authorities will be able to obtain mutually a means to measure
the level of outcomes in shoe design training in partner countries.
4. Creating an interactive teaching program served on Internet will help even while at
work and disseminating information regarding the latest technology and innovations
through observation and implementation will be beneficial to the shoe manufacturers.
The general features of the anticipated web platform will be: easily comprehensible
(readability of the codes will be quite high), web modularity (a modular structure that will
be accessed by different user groups (a modular structure that is provided by object
oriented programming techniques), separation of supplying and operating logics (the
system will conduct operational functions and the design of user interface separately from
the operation logics). By means of this understanding, a secure structure will be obtained
basing on the web manager and user modules.
a) Web Manager will be in an Internet application structure that will provide the
administration of the web site and provide the web broadcasting of content formers over
web browsers.
• Technical Features: MySQl will be used as database. For the confirmation of the
registered users, a special index keeping the information of the users will be used.
• Development of application process: P1 will be responsible for the coordination
of the development of the applications. Algorithmic infrastructure, software
development, hosting procedures, creation of the web platform and necessary
development procedures will be done by one or two sub-contractor. Development
of the security module, make use of the different databases and testing the system
at different stages will be under the responsibility of P1.
• Basis of the program: This application will be developed enabling the distance
web site managing. Thus, the construction and update of partner sub-web sites
both in English and in native languages will be possible by using the English
based management modules. The partners will transfer the information for their
sub-web site (under the original web site) to the web server over this application.
The rapidly changing technologies, as well as the innovative e-learning teaching methods
require for adapted modules for lifelong training that keeps continuously up to date with
the relevant developments of the European footwear industry. The Virtual Training Centre
for Shoe Design will be an interactive platform, a meeting point for policy-makers,
social-partners, practitioners, researchers and all those with an interest in shoe design
field of vocational education and training. Experts in the field will be able to share and
exchange knowledge and experience with associates within and outside the European Union.
The project’s scientific and pedagogic objectives are in tune with the main priority
in Lifelong Learning Programme: Part I (EAC/61/2006). Through the various research
The 3rd International Conference on Virtual Learning, ICVL 2008 125
and development projects partner P1 has developed training materials for shoe design. These
materials have to be compared between involved partners in order to get common curricula
to be share with future users at a European level. The innovative e-content, which will be
developed within the VTC-Shoe project, can easily be translated to various languages.
In terms of Strategic Impact and Contribution to growth, the VTC-Shoe project is
expected to have a very powerful impact in the European Footwear industry. Closely to
the other projects funded by European Community, it will improve competitiveness
helping footwear companies to have skilled and competent shoe designers.
Thus, VTC-Shoe added value for the Community lies in the provision of a training
tool that has the dynamics not only to provide valuable training and skills to the targeted
beneficiaries but also to empower the processes of the EU Clothing Industry and thus,
increase productivity and competitiveness. This, in its turn, is expected help the industry
grow and, thus, increase the demand for more skilled employees.
This virtual training centre to be formed in this field and its application will set the
first and good example for virtual learning in national vocational training systems. It will
help improve and upgrade competences and skills of staff and exchange experiences over
the virtual training centre. It will increase the work opportunity by helping young
generation to use Information Technologies.
As this project contributes to e-learning by providing new training tools, it will
create new job opportunities for the individuals in partner countries and thus this will
contribute to employment exchange in EU. These activities are inline with European
strategies for vocational training. As emphasised at LEARNTEC 2005 (Karlsruher
Messe- und Kongress-GmbH, Tuesday 02nd of November 2004), “E-Learning has
become indispensable for corporate training, but the fascination of SMEs for web-based
learning is still quite limited. Further education and training figures rarely on the priority
list, and in most of the cases, a training department does not even exist.” This project is
also expected to help the participants to acquire required qualities, to be proud of this, and
in this way, to be an active citizen of EU.
The internet based platform within the VTC-Shoe project offers to trainers/teachers
the possibility for continuing development of their skills and competences. The innovative
solutions for training in shoe design as well as the innovative pedagogical methodologies
will keep them up to date with the new technologies in order to have a longer active
professional life. Within the shoe industry, the majority of workers are women (Nina Ascoly &
Chantal Finney, 2005) and account for about 40% to 50% of all employees. Our project
will open new training opportunities for women. However, the e-learning shoe design course
developed within the Virtual Training Centre is an equal opportunities course, combating
all forms of discrimination based on sex and will be open to both man and women
One of the major problems of the footwear industry at the moment is that the
overall level of skills and qualifications needs to be raised and, therefore, it is also
necessary for training modules to respond to the continuous evolution in the workplace so
as to confront the problem of unemployment and increased competition. VTC-Shoe
project proposal comes up to the changing needs in training, in terms of both quantity and
quality, designed for promoting employment on the footwear industry. Training materials
offered by the VTC-Shoe internet platform will help both unemployed people to find a
job in footwear companies, and worker to up to date their skill for getting a better
126 University of Bucharest and Ovidius University of Constanta
position. The Virtual Training Centre (VTC) will be set up on the internet for Shoe
Design training. This will allow the constant sharing of e-learning based Shoe Design
teaching material will be created so as to foster the further development of e-learning
based Shoe Design educational contents. The VTC for Shoe Design will be an interactive
platform, a meeting point for policy-makers, social-partners, practitioners, researchers
and all those with an interest in Shoe Design field of vocational education and training.
Experts in the field will be able to share and exchange knowledge and experience with
associates within and outside the European Union.
The free toolkit, available on this site, will provide the trainers and trainees with the
facility to design the product in mind. Access to create, update or modify the VTC-Shoe will
be available throughout the project and after it. The interactive teaching program served
on internet will help even while at work and disseminating information regarding the
latest technology and innovations through observation and implementation will be
beneficial to the manufacturers. This interactive software for Shoe Design training based
on new common curriculum will be served on web. The log files will enable us to trace
which of the expected users are logging on to the site.
6. Conclusion
design, and pattern construction and which will be more clearly and in a more effective
educational approach than in an ordinary classroom. Through the network of collaborations of
the partnership, the outputs of the training tools will be assimilated in the training systems
of a wider spectrum of training organisations.
The results of the project can be transferred to similar fields such as furniture,
textile, air conditioning etc. The experiences and knowledge gained during the process of
this project can be used in developing and improving other training programmes in
particular in the area of new information technology applications in related sectors. The
final form of the training programme will be publicised on the co-ordinating
organisations’ website. In addition, through meetings, workshops and conferences and
seminars to be held with the related institutions, the results will be introduced to other
sectors. As this type of learning is virtual and based on distance learning, it will be
possible to have access in all geographical contexts.
REFERENCES
Commission Staff Working Document: on the promotion of competitiveness and employment on the
European footwear industry. This report was issued in Brussels, on 28.2.2001, SEC (2001) 366.
Council of the European Union, 2001.
Council Resolution of 19 December 2002, 2003.
Decision No 1720/2006/Ec of The European Parliament and of the Council Of 15 November 2006,
Art.25, pct. b, art. 26, pct. 1.d.
Decision of the European Parliament And Of The Council establishing a Competitiveness and
Innovation Framework Programme (2007-2013), COM (2005) 121 final, 2005/0050 (COD).
Economic and competitiveness analysis of the footwear sector in the EU 25”, September 2005.
European Commission – DG EAC, 2004.
HANZL, D., BRETON, P., and JANUSKAITE, R., Competitiveness of Industry in Candidate
Countries, 2001, under the framework of contract PSE/99/502333.
Lifelong Learning Programme: Part I – Priorities Of The 2007 General Call For Proposals, (Eac/61/2006).
MARA BRUGIA, in Eden 2005 Annual Conference, Helsinki, 20-23 June.
MIHAI AURA, MEHMET ŞAHIN, E-Portfolio in Vet: A Study into the Link between Personal
Development Planning and Curriculum in Shoe Design Training, EPVET 2007: International
Conference on E-Portfolio Process in Vocational Education, Present and Future, 2-3 May 2007,
Bucharest, Romania.
NINA ASCOLY & CHANTAL FINNEY (editors), 2005, Made by Women, Gender, The Global
Garment Industry And The Movement For Women Workers’ Rights, http://www.cleanclothes.org/
ftp/made_by_women.pdf, downloaded on 28.03.2007.
Ramboll, PLS, (2004): Studies in the context of the E-learning Initiative: Virtual Models of
EUROPEAN Universities (Lot1). Draft Final Report to the European Commission, DG
Education and Culture, available at http://elearningeuropa.info
ŞAHIN, M., BILALIS, N., YALDIZ, S., ANTONIADIS, A., ÜNSAÇAR, F., MARAVELAKIS, E., 2007,
Revisiting CNC Training – A Virtual Training Centre for CNC, International Conference on
E-Portfolio Process in Vocational Education-EPVET, Bucharest, Romania.
128 University of Bucharest and Ovidius University of Constanta
SOAS-UCL Centre for Excellence in Teaching and Learning Languages of the Wider World,
School of Oriental and African Studies Room 443
Thornaugh Square, London WC1H 0XG, UNITED KINGDOM
E-mail: nvticheler@yahoo.it
Abstract
The SOAS-UCL Centre of Excellence in Teaching and Learning ‘Languages of the
Wider World’ at the University of London aims to promote excellence in the
teaching and learning of languages that do not have a large presence in UK Higher
Education but which are of increasing strategic importance, locally and globally. A
key objective of the CETL is to support blended language learning. Flexi-Packs, one
of our flagship projects, is an innovative package of specially-tailored learning
materials, designed to promote mobile learning, with opportunities for learner
empowerment and collaborative learning. The paper will present the pedagogical
rationale behind the Flexi-Packs and reference will be made to Romanian materials
produced at University College London.
1. Introduction
According to official figures from the Higher Education Statistics Agency, around 71,000
students were taking at least one accredited module in languages in 2001/2002. This represents
4.6% of all students and has declined from 90,000 (6.4%) in 1998/1999. (Kelly & Jones, 2003)
Considerable concern has been expressed in the press about the long-term future of
languages in UK schools and universities and about the implications for business. (CILT, 2005)
130 University of Bucharest and Ovidius University of Constanta
In the knowledge society of the 21st century, language competence and intercultural
understanding are not optional extras, they are an essential part of being a citizen. (Ashton, 2002)
Until now, learning has tended to be static and fixed. Learners have had to go to a
site of learning such as a college or school at specific times. E-learning can change all this.
Learners can choose what, how and when they learn and learning can now be defined by
those choices, rather than by the time available to attend a physical centre of learning.
(DFES, 2002)
At any stage of learning, ICT could re-engage the unmotivated learner” (DFES,
2005) and “the new technologies are capable of creating real energy and excitement for all
age groups. Used well, they should motivate, personalise and stretch. (DFES, 2005)
The 3rd International Conference on Virtual Learning, ICVL 2008 131
2. Mobile Learning
In recent years, mobile learning (m-learning) has attracted a great deal of interest
throughout the educational spheres and this has resulted in numerous pilot projects and
research papers. An example of this is the review conducted by Cobcroft et al (2006)
which concerned over 400 publications on m-learning including conference papers,
reports, reviews and research projects.
M-learning may currently be considered as a loosely-defined concept, with a wealth
of initiatives related to the use of handheld devices both in and out of the classroom,
including for self-study and to supplement taught sessions. There is a need to clarify the
definition and scope of m-learning and, in this paper, m-learning is described as the use of
handheld devices outside the classroom by adult students for learning purposes in Higher
Education contexts in the United Kingdom.
M-learning concerns the acquisition of knowledge and skills through the use of
mobile technology, irrespective of time and location. (Geddes, 2004)
the term “mobile learning” is frequently used to refer to the use of handheld technologies
enabling the learner to be on the move, providing anytime anywhere access to learning.
(Price, 2007)
mobile learning is not just about learning using portable devices, but learning
across contexts. (Sharples, 2007)
needs and give them a greater say in what they learn, when and how. Then, Flexi-Packs
are easy to modify by tutors, even with limited technical knowledge and this applies in
particular to text files. Moreover, they offer flexibility in terms of presentation, as they
can be placed on web pages or on Virtual Learning Environments for students to
download and use for m-learning.
4. Concluding Notes
This article outlines the rationale for creating Romanian Flexi-Packs, a range of m-
learning materials with a fully-integrated approach between traditional lessons and self-
study. Flexi-Packs are currently being developed for a variety of languages including
Turkish, Bengali, Nepali and Japanese at SOAS and UCL. Flexi-Packs truly offer a m-
learning experience to students, with materials which correspond to their needs and allow
for a greater empowerment in their learning experience. More opportunities for further
development are available through a greater use of Virtual Learning Environments. For
further information about Flexi-Packs, or about CETL work more generally, please visit
http://www.lww-cetl.ac.uk
REFERENCES
ALLY, M. (2004), Using Learning Theories to design Instruction for Mobile Learning
Devices. In M-Learn 2004 Conference Papers, Rome, 5-7.
ATTEWELL, J. & WEBSTER, T. (2004), Engaging and Supporting Mobile Learners.
In M-Learn 2004 Conference Papers, Rome, 15-19.
ATTEWELL, J. (2005), Mobile Technologies and Learning. A Technology Update and M-Learning
Project Summary. Learning and Skills Development Agency, London.
BEALE, R. (2004), Wireless Learning community Hub. In M-Learn 2004 Conference Papers,
Rome, 23-24.
BULL, S. et al. (2004), Interactive Logbook: The Development of an Application to Enhance and
Facilitate Collaborative Working within Groups in Higher Education, in M-Learn 2004
Conference Papers, Rome, 39-42.
COBCROFT, R. et al. (2006), Literature Review into Mobile Learning in the University Context.
Queensland University of Technology, Queensland.
CILT, (2005), Language Trends. CILT, London, http://www.cilt.org.uk/research/languagetrends/
2005/trends2005_community.pdf
CILT, (2007). Higher Education Statistics. Analysis of HESA data. CILT, London, http://www.cilt.
org.uk/research/statistics/education/higher.htm
CONOLE, G. (2004), E-Learning: The Hype and the Reality. Journal of Interactive media in Education.
DFES (2002), National Languages Strategy. DFES, London.
DFES (2005), Harnessing Technology. Transforming Learning and Children’s Services. Summary
Version (3rd report). DFES, London.
DORNYEI, Z. (1997), Psychological Processes in co-operative language learning group dynamics
and motivation. The Modern Language Journal 81, 482-493.
134 University of Bucharest and Ovidius University of Constanta
Abstract
The Internet and the World Wide Web in particular provide a unique platform to
connect learners with educational resources. Educational material in hypermedia
form in a Web-based educational system makes learning a task-driven process. It
motivates learners to explore alternative navigational paths through the domain knowledge
and from different resources around the globe. Consequently, many researchers have
focused on developing e-learning systems with personalized learning mechanisms to assist
on-line Web-based learning and to adaptively provide learning paths. However,
although most personalized systems consider learner preferences, interests and
browsing behaviors when providing personalized curriculum sequencing services,
these systems usually neglect to consider whether learner ability and the difficulty level of
the recommended curriculums are matched to each other. Therefore, our proposed
approach is based on Integer programming (IP) to optimize user curriculum based
on the utility function which is related to preferences.
1. Introduction
Virtual Learning (VL) system is an internet based service like the application
system or the internet based virtual course study service (this paper argues this service to
be a part of the e-Learning system). This system is able to be interpreted in various ways
such as ‘‘computer based, education delivery system which is provided through the
Internet’’, or ‘‘an educational method that is able to provide opportunities for the needed
people, at the right place, with the right contents, and the right time’’ (Song, 2000).
The e-Learning system is one of many methods of the education (the teaching and
learning procedure) that allows flexible learner-centered education. It is an information
system based on the World Wide Web. E-Learning provides an inter-disciplinary approach to
information technology and educational engineering, and an assessment of e-Learning
effectiveness could also be achieved. As of IT, the end user assessment, the quality of the
information system, and the system’s user satisfaction could be measured.
136 University of Bucharest and Ovidius University of Constanta
In this paper, we propose a virtual learning environment network. The basis of that
network is that a student wants to choose his educational curriculum based on a standard.
The virtual learning system is including departments, courses, and teachers. A student
should choose a department, based on his learning profile, in which different courses are
offered. Each course is provided with some teachers. Those selections are based on a
standard. The details about different standards and the applied standard in this paper are
explained in the next section. The overall scheme of the proposed VLE is indicated in Figure 1.
The 3rd International Conference on Virtual Learning, ICVL 2008 137
Student
Course 1 Course 2 Course n Course 1 Course 2 Course n ... Course 1 Course 2 Course n
3. Utility Function
chance of winning the jackpot with a probability of 0.75 and it will be assigned a utility
of 0.75. Anything which is estimated to be just as valuable as such a ticket (no more, no
less) will be assigned a utility of 0.75 as well.
The scale so defined does have the property required of utility scales. Consider, for
example, a prospect which may have one of two outcomes:
• The first outcome has a probability of 0.3 and a utility of 0.6 (it could be a ticket
with a 60% face value).
• The second outcome has a probability of 0.7 and a utility of 0.2 (it could be a
ticket with a 20% face value).
The prospect has therefore, by definition, a utility of 0.32, and we do observe that
the result has been computed with the same rule as a mathematical expectation. It would
be so in any other case involving either lottery tickets or things/situations previously
assigned a utility (by direct or indirect comparisons with such tickets).
The types of utilities introduced above are between 0 and 1, but no such restriction
is in fact required. The key observation is that we may either translate or rescale a utility
scale without affecting at all the decisions it implies: Each side of every comparison is
translated or rescaled the same way and it does not affect inequalities as long as the
scaling factor is positive. In particular, we may keep the same utility scale if we're faced
with an outcome more valuable than whatever jackpot we first considered. If that jackpot
is estimated to be just as desirable as a chance of winning the bigger prize with
probability p, we may assign a utility 1/p to the bigger prize (and this, of course, is larger
than 1). Similarly, the original "ticket" scale may have to be extended to assign negative
utilities to certain undesirable situations. Considering such a situation "in context", as an
outcome of a prospect whose other outcomes are quite positive, allows the semi-direct
use of the "ticket" scale to evaluate its negative utility.
In this paper we apply capability index as a utility function. A common Process
Capability measure, Cp (often called a Process Capability Index), indicates how well the
process distribution fits within its specification limits, and is simply the ratio of the
specification width to the variation width. Process capability compares the output of an
in-control process to the specification limits by using capability indices. The comparison
is made by forming the ratio of the spread between the process specifications (the
specification "width") to the spread of the process values, as measured by 6 process
standard deviation units (the process "width").
USL − LSL
Cp = ,
6σ
where USL is upper specification limit and LSL is lower specification limit. The σ is
variation width of the process. USL and LSL in this paper would be the standards which
The 3rd International Conference on Virtual Learning, ICVL 2008 139
the educational standard institute identifies based on the VLEs facilities, quality of
education, user satisfaction and etc.
We are often required to compare the output of a stable process with the process
specifications and make a statement about how well the process meets specification. To do
this we compare the natural variability of a stable process with the process specification
limits. A capable process is one where almost all the measurements fall inside the
specification limits. This can be represented pictorially by the plot below (Figure 2):
Here we introduce the mathematical model for deciding about the optimal
curriculum for a student. The proposed model is based on 0/1 integer programming. The
indexes, notations, and equations are described as follows:
140 University of Bucharest and Ovidius University of Constanta
Indexes:
i Variable for the number of departments
j Variable for the number of courses
k Variable for the number of the professors
Notations:
sij The number of teachers who offer the course j in department i
Di Whole courses that can be chosen in one department.
l The total number of units that the student should pass when they are graduated
m The number of departments
n The number of courses
Decision variable:
Xijk 1 If Student choose department i and, take the course j by professor k; 0 if not
n m S ij
For j = 1,2,…,m ∑∑ X
i =1 k =1
ijk ≤1 (2)
n m S ij
∑ ∑ ∑ X ijk = l (3)
i =1 j =1 k =1
m S ij
For i=1,2,….,n ∑∑ X
j =1 k =1
ijk = l × Di (4)
n
l × ∑ Di = l (5)
i =1
Equation (1), which is the objective function, wants to reach the optimal curriculum
based on the utility function. Equation (2) guaranties that each course is not selected or
just one time is selected. Equation (3) confines the number of course selection to l.
The 3rd International Conference on Virtual Learning, ICVL 2008 141
Equation (4) and (5) guaranty that all selected courses by a student should be in one
educational center. Equation (6) indicates that if a course offered by an educational center
is not of suffice utility, then it automatically won’t be selected by a student. Equation (7)
presents the sign and the kind of the variables.
In this way after some computations the optima curriculum is achieved. The curriculum
consists of the department, the course, and teacher. The advantages of the proposed
model is excluding personal preferences and replace it with capability index of education
which would be same for all students, providing a mathematical model structure for the
problem which reduce the uncertainty in decision modeling, and provision of effective
educational elements for curriculum selection regarding to student’s profile.
5. Conclusions
Virtual Learning system is an internet based service like the application system or
the internet based virtual course study service. This system is able to be interpreted in
various ways of learning. One of the aspects of virtual learning environments is curriculum
selection. Most of the time students would choose their curriculum based on their preferences
but the preference won’t all the time provide correct selection considering different
emotions of human. Therefore in this paper we have applied a standard for selecting
courses, teachers, and departments that is called utility function for decision maker.
Process capability is a standard that is computed to determine the quality of an element.
Integrating that capability index with 0/1 integer programming we achieved the optimal
curriculum for a student. As future study we will develop the model for multi student
associated with stochastic time period each student may enter into the selecting process.
6. Acknowledgments
REFERENCES
PICCOLI, G., AHMAD, R., & IVES, B. (2001), Web-Based Virtual Learning Environments: A
Research Framework and a Reliminary Assessment of Effectiveness in Basic IT Skills
Trening, MIS Quarterly, 25(4), 401-426.
SALKIN, H. M., MATHUR, K., 1989, Foundations of Integer Programming. North-Holland, Amsterdam.
SIMONS, R. 1996, How OR Improved Smelter Performance. MP in Action. The Newsletter of
Mathematical Programming in Industry and commerce, United Kingdom, February.
SONG, Y. S. (2000), Cultivation course to men of talent and e-Learning strategy of digital era.
Journal of Training and Development, 2000(7), 148.
TAHA, H. A., 2003, Operations Research. Seventh ed. Macmillan, New York.
WANG, Y. S. (2003), Assessment of learner satisfaction with asynchronous electronic learning
systems. Information & Management, 41(1), 75.
The 3rd International Conference on Virtual Learning, ICVL 2008 143
Abstract
This paper aims to evaluate different maintenance strategies (such as corrective
maintenance, time-based preventive maintenance, condition-based maintenance, and
predictive maintenance) for different equipment used in a virtual learning
environment. An optimal maintenance strategy mix is necessary for increasing
availability and reliability levels of learning facilities without a great increasing of
investment. The selection of maintenance strategies is a typical multiple criteria
decision-making (MCDM) problem. Therefore Analytic Hierarchy Process (AHP) is
applied to select the appropriate maintenance strategy.
1. Introduction
The capability and flexibility of the virtual learning system (VLS) have been
demonstrated in both training and education, resulting in its adoption by the academia as
well as the industry. Since the commercial application package (or commercial off-the-shelf)
strategy of system development is so widespread (Whitten, Bentley, & Dittman, 2004),
the proliferation of VLS applications has created confusion for the potential adopters when
they have to make a decision regarding the selection from candidate products or solutions.
Conventional approaches for evaluating an information system (IS) have leaned
towards the standpoints of technical personnel. In contrast, the VLS places particular stress on
certain areas, such as, the content and the ways in which it is presented, demonstrating
that it is a highly user-oriented system. Since users are widely recognized as the key
stakeholders in any IS or IS service (Jiang, Klein, Roan, & Lin, 2001), their attitudes
toward the system are pivotal and should be valued. This is evidenced by the fact that
user satisfaction is often seen as a key antecedent to predict the success of a particular IS
(DeLone & McLean, 2003), or to anticipate a user’s behavior of reuse (Lin & Wang, 2006;
Lin, Wu, & Tsai, 2005).
Unfortunately, unlike other aspects of administering a learning institute which have
received tremendous interest from researchers and practitioners, maintenance received
little attention in the past. This is one of the reasons that results in low maintenance
144 University of Bucharest and Ovidius University of Constanta
efficiency in learning institute at present. As indicated by Mobley (2002), one third of all
maintenance costs is wasted as the result of unnecessary or improper maintenance
activities. Today, research in this area is on the rise. Moreover, the role of maintenance is
changing from a ‘‘necessary evil’’ to a ‘‘profit contributor’’ and towards a ‘‘partner’’ of
institutes to achieve world-class competitiveness (Waeyenbergh and Pintelon, 2002).
Therefore, research on maintenance represents an opportunity for making significant
contribution by academics.
In the literature, maintenance can be classified into two main types: corrective and
preventive (Li et al., 2006; Waeyenbergh and Pintelon, 2004). Corrective maintenance is
the maintenance that occurs after systems failure, and it means all actions resulting from
failure; preventive maintenance is the maintenance that is performed before systems
failure in order to retain equipment in specified condition by providing systematic
inspections, detection, and prevention of incipient failure (Wang, 2002). Based on the
development of preventive maintenance techniques, three divisions of preventive
maintenance are considered in this paper, i.e. time-based preventive maintenance,
condition-based maintenance, and predictive maintenance.
Therefore, the MCDM theory should be used for the maintenance strategy
selection. Several MCDM methods have been developed, such as the weighted sum
model (WSM), the weighted-product model (WPM), the TOPSIS method, and the AHP
(Triantaphyllou and Lin, 1996). The AHP is one of the most popular MCDM methods. It
has the following advantages (Triantaphyllou et al., 1997; Bevilacqua and Braglia, 2000):
(1) It is the only known MCDM model that can measure the consistency in the
decision makers’ judgments;
(2) The AHP can help the decision makers to organize the critical aspects of a
problem into a hierarchical structure similar to a family tree, making the decision process
easy to handle;
(3) Pair-wise comparisons in the AHP are often preferred by the decision makers,
allowing them to derive weights of criteria and scores of alternatives from comparison
matrices rather than quantify weights/ scores directly.
In this paper, first we describe different maintenance strategies. Then the criteria
and sub-criteria are defined and finally, an AHP-based decision model is proposed.
3. Comparing Criteria
When different maintenance strategies are evaluated for different equipments, the
learning institutes must set maintenance goals taken as comparing criteria first. Different
learning institutes may have different maintenance goals. But in most cases, these goals
can be divided into four aspects analyzed as follows:
(1) Safety: Safety levels required are often high in many learning institutes. The
relevant factors describing the Safety are:
(a) Personnel: The failure of many types of equipment can lead to serious
damage of personnel on site.
(b) Facilities: For example, the sudden breakdown of a learning server in a
virtual learning system can result in serious damage of the corresponding
learners who are being serviced by that server.
(c) Environment: The failure of equipment with poisonous liquid or gas can
damage the environment.
(2) Cost: Different maintenance strategies have different expenditure of hardware,
software, and personnel training.
(a) Hardware: For condition-based maintenance and predictive maintenance, a
number of sensors and some computers are indispensable.
146 University of Bucharest and Ovidius University of Constanta
(b) Software: Software is needed for analyzing measured parameters data when
using condition- based maintenance and predictive maintenance strategies.
(c) Personnel training: Only after sufficient training can maintenance staff make
full use of the related tools and techniques, and reach the maintenance goals.
(3) Added-value: A good maintenance program can induce added-value, including
low inventories of spare parts, small production loss, and quick fault identification.
(a) Spare parts inventories: Generally, corrective maintenance need more spare
parts than other maintenance strategies. Spare parts for some equipments
are really expensive.
(b) Production loss: The failure of more important equipments in the learning
process often leads to higher production loss cost. Selecting a suitable
maintenance strategy for such equipments may reduce production loss.
(c) Fault identification: Fault diagnostic and prognostic techniques involved in
the condition- based and predictive maintenance strategies aim to quickly
tell maintenance engineers where and why fault occurs. As a result, the
maintenance time can be reduced, and the availability of the learning
system may be improved.
(4) Feasibility: The feasibility of maintenance strategies is divided into acceptance
by users and technique reliability.
(a) Acceptance by users: Managers and maintenance staff prefer the
maintenance strategies that are easy to implement and understand.
(b) Technique reliability: Still under development, condition-based maintenance
and predictive maintenance may be inapplicable for some complicated
learning facilities.
The AHP was developed first by Satty. It is a popular tool for MCDM by
structuring a complicated decision problem hierarchically at several different levels. The
algorithm for applying AHP method in the proposed problem of this study is as follows:
Notational Definitions:
The following steps are taken for the proposed problem of this study:
The 3rd International Conference on Virtual Learning, ICVL 2008 147
Personnel
Safety Facilities
Predictive Maintenance
Environment
Condition-based
Added-value Production Loss Maintenance
Cost Software
Personnel Training
Corrective Maintenance
Acceptance by Labors
Feasibility
Technique Reliability
Step 3: Construct the strategy-criteria matrix using steps 3-1 to 3-5 by the AHP method.
Step 3-1: Matrices of pair-wise comparisons are constructed for each of the
lower levels with one matrix for each element in the level immediately
above by using a relative scale measurement. The decision maker has
the option of expressing his or her intensity of preference on a nine-
point scale. If two criteria are of equal importance, a value of 1 is given
in the comparison, while a 9 indicates an absolute importance of one
criterion over the other.
Step 3-2: Computation of eigenvalue by the relative weights the criteria and the
sum is taken over all weighted eigenvector entries corresponding to
those in the next lower level of the hierarchy.
Pair-wise comparison data can be analyzed using the eigenvalue
technique. Using these pair-wise comparisons, the parameters can be
estimated. The right eigenvector of the largest eigenvalue of matrix A
constitutes the estimation of relative importance of attributes.
Step 3-3: Construct the consistency and consequence weights analysis, as
follows:
148 University of Bucharest and Ovidius University of Constanta
1 w1
K
w1
w2 wn
w 2 1 K
w2
A = ( aij ) = w 1 wn
M M O
w n wn
1
w 1 w 2
Note that if matrix A is consistent (that is, aij = aik akj for all i , j , k = 1, 2, ..., n ),
then A contains no errors (the weights are already known) and we have
wi
aij = , i , j = 1, 2, ..., n .
w j
If the pair-wise comparisons do not include any inconsistencies, than λ max = n. The
more consistent the maximum comparisons are, the closer the value of computed λ max is
to n. A consistency index (CI), which measures the inconsistencies of pair-wise
comparisons, is set to be:
CI =
( λmax − n ) , and a consistency ratio (CR) is set to be: CR = 100
CI
,
( n − 1) RI
where n is the number of columns in A, CI is the consistency index, and RI is the random
index, being the average of the CI obtained from a large number of randomly generated matrices.
Note that RI depends on the order of the matrix, and CR value of 10% or less is
considered acceptable.
Steps 3-1 to 3-3 are performed for all levels in the hierarchy.
Step 3-4: Configure strategy-sub criteria and the sub criteria-criteria matrix as follow:
Table 1
The strategy-sub criteria matrix
Table 2
The sub criteria-criteria matrix
C1 C2 C3 C4
Table 3
The strategy-criteria matrix
C1 C2 C3 C4
where R pq = ∑ W ′ ×W
j
pj jq ∀p = 1,..., m , q = 1,..., 4 , and j is the number of sub criteria.
Table 4
The criteria-criteria pair-wise comparison matrix
C1 C2 C3 C4 wq
The wq s are gained by normalization process. Hence the wq s are the weights for criteria.
Step 5: Here we can calculate the overall weights for the strategies using Tables 3
and 4, as follows:
Total weight for strategy 1 = R11 × w1 + R12 × w2 + R13 × w3 + R14 × w4
Total weight for strategy 2 = R21 × w1 + R22 × w2 + R23 × w3 + R24 × w4
Total weight for strategy 3 = R31 × w1 + R32 × w2 + R33 × w3 + R34 × w4
Total weight for strategy 4 = R41 × w1 + R42 × w2 + R43 × w3 + R44 × w4
Here we achieve the weights for the alternatives (strategies), hence the ranking is
possible. The strategy which receives the highest weight is number one in ranking and
therefore, is the strategy that will be selected.
5. Conclusion
6. Acknowledgments
REFERENCES
AL-NAJJAR, B., ALSYOUF, I., 2003, Selecting the most efficient maintenance approach using fuzzy multiple
criteria decision making. International Journal of Production Economics 84, 85-100.
BENGTSSON, M., 2004, Condition based maintenance system technology-where is development heading?
Proceedings of the 17th European Maintenance Congress, Barcelona, Spain, May 11-13.
BYINGTON, C., ROEMER, M. J., GALIE, T., (2002), Prognostic enhancements to diagnostic systems for
improved condition- based maintenance. Proceedings of IEEE Aerospace Conference, vol. 6, Big Sky,
USA, March 9-16, pp. 2815-2824.
DELONE, W. H., & MCLEAN, E. R. (2003), The DeLone and McLean model of information systems
success: a ten-year update. Journal of Management Information Systems, 19(4), 9-30.
DJURDJANOVIC, D., LEE, J., NI, J., (2003), Watchdog agentan infotronics based prognostics approach for
product performance assessment and prediction. International Journal of Advanced Engineering
Informatics 17, 109-125.
JIANG, J. J., KLEIN, G., ROAN, J., & LIN, J. T. M. (2001), IS service performance: self-perceptions and user
perceptions. Information & Management, 38(8), 499-506.
LI, J. R., KHOO, L. P., TOR, S. B., (2006), Generation of possible multiple components disassembly sequence
for maintenance using a disassembly constraint graph. International Journal of Production Economics
102, 51-65.
LIN, C. S., WU, S., & TSAI, R. J. (2005), Integrating perceived playfulness into expectation-confirmation
model for web portal context. Information & Management, 42(5), 683-693.
LIN, H.-H., & WANG, Y.-S. (2006), An examination of the determinants of customer loyalty in
mobile commerce contexts. Information & Management, 43(3), 271-282.
MECHEFSKE, C. K., WANG, Z., 2003, Using fuzzy linguistics to select optimum maintenance and
condition monitoring strategies. Mechanical Systems and Signal Processing 17 (2), 305-316.
MOBLEY, R. K., 2002, An Introduction to Predictive Maintenance, Second ed. Elsevier science,
New York.
SHARMA, R. K., KUMAR, D., KUMAR, P., 2005, FLM to select suitable maintenance strategy
in process industries using MISO model. Journal of Quality in Maintenance Engineering 11
(4), 359-374.
SMITH, C. U., & WILLIAMS, L. G. (1999), A performance model interchange format. Journal of
Systems and Software, 49(1), 63-80.
SWANSON, L., 2001, Linking maintenance strategies to performance. International Journal of
Production Economics 70, 237-244.
TRIANTAPHYLLOU, E., KOVALERCHUK, B., MANN, L., KNAPP, G. M., 1997, Determining the
most important criteria in maintenance decision making. Journal of Quality in Maintenance
Engineering 3 (1), 16-28.
TRIANTAPHYLLOU, E., LIN, C. T., 1996, Development and evaluation of five fuzzy
multiattribute decision-making methods. International Journal of Approximate Reasoning
14, 281-310.
WAEYENBERGH, G., PINTELON, L., 2002, A framework for maintenance concept development,
International Journal of Production Economics 77, 299-313.
152 University of Bucharest and Ovidius University of Constanta
WAEYENBERGH, G., PINTELON, L., 2004, Maintenance concept development: A case study.
International Journal of Production Economics 89, 395-405.
WANG, H., 2002, A survey of maintenance policies of deteriorating systems. European Journal of
Operational Research 139, 469-489.
WHITTEN, J. L., BENTLEY, L. D., & DITTMAN, K. C. (2004), System analysis & design methods,
New York: McGraw-Hill.
The 3rd International Conference on Virtual Learning, ICVL 2008 153
Abstract
Migration from the traditional to web-based learning paradigm is usually
accompanied by remodeling of many learning core activities particularly those
associated with user-centered services. In this capacity of the web-based learning
paradigm, many educational centers have established networked environments
within which many virtual-user communities are forming and growing.
Understanding the virtual user’s needs in these communities has become the first
priority of networked learning systems for designing, running and managing
effective virtual learning services to meet the increasing expectations of the invisible
users. To achieve this, the virtual learning system strives to improve their quality of
service by applying a wide range of such quality management approaches as quality
function deployment (QFD). QFD initially stresses on driving continuous
improvement of the user-oriented services towards end-user satisfaction. The paper
attempts to incorporate the QFD to be integrated strategically in designing and
managing e-learning provision within networked learning environment.
1. Introduction
Content/Audience
Analysis
Course Objectives
Expectations
Student
Content/Audience
Course Activities/
Instructional Techniques
Analysis
Delivery Techniques
Course Objectives
Instructional Techniques
C ourse Activities/
How much
How much
Product Planning
How much
Process Planning
How much
Parts Development
Production Planning
The initial phase of the QFD is the product planning stage. During this stage the
purpose is to acquire students’ input to define the characteristics of a quality online
course from their perspective. Obtaining student information can be accomplished
through personal interviews, focus groups, telephone calls, surveys (online and paper), or
whatever methods are available. The primary goal is to elicit feedback from those who
have taken an online course and input from those who are interested in taking an online
course. In addition, faculty must analyze course goals and content to determine course
objectives. Product planning is the most critical and difficult step of the process.
Maintaining objectivity and capturing the essence of the students’ needs and expectations
is vital to ensuring a successful e-learning experience while analyzing course content is
the first step in ensuring that the course is instructionally sound.
156 University of Bucharest and Ovidius University of Constanta
In trying to achieve the ideal e-learning experience faculty should begin by asking
the following types of questions:
1. Who are the students? Is this course a requirement for them or an elective? Are
they academically mature?
2. What are their needs?
3. Where does this course fit into the curriculum?
4. What content should be taught in this course?
After the data is collected and categorized through the use of affinity diagrams the
process moves toward the creation of the initial House of Quality (HOQ) (see Figure 2).
This portion of the process will allow the course designer to transform the information
into quantitative data that is useful in the analysis and prioritization of course elements.
The course elements that gain top priority are then shifted to the next House of Quality to
begin the part deployment stage.
Technical Correlations
Technical Response
Customer Needs and Benefits
Planning Matrix
Relationships
(Impact of Technical Response on Customer Needs and Benefits)
During the part deployment phase faculty are required to establish course
objectives to ensure the course meets curricular requirements and is instructionally sound.
In doing so, faculty should continue to analyze course content and student needs. At this
point in the process, faculty must be careful not to compromise the instructional integrity
of the course. The writing of objectives and test items is not to be taken lightly.
The 3rd International Conference on Virtual Learning, ICVL 2008 157
Objectives are the infrastructure upon which instructional experiences are built. However,
proper writing of objectives goes far beyond the scope of this paper and therefore could
not be addressed thoroughly in this format. Faculty members are encouraged to pursue
additional guidance on the writing of objectives in order to ensure it is done properly. The
following types of questions might be used to initiate the process.
1. What are the course objectives?
2. What instructional activities will facilitate the meeting of course objectives?
3. What types of test items, or other means of evaluation, will be used to
determine whether, or not, students master the content and meet course objectives?
Process planning is used to focus on the technical operations of the online course.
Faculty has the opportunity to prescribe the flow and delivery styles of information and
activities. For example, an instructor presenting lecture material on hiring front-line
supervisors may choose to deliver a PowerPoint lecture followed by streaming video and
an online discussion of the topic. Another instructor delivering the same lecture may
choose to remove the PowerPoint slides and inject an online quiz relating to an
appropriate chapter in the textbook. The ways in which faculty delivery their course
materials and select course activities is unique to their teaching style. However, through
the use of QFD we can structure the learning processes to best suite our students.
As the course development process begins, faculty must consider the style of web-based
instruction and the learning styles of the students. Due to the diversity of student learning
styles and academic maturity it is beneficial for instructors to utilize several different
instructional approaches and activities. The acknowledgement of this incongruence should
serve as a design consideration to avoid producing dysfunctional web-based courses.
Although it is humanly impossible to meets the needs of all students in face-to-face
environments, technology has made it possible to offer several varieties of learning
activities to engage students in a web-based environment.
Developing a variety of activities to address students’ needs can prove to be a
formidable task. There are multiple modes of delivery (text-based, streaming video/audio,
graphic interfaces, etc.) available through the Internet, however all students are not
equipped with the same hardware and software. Therefore, activities must be generated to
work with a set of minimal standards (hardware and software) that are available to all
students. This can be achieved by using programs that offer shareware to students.
Examples of such software are Macromedia Flash, Adobe Acrobat, Real Media Player,
and PowerPoint viewer. Providing students multiple options for learning course materials
has proven to be effective. Additionally, the availability of options has the potential to
facilitate an opportunity to help students learn or acquire information in alternate
methods. In general, the choice of media for any learning activity will of course be
heavily influenced by the range of issues related to how and when the activities will be
undertaken by the students (Ryan et al., 2000).
158 University of Bucharest and Ovidius University of Constanta
In order to ensure that the quality of a course is enhanced by the activities, faculty
must address the following:
1. Which course objective is addressed by each activity?
2. What, exactly will students gain from engaging in the prescribed activities?
3. Is the value of the activities obvious to students?
As course content and activities will vary, instructors are encouraged to continue
the questioning process as needed for their online course(s). Overall, online activities
must support course objectives in a manner that is meaningful to students and
instructionally sound. An additional feature that was critical to Southeast choosing to
create and use OIS was the clean architecture of the internal and external communication
functions. In a web-based learning environment communication between the instructor, the
software, and students is vital. Being able to maintain a high-level of secure communication
throughout the e-learning experience is essential for academic success. By moving all
communications modes (email, file sharing, electronic posts, etc.) inside the software,
faculty and students are provided a heightened sense of privacy and security.
The last stage of the QFD process is the production planning. The goal of the
production planning stage is to outline and structure the material, activities, and
technologies necessary to deliver the course online. The variety of online course delivery
systems currently available allows institutions to choose from several options. As the
market continues to grow with the advancements in technology, the selection of a
software package can be a daunting task. In a web-based learning environment
communication between the instructor, the software, and students is vital. Being able to
maintain a high-level of secure communication throughout the e-learning experience is
essential for academic success. By moving all communications modes (email, file
sharing, electronic posts, etc.) inside the software, faculty and students are provided a
heightened sense of privacy and security.
Technology selection and support has a significant impact on teaching online, both
for faculty and students. Therefore, consideration must be given to the relationship
between instructional needs and the available technological capabilities before venturing
into the e-learning arena. At a minimum, faculty should remember that online courses
require reliable, scalable, and flexible information technology capabilities for communicating,
collaborating, and information sharing (Rai, 2000).
Although the production planning stage is referred to as the last stage this is not
actually the case where course design and development is concerned. Upon completion of
the production planning stage faculty should have a working prototype of the course. As
with all prototypes, a thorough review of the online course should be performed before it
The 3rd International Conference on Virtual Learning, ICVL 2008 159
7. Conclusions
8. Acknowledgments
REFERENCES
AKAO, Y. (1972), New product development and quality assurance: Quality deployment system
(translated from Japanese). Standardization and Quality Control, 25(4), 7-14.
AKAO, Y. (1997), QFD: past, present, and future. In Proceedings of the 3rd Annual International Symposium
on QFD (QFD’97) [Online]. Retrieved 9 December 2005 from http://www.qfdi.org/QFD_History.pdf
AKAO, Y., & MAZUR, G. H. (2003), The leading edge in QFD: past, present, and future.
International Journal of Quality & Reliability Management, 20(1), 20-35.
CHARP, S. (2002, March), Online learning. THE Journal, 29(8), 8-9.
FIELDS, R. & HUFFSTUTTER, P. J. (2000, March 3), A virtual revolution in teaching. The Los
Angeles Times, p. A.1.
GILLESPIE, F. (1998, Winter), Instructional Design for the New Technologies, New Directions
for Teaching & Learning, 76, 39-52.
HAN, L., & GOULDING, A. (2003), Information and reference services in the digital library.
Information Services & Uses, 23(4), 251-262.
160 University of Bucharest and Ovidius University of Constanta
HAN, S. B., CHEN, S. K., EBRAHIMPOUR, M., & SODHI, M. S. (2001), A conceptual QFD
planning model. International Journal of Quality & Reliability Management, 18(8), 796-718.
HSIEH, P-N., CHANG, P-L., & LU, K-H. (2000), Quality management approaches in library and
information services. Libri, 50(3), 191-201.
KILLEN, C. P., WALKER, M., & HUNT, R. A. (2005), Strategic planning using QFD.
International Journal of Quality & Reliability Management, 22(1), 17-29.
PALLOFF, R. M. & PRATT, K. (1999), Building learning communities in cyberspace, San
Francisco: Jossey-Bass.
RAI, A. (2000), A measurement system for online course delivery success. Retrieved August 1,
2002, from Georgia State University, eCommerce Institute, Faculty Development Committee
Web site: http://robinson.gsu.edu/fdc/FinalReportRai2000.pdf
REVELLA, J. B, MORAN, J. W., & COX, C. A (eds.), The QFD handbook (pp. 3-12), New York:
John Wiley, 1997.
RYAN, S., SCOTT, B., FREEMAN, H. & PATEL, D. (2000), The virtual university: The Internet
and resource-based learning. Sterling, VA: Stylus.
STEIN, J. (2002), Increasing the quality and efficiency of web-based course production, Proceedings of
the 18th Annual Conference on Distance Teaching and Learning, USA.
The 3rd International Conference on Virtual Learning, ICVL 2008 161
Abstract
An e-learning architecture selection has been analyzed. This is a typical problem
when dealing with e-learning system selection. For each alternative of an e-learning
architecture there is an evaluation of both cost and quality of service. The latter may
include probabilistic delivery time and confidence in quality commitment. The
decision-maker takes into account multi-criteria evaluation through ELECTRE
method. Besides, each criterion is evaluated through a utility function. The model
integrates both approaches to indicate the best e-learning architecture. This paper
presents the formulation for the decision model and a numerical application to
illustrate the use of the model.
1. Introduction
E-learning refers to the use of electronic devices for learning, including the delivery
of content via electronic media such as Internet/Intranet/Extranet, audio or video tape,
satellite broadcast, interactive TV, CD-ROM, and so on (Kaplan-Leiserson, 2000). This
type of learning moves the traditional instruction paradigm to a learning paradigm
(Jönsson, 2005), thereby relinquishing much control over planning and selection to the
learners. In addition, it offers the following advantages to learners: Cost-effectiveness,
timely content, and access flexibility (Hong, Lai and Holton, 2003; Lorenzetti, 2005;
Rosenberg, 2001).
The capability and flexibility of the web-based e-learning systems (WELSs) having
been demonstrated in both training and education, resulted in their adoption by academia
as well as industry. Since the commercial application package (or commercial off-the-shelf)
strategy of system development is so widespread (Whittenet et al. 2004), the proliferation
of WELS applications has caused confusion for the potential adopters having to make
selective decisions from among candidate products or solutions. At the same time,
organizations with adopted systems are faced with issues arising from the post-adoption phase.
Several studies have been conducted on the process of e-learning dealing with
different aspects of this matter. Regarding the e-learning architecture selection little
research has been found in the literature. Almeida (2001) has dealt with maintenance
architecture selection based on a multi-criteria model, which uses contributions from
162 University of Bucharest and Ovidius University of Constanta
multi-attribute utility theory (MAUT). Dulmin and Mininno (2003) have presented a
multi-criteria decision aid method, so called PROMETHEE/GAIA to approach a e-learning
system provider’s selection model, which is applied in the context of the rail organization
employees. Multi-criteria decision aid methods such as PROMETHEE/GAIA and MAUT
allow the decision-maker to quantify multiple objectives even when these objectives
contain conflicting attributes or when they are subjective.
This paper presents results of research dealing with a multi-criteria decision model
for e-learning architecture selection, using contributions from utility theory associated
with the ELECTRE method. The problem consists of selecting the most appropriate
alternative for an e-learning architecture taking several criteria into account. Each
architecture alternative implies a specific cost and service quality characteristics.
Probabilistic delivery time, confidence commitment regarding deadlines and service
quality are among these service quality characteristics. The decision-maker has to choose
the best alternative taking into account the consequences modeled through a multi-criteria
method. Utility function (Keeney and Raiffa, 1976) and ELECTRE method (Roy, 1996)
have been taken into account to model this problem.
Several multi-criteria decision methods are available (Vincke, 1992; Brans and
Mareschal, 2002; Belton and Stewart, 2002) to deal with this kind of problem. The
method should be chosen considering the nature of the problem and the model building
process. Regarding the model presented in this paper, two of these methods are briefly
described. MAUT (Keeney and Raiffa, 1976; Belton and Stewart, 2002) allows the
decision-maker to quantify and aggregate multiple objectives even when these objectives
are composed of conflicting attributes. The decision-maker’s preferences are modeled in
order to obtain a multi attribute utility function, for instance U(ci, ti, di ). This function
aggregates utility functions for all criteria or attributes. That is, an analytical function is
obtained which combines all criteria through a synthesis function. Each particular
analytical form for this function has preferential independence conditions to be evaluated,
in order to guarantee that the decision maker’s preferences are associated to the basic
axioms of the theory (Almedia, 2001; Keeney and Raiffa, 1976).
ELECTRE method provides a different approach. This method concentrates the
analysis on the dominance relations among the alternatives. That is, this method is based
on the study of outranking relations, exploiting notions of concordance (Roy, 1996,
Vincke, 1992; Brans and Mareschal, 2002; Belton and Stewart, 2002). These outranking
relations are built in such a way that it is possible to compare alternatives. The
information required by ELECTRE consists of information among the criteria and
information within each criterion (Roy, 1996). The method uses concordance and
discordance indexes to analyze the outranking relations among the alternatives. These
indexes are obtained through the following relations, considering two actions: a and b:
C ( a , b) =
∑ (W +
+W =)
, (1)
∑ (W +
+W = +W −)
( Z − Z ak )
D (a, b) = Max bk* −
, for all k where Z bk > Z ak , (2)
Zk − Zk
where, C(a, b) is the concordance index that action a outranks action b, D(a, b) is the discordance
index that action a outranks action b, a S b corresponds to the outranking relation; it means
that action a outranks b, p is the concordance index threshold, q is the discordance index threshold,
W+ corresponds to the sum of weights for criteria where a is preferable to b, W= corresponds
to the sum of weights for criteria where a = b, W– corresponds to the sum of weights for criteria
where b is preferable to a, Zak is the evaluation or utility of action a related to criteria k, Z k* is the
best degree of evaluation obtained for criteria k and Z k− is the worst degree of evaluation
obtained for criteria k. In order to facilitate the procedure, the evaluation of alternatives
are normalized such that Z k* = 1 and Z k− = 0 .
164 University of Bucharest and Ovidius University of Constanta
The outranking relation is obtained by applying both equation (3) and the procedure
to obtain the kernel, which is the sub-set of the best alternatives. The kernel includes a
sub-set of alternatives where any other alternative is outranked by at least one of the
kernel and the alternatives of the kernel are incomparable.
4. Decision Model
The decision-maker’s preferences for each criterion are modeled in order to obtain
the utility function for each objective of the architecture. Then, the utility function is
obtained from the decision-maker for each consequence: U(t), U(c) and U(d). These
utility functions are obtained by applying one of the classical elicitation procedures
(Berger, 1985; Raiffa, 1970). The final solution depends on the utility function for each
criterion. The analytical form of this utility function may represent one of the three basic
conditions for the decision-maker behavior. That is, aversion, neutral or prone condition
may be considered (Berger, 1985; Raiffa, 1970). For U(t) it is assumed that the decision-
maker behavior is accordingly of exponential analytical form given below:
U (t ) = e − A1t (4)
The exponential utility function is a typical function often found in practice (Raiffa,
1970) for one-dimensional utility functions. In previous work (Almedia, 2001) the
exponential utility function has been found for U(t) and U(c). This means that higher
values of t or c are much more undesirable for the decision-maker. Thus,
U (d ) = A3 d (6)
f (t ) = u 2 te − ut (7)
The 3rd International Conference on Virtual Learning, ICVL 2008 165
Once U(t) gives the evaluation for variable t , the evaluation of the alternatives is
based on parameter u. Then, U(u) is derived based on U(t). Applying the linearity
property of utility theory (Berger, 1985) for utility of t, it follows that
∞
EtU (u ) = ∫ U (t ) f (t ) dt (8)
0
∞
[
EtU (u ) = ∫ tu 2 e −ut e − A1t dt,
0
]
u2
EtU (u ) = , (9)
( A1 + u ) 2
5. Numerical Application
In order to illustrate the use of the decision model, there follows a presentation of a
numerical application. This application is based on a case regarding service outsourcing
166 University of Bucharest and Ovidius University of Constanta
related to transportation. In this context the cost and the response time t has
characteristics suitable to the exponential utility function previously discussed.
The cost is given in monetary units for each architecture alternative as follows:
1) Action a1 – most expensive (c1 = 100) and reduced t , such that u = 0.95; d = 0.95.
2) Action a2 – medium cost (c2 = 60) and medium t , such that u = 0.65; d = 0.90.
3) Action a3 – least expensive cost (c3 = 10) and the large t , such that u = 0.03; d = 0.75.
4) Action a4 – below medium cost (c4 = 30) and t , such that u = 0.15; d = 0.8.
5) Action a5 – below medium cost (c5 = 50) and t , such that u = 0.70; d = 0.75.
6) Action a6 – expensive cost (c6 = 85) and reduced t , such that u = 0.9; d = 0.8.
The following weights have been applied: for c: 0.40; for d: 0.25; t : 0.35.
Table 1
Architecture Alternatives and their Related Normalized Utilities
6. Conclusion
Two different multi-criteria approaches have been applied to deal with multiple
criteria in similar problems: MAUT and the PROMETHEE method. The development of
criteria scales to identify the intensity of preference for one alternative over another is
based on deterministic way. The problem approached in this paper is related to the
context of e-learning architecture, where uncertainties of some variables are relevant,
such as: service delivery time ti and flexibility di , for a given alternative ai. Then, a utility
function is introduced in order to incorporate the uncertainty evaluation of those
variables. Theses utility functions are integrated into the ELECTRE framework in order
to obtain multi-criteria evaluation within a non-compensatory approach.
The main requirements of this theory imply a rationality that involves
compensation among the criteria, which involves the procedure for aggregation of all
criteria obtaining a synthesis multi-criterion utility function. This rationality is not always
accepted by the decision-maker. The decision-maker rationality may require a non-
compensatory method, where the decision support process does not require an
aggregation of all criteria. The ELECTRE method may support decision process under
this situation. The model proposed in this paper presents an alternative approach for
analyzing an e-learning architecture selection problem. Using utility theory each criterion
is represented by a utility function, incorporating the probabilistic structure of the
problem. The probability function for the service delivery time is assumed to be gamma
probability density function. The evaluation of the criteria represented by each utility
function is analyzed through the ELECTRE method. The paper includes the structure of
the decision model to support the decision-maker and a numerical application illustrates
the use of the model.
7. Acknowledgments
REFERENCES
ALMEIDA, A. T., Multicriteria decision making on maintenance: spares and contracts planning.
European Journal of Operational Research 2001, 129(2):235-41.
BELTON, V., STEWART, T. J., Multiple Criteria Decision Analysis, Dordrecht: Kluwer, 2002.
BERGER, J. O., Statistical Decision Theory and Bayesian Analysis, Berlin: Springer, 1985.
BRANS, J. P., MARESCHAL, B., PROMةTةE-GAIA – une méthodologie d’aide à la décision em
présence de critères multiples, Brussels: Editions de l’Université de Bruxelles, 2002.
DULMIN, R, MININNO, V., Supplier selection using a multi-criteria decision aid method. Journal
of Purchasing and Supply Management 2003, 9: 177-87.
EVANS, J. R., LINDSAY, W. M., The Management and Quality Control,West Publishing
Company, 1989.
168 University of Bucharest and Ovidius University of Constanta
GARVIN, D. A., Managing Quality the Strategy and Competitive Edge, NewYork: Free, 1988.
HONG, K. S., LAI, K. W. and HOLTON, D. (2003), Students’ satisfaction and perceived learning
with web-based course, Educational Technology and Society, 6(1), 116-124.
JÖNSSON, B.-A. (2005), A case study of successful e-learning: a web-based distance course in
medical physics held for school teachers of the upper secondary level, Medical Engineering
and Physics, 27(7), 571-581.
KAPLAN-LEISERSON, E. (2000), E-Learning glossary. Available from http://www.learningcircuits.org
KEENEY, R. L., RAIFFA, H., Decision with multiple objectives: preferences and value trade-offs,
NewYork:Wiley, 1976.
LORENZETTI, J. P. (2005), How e-learning is changing higher education: A new look. Distance
Education Report, 22 (July), 4-7.
RAIFFA, H., Decision Analysis, Reading, MA: Addison-Wesley, 1970.
ROSENBERG, M. J. (2001), E-learning: Strategies for delivery knowledge in the digital age, New
York, McGraw-Hill.
ROY, B., Multicriteria for decision aiding, London: Kluwer, 1996.
SLACK, N., CHAMBERS, S., HARLAND, C., HARRISON, A., JOHNSON, R.. Operations
Management, London: Pitman Publishing, 1995.
TEBOUL, J., La Dynamique qualité, Paris: Les Editions d’Organisation, 1990.
VINCKE, P., Multicriteria Decision-aid, NewYork:Wiley; 1992.
WHITTEN, J. L., BENTLEY, L. D. and DITTMAN, K. C. (2004), System Analysis and Design
Methods, New York, McGraw-Hill.
The 3rd International Conference on Virtual Learning, ICVL 2008 169
Abstract
The popularity of the Internet as an information source has grown extensively. Its
shear expanse and convenience is ideal to disperse information. More and more
online services have now become available such as online banking, e-government, e-
learning and e-commerce. Our interest lies with e-learning and in particular with the
delivery of course material online. Strategic management can be understood as the
collection of decisions and actions taken by business management, in consultation
with all levels within the organization, to determine the long-term activities of the
organization. Many approaches and techniques can be used to analyze strategic
cases in the strategic management process. Among them, Strengths, Weaknesses,
Opportunities and Threats (SWOT) analysis, which evaluates the opportunities,
threat s, strengths and weaknesses of an organization, is the most common. SWOT
analysis is an important support tool for decision-making, and is commonly used as
a means to systematically analyze an organization’s internal and external
environments. In this paper we apply SWOT analysis to evaluate possible strategies
to deliver an online course in a virtual learning environment. Then using RADAR
technique we rank the strategies and select the optimal one.
1. Introduction
The popularity of the Internet as an information source has grown extensively. Its
shear expanse and convenience is ideal to disperse information. More and more online
services have now become available such as online banking, e-government, e-learning
and e-commerce. Our interest lies with e-learning and in particular with the delivery of
course material online. More specifically, we are interested in presenting online course
material in interactive and stimulating ways for students and creating an online learning
community similar to that which one might experience in an actual university. In this
article, we present our experience of developing an innovative collaborative e-learning
system. As technologies have advanced, so too have the delivery methods for e-learning.
Early forms included CDROMs and knowledge pools on the Internet, where users could
access information and work through it at their own pace. This has now progressed to
course and learning management systems, which provide greater support to tutors and
170 University of Bucharest and Ovidius University of Constanta
students. Learning Management Systems (LMSs) which are now available provide course
administration tools for instructors, allowing them to manage the distribution of course
material and assignments. The importance of communication and collaboration within e-
learning has been highlighted previously by Preece (2000); Hamburg, Lindecke, and ten
Thij (2003); Salmon (2002) and Thurmond and Wambach (2004) amongst others, and as
a result online forums and discussion boards have become an invaluable resource in these
LMSs. They allow students to communicate with their peers and tutors thus empowering
them to socialize and learn together online. While e-learning systems have improved with
time, we feel that there are still some issues to be resolved before a truly stimulating and
realistic learning experience can be provided online. Partaking in an online course can be
a much more engaging and interactive experience for students.
Through the use of technologies such as Virtual Reality (VR) and instant communication,
students can be more visually aware of their classmates and can converse in real-time
with them. They can also receive immediate feedback from their tutors and gain a sense
of being present in the same place as their peers despite their remote physical locations.
These shared virtual environments also facilitate simultaneous viewing of learning
materials by the whole class and allow them to actively partake in group discussions
about the learning content at the same time.
VR has been very popular and successful in other areas including entertainment and
urban planning. It has also been extensively used within manufacturing industries and
military bodies (Burdea & Coiffet, 2003). In addition, the benefits of 3D graphics for
education have been explored. Many 3D resources have already been developed in this
area. 3D models are very useful to familiarize students with features of different shapes
and objects, and can be particularly useful in teaching younger students. Many games
have been developed using 3D images that the user must interact with in order to learn a
certain lesson. Interactive models increase a user’s interest and make learning more fun.
3D animations can be used to teach students different procedures and mechanisms for
carrying out specific tasks (Nijholt, 2000; Rickel & Johnson, 1999). VR has also been
used extensively for simulations and visualization of complex data. For example, medical
disciplines use VR to represent complex structures (Ryan, O’Sullivan, Bell, & Mooney,
2004) and increasingly scientists are using this technology for visualization and in
particular as a teaching aid (Manseur, 2005).
The use of VR and 3D graphics for e-learning is now being further extended by the
provision of entire VR environments where learning takes place. This highlights a shift in
e-learning from the conventional text-based online learning environment to a more
immersive and intuitive one. Since VR is a computer simulation of a natural environment,
interaction with a 3D model is more natural than browsing through 2D web pages looking
for information. These VR environments can support multiple users, further promoting
the notion of collaborative learning where students learn together and often from each
other (Kitchen & McDougall, 1998).
As with a real university, students are aware of each other within the environment
and they can partake in lectures, group meetings and informal chats. We feel that social
interaction is vitally important within any learning scenario and so we provide many
communication facilities in addition to learning content. VR can bring a great deal to an
e-learning experience in these ways and in this article we discuss our techniques in detail.
The 3rd International Conference on Virtual Learning, ICVL 2008 171
2. SWOT Factors
SWOT Matrix
Environmental Appraisal
SWOT analysis summarizes the most important internal and external factors that
may affect the organization’s future, which are referred to as strategic factors (Kangas et
172 University of Bucharest and Ovidius University of Constanta
al., 2003). The external and internal environments consist of variables which are outside
and inside the organization, respectively. The organization’s management has no short-
term effect on either type of variable. Comprehensive environmental analysis is important
in recognition of the variety of internal and external forces with which an organization is
confronted. On the one hand these forces may comprise potential stimulants, and on the
other hand, they may consist of potential limitations regarding the performance of the
organization or the objectives that the organization wishes to achieve (Houben et al,
1999). The obtained information can be systematically represented in a matrix (Ulgen and
Mirze, 2004); different combinations of the four factors from the matrix can aid in
determination of strategies for long-term progress. When used properly, SWOT can
provide a good basis for strategy formulation (Kajanus et al., 2004). However, SWOT
analysis is not without weaknesses in the measurement and evaluation steps (McDonald,
1993). In conventional SWOT analysis, the magnitude of the factors is not quantified to
determine the effect of each fact or on the proposed plan or strategy (Masozera et al.,
2006). In other words, SWOT analysis does not provide an analytical means to determine
the relative importance of the factors, or the ability to assess the appropriateness of
decision alternatives based on these factors. While it does pinpoint the factors in the
analysis, individual factors are usually described briefly and very generally. More
specifically, SWOT allows analysts to categorize factors as being internal (Strengths,
Weaknesses) or external (Opportunities, Threats) in relation to a given decision, and thus
enables them to compare opportunities and threats with strengths and weaknesses
(Shrestha et al., 2004). Based on the aforementioned description the following SWOT
matrix (Table 1) is configured for online course delivery in an e-learning system.
Table 1
SWOT matrix
Weaknesses:
Strengths:
W1: Concentration of industries in specific
S1: The most up-to-date facilities
points
S2: The well educated employees
W2: Using modern equipments which
S3: Rapid delivery
would incur more costs
S4: The strong link between e-learning
W3: Loss of relationship between user and
center and user
teacher
Opportunities:
O1: Paying attention to modern
Threats:
technologies
T1: Laziness of students
O2: Special attention to software revolution
T2: Health danger of high tech equipments
O3: Communication growth with lower
costs
Based on the above SWOT matrix the following strategies could be proposed to
develop online course in an e-learning system:
1. Establishing an integrated information system to facilitate data transfer among
users. (S3, S4, W1, O2, O3).
The 3rd International Conference on Virtual Learning, ICVL 2008 173
2. The consolidated link between e-learning centers, users, and teachers. (S2, W3,
O1, O4).
3. Entering clean modern information technologies amongst users. (S1, W2, T1, T2).
4. Investing on educating employees with modern methods. (S2, W3, T1).
Here we identified the policies regarding to SWOT factors. Next section gives
analytical method for quantifying and ranking the strategies.
3. RADAR Technique
Table 2
Numerical Value Associated with Description for Ranking
Score
1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5
RADAR
Results Trends Targets Comparisons Causes Scope
Approach Sound Integrated – – –
Deployment Implemented Systematic – – –
Assessment
& Measurement Learning Improvements – –
Review
For each of the RADAR criteria (Result, Approach, Deployment, Assessment and
Review) we have some sub-criteria. A decision maker can judge and give a numerical
value from 1 to 5 (where 1 is the worst and 5 is the best). Then by summing up the
numerical value of sub-criteria for Result, we gain the value of Result. The same thing
should be done for Approach, Deployment, Assessment and Review. After that a
summation of Result, Approach, Deployment, Assessment and Review numerical values
should be achieved. The result is total score for each policy. Consequently the results of
all policies are compared and the one with the highest RADAR score is selected as
optimal policy of online course delivery in an e-learning system of education.
4. Conclusions
5. Acknowledgment
REFERENCES
BURDEA, G. C., & COIFFET, P. (2003), Virtual reality technology (2nd ed.), John Wiley & Sons.
G. HOUBEN, K. LENIE, K. VANHOOF, A knowledge-based SWOT analysis system as an
instrument for strategic planning in small and medium sized enterprises, Decision Support
Systems 26 (1999), 125-135.
H. ULGEN, S. K. MIRZE, Strategic Management, Literatur Publication, Istanbul, 2004.
HAMBURG, I., LINDECKE, C., & TEN THIJ, H. (2003), Social aspects of e-learning and blending
learning methods, in Proceedings of the fourth European conference on E-commerce, E-work,
E-learning, E-health, E-banking, E-business, on-line services, virtual institutes, and their
influences on the economic and social environment (E-Comm-Line), pp. 11-15.
J. KANGAS, M. KURTILA, M. KAJANUS, A. KANGAS, Evaluating the management strategies
of a forestland estate-the S-O-S approach, Journal of Environmental Management 69
(2003), 349-358.
J. TERRADOS , G . ALMONACID, L. HONTORIA, Research Group IDEA, Polytechnics School,
Campus Las Lagunillas, Edificio A3, University of Jae ´n, 23071 Jae ´n, Spain , 24 August 2005.
KITCHEN, D., & MCDOUGALL, D. (1998), Collaborative learning on the Internet, Journal of
Educational Technology Systems, 27, 245-258.
M. KAJANUS, J. KANGAS, M. KURTTILA, The use of value focused thinking and the A’WOT
hybrid method in tourism management, Tourism Management 25 (2004) 499-506.
M. KURTTILA, M. PESONEN, J. KANGAS, M. KAJANUS, Utilizing the analytic hierarchy process (AHP),
in SWOT analysis-a hybrid method and its application to a forest-certification case, Forest
Policy and Economics 1 (2000), 41-52.
M. H. B. MCDONALD, The Marketing Planner, Butter-worth-Heinemann, Oxford, 1993.
M. K. MASOZERA, J. R. R. ALAVALAPATI, S. K. JACOBSON, R. K. SHRESTA, Assessing
the suitability of community-based management for the Nyungwe Forest Reserve, Rwanda,
Forest Policy and Economics 8 (2006), 206-216.
MANSEUR, R. (2005), Virtual reality in science and engineering education, in Proceedings of the
frontiers in education conference.
NIJHOLT, A. (2000), Agent-supported cooperative learning environments, in Proceedings of the
international workshop on advanced learning technologies.
O. DINCER, Strategy Management and Organization Policy, Beta Publication, Istanbul, 2004.
PREECE, J. (2000), Online communities: designing usability, supporting sociability, Chichester,
UK: John Wiley & Sons.
R. STEWART, S. MOAMED, R. DAET, Strategic implementation o f IT/IS projects in
construction: a case study, Automation in Construction 11 (2002), 681-694.
R. G. DYSON, Strategic development and SWOT analysis at the University of Warwick,
European Journal of Operational Research 152 (2004), 631-640.
R. K. SHRESTHA, J. R. R. ALAVALAPATI, R. S. KALMBACHER, Exploring the potential for
silvopasture adoption in South-central Florida: An application o f S WOT-AHP method,
Agricultural Systems 81 (2004), 185-199.
RICKEL, J., & JOHNSON, W. L. (1999), Virtual humans for team training in virtual reality, in Proceedings
of the ninth international conference on artificial intelligence in education, pp. 578-585.
RYAN, J., O’SULLIVAN, C., BELL, C., & MOONEY, R. (2004), A virtual reality
electrocardiography teaching tool, in Proceedings of the second international conference in
biomedical engineering, pp. 250-253.
176 University of Bucharest and Ovidius University of Constanta
SALMON, G. (2002), E-activities: the key to active online learning, London: Kogan Page.
T. HILL, R. WESTBROOK, SWOT analysis: it’s time for a product recall, Long Range Planning
30 (1997), 46-52.
THURMOND, V. A., & WAMBACH, K. (2004), Understanding interactions in distance
education: a review of the literature, Journal of Instructional Technology and Distance
Learning, 1, 9-33.
The 3rd International Conference on Virtual Learning, ICVL 2008 177
Abstract
The purpose of this paper is to draw attention on the methodological inaccuracy
often involving the macro-design of evaluation systems for e-learning courses. In
our experiences customers often prefer delivering products in record time, to the
detriment of appropriate instructional and evaluation design. For example, they ask
for web based courses with only summative tests, or for evaluation system design
without any content expert’s aid; they also often deny the time needed to verify the
validity and reliability of the designed instruments. This means that customers
underestimate the importance of evaluation by regarding it as something apart from
the training program; nevertheless, they always ask for final tests capable of
measuring the participants’ acquisition of skills and competences. It is, then,
necessary to underline the practical problems concerning with the uncontrolled
setting-up of evaluation systems from both instructional and methodological point of
view. In this paper we propose all the steps of a proper evaluation macro-design
activity and then offer some case-studies in order to point out all the problems
resulting from omissions occurred in this phase. We describe, for example, what can
happen when it is not clear: “what” to measure and “how” to do it, how to design
the sampling and to store information to easily build items or how to run empirical
analysis. Our final purpose is to create a vademecum to avoid the most common
evaluating mistakes and to make customers aware of the practical involvements of a
rigorous evaluation system.
Keywords: Assessment, evaluation design, methodology, vademecum.
• Phase 1: Design of the tree of objectives (cf. Mager, 1975), through the matching
between learning objectives and item typologies, on the basis of Bloom’s Taxonomy
(Bloom, 1956) or other cognitive taxonomies;
• Phase 2: Analysis of the “Management variables”, that answers to questions such
as why, how and when evaluate, and also concerns data selection, report forms and
technological restrictions;
• Phase 3: Storyboard and items building up, regarding the choice and the design
of the proper item typology relating to the specific objective;
• Phase 4: Scoring models, concerning also weighted systems and rules;
• Phase 5: Review and control of the Beta version test.
Focusing on distance learning, evaluation plays an unquestionable role to guarantee
quality processes in learning contexts, for its own features and involvements (Ronsivalle,
et al. 2007). In spite of this, in our experiences, customers are not usually aware of the
importance and significance of a well-done evaluation system: they do not care about its
“methodological accuracy” and often ask for assessment only because they need
certificates of attendance or because of the general trend.
Unfortunately the problem concerns some instructional designers, too: because of
the lack of a theoretical design model, sometimes they design incorrect and inappropriate
evaluation systems.
The topic is very tough and ticklish. In the following pages we will discuss some
case-studies and show the most common evaluation “traps” at macro and micro design level.
different levels of responsibility concerning the diverse corporate roles and the different
levels of their expected final achievements were not highlighted properly.
Trouble: The achievement test is marked on a particular cognitive level that is
suitable for only one kind of user. Items result too much superficial or too much in-depth.
Mistake: Lack of adequate identification of items capable of measuring a peculiar
learning objective achievement for a specific user.
Effects:
− False positive risk: possibility to certify the training on a particular topic and the
attainment of certain competences at a definite cognitive level, whereas the acquired level
of achievement is higher or lower.
− Damage risk for external people and Corporate image: attainment of
competences at a level that is lower than the expected one.
− Money risk: loss of money put in the training intervention with the consequent
need of entire re-design of the learning path.
VIII. “The one who think before” trap (or Prometeus’ trap)
IX. The “Ambiguous response options” trap (or the Sphinx’ trap)
Example: A food industry requested the design of the evaluation system of a distance
training course on “Spanish Language” aiming at the selection of some people to be
transferred in Latin America for one year. In order to measure all the cognitive levels of
knowledge achievement of language (speaking, understanding, writing and pronunciation),
we proposed different kind of items (i.e. multiple choice, association, listen & find, etc.).
Furthermore, the customer asked for limiting the time of response for each item.
Trouble: The instructions for answering the questions were provided only at the
beginning of the test. Not recalling all the information, users could quickly solve only
multiple choice items. Incapable of giving the right answers to the remaining items, in the
established time interval, users asked to nullify the exam.
Mistake: Lack of instructions to solve the questionnaire in the right way.
Effects:
− Lack of validity and reliability of testing.
182 University of Bucharest and Ovidius University of Constanta
− Lack of possibility to detect the level of each user’s achievement with certainty.
− False positive risk: possibility to certify the training on a particular topic and the
attainment of certain competences that were not acquired.
− Loss of money, more than the investment required for item analysis.
3. Conclusion
In our opinion, in a methodological design approach to evaluation, the common
sense is not sufficient. On the contrary, it represents the main trap among the above
mentioned ones.
184 University of Bucharest and Ovidius University of Constanta
At the same time, we and all insiders know that errors can occur also with a solid
design model at the basis.
With this brief vademecum about the most common mistakes, we hope to have
highlighted the variables that, according to us, contribute to make a good job and to avoid
evaluation traps.
We are going to continue our empirical research in order to investigate solutions
and prevent the catastrophic consequences of a mistaken evaluation design.
4. Acknowledgments
A special thanks to dr.ssa Simona Carta for her revision of the present essay.
REFERENCES
Books
BLOOM, B. S. (1956), Taxonomy of Educational Objectives: The Cognitive Domain, New York: David
McKay Co Inc.,.
MAGER, R. (1975), Preparing Instructional Objectives, Belmont, CA: Lake Publishing Co.
ROMISZOWSKI, A. J. (1999), Designing Instructional Systems, 7th edition, London.
Conference Proceedings
RONSIVALLE, G. B, (2006), “A model for Quality Assessment, Measurement and Evaluation of E-Learning
in the Italian Banking Sector”, in Proceedings of The Fifth International Internet Education Conference
and Exhibition, Cairo, Egypt.
RONSIVALLE, G. B, CARTA, S., VIVOLO, P. (2007), “New quantitative models and tools for Quality
Management in Banking Educational Institutions and Departments”, in Proceedings of The Fourth
Annual Conference of Learning International Networks Consortium, Amman, Jordan.
The 3rd International Conference on Virtual Learning, ICVL 2008 185
Abstract
Interlacing to do and to know justifies flexible support of instructive-productive
workflows. To assist beneficiary systems B can consist in supply, reorganization or
instruction. Support resources Rb are conceived- for emergent activities. Complex
workflows can be orchestrated through Mbo models of B procedures, activated as
"functions". To produce Rb resources, a P development procedure can base the
"requirements engineering" on Mb models- seen as "use cases". The P workflow
can be centred on the progressive concretisation of Mb as functions - that first
become Mbt testbeds and then Mbs support instruments (or Mbi instruction tools).
Such sequences (and any software production workflows) can be modelled as Mp
"functions", acting as development coordination instruments. Applying a systemic
vision, we seek the correlation between the "informatising" system P (that produces
the RbMb support infrastructure) and the "informatised" system B, to facilitate the
global management of the "informatisation" phenomenon: BRbMbP. The crisis of
sporadic engineering can thus be surpassed, shifting from the "reengineering" and
"agile" paradigms to a continuous engineering, where the target R(t) evolves within
the B(t)Mb(t)Rb(t)Mp(t)P(t) system, where production, organization and instruction-
form a global physiology. But such organisation formulas have a cost… that also
must be managed.
1. Introduction
Human action has exterior and internal causes and effects. Doing something
requires the application of knowledge, and enriches competencies. Learning by practicing
means to do in order to know better, and that- for doing better. An indissoluble spiral is
created between learning and operating - on which the evolution of everybody's
performance ascends. The intimate interlacing between production and learning is found
in communities as well, both at the level of their parts (human participants bearing
evolving meaning, documentary resources loaded with messages, instructively organized
actions) and at that of the unitary metabolism of the respective systems, that do/learn,
produce/evolve. The production and use of resources is indissolubly interweaved with the
production and use of information/knowledge, forming generative cascades: objects and
knowledge used for the generation of objects and knowledge used for ...(Rosca, 2006a).
Interlacing knowledge evolution and activity physiology poses a challenging
theoretical and practical problem: how should we correlate methods and instruments for
action facilitation with those for learning facilitation, surpassing the traditional
separation, through the elaboration of mixed and flexible systems for formative action
facilitation? The coordination logic of cooperative activities (like CSCW), even
specialised for pedagogical cooperation (in CSCL), generally divides the operations
(what the teacher does, what the student does) and is less dedicated to the instructive
sharing of the same operation. Yet, co-action execution in expert-novice pair is the most
natural way to interweave two production/knowledge spirals, so that the expertise of the
one that does because he knows support the one that discovers because he does (Rosca I,
1999). On the other hand, many instruments pretending to be "CSCL", by lacking a
"semantic layer" (not managing explicitly the knowledge involved in the operational
stream) - do not allow learning to be monitored and assisted with the help of computer
networks. They are dedicated to the operational management of a "pedagogic" workflow,
not to the pedagogic management of an operational workflow (Rosca and Rosca, 2004).
Advancement in a cooperative-instructive workflow can be governed by three interlaced
logics: the productive logic of correct operation sequencing, the administrative logic of
intervention coordination (according to rights, responsibilities, availability, contracts) and
the informational (instructive) logic of knowledge application and enrichment (Rosca and
Rosca, 2008).
The 3rd International Conference on Virtual Learning, ICVL 2008 187
Long term evolutions (Mens et al, 2005; Lehmann et al, 2002) and operational
chains (dedicated to instruction or with productive goal and implicit instructive
dimension) can take place emergently. Participants establish what to do next at each step
(in order to meet requirements, respect conditions and criteria, solve problems) and
choose their support tools (using repositories of available material and human resource).
In order to facilitate the retrieval of informative/instructive resources, the records of
catalogued persons and documents can be indexed: competencies related to some
knowledge, pedagogical potential, communicational particularities, pragmatic considerations.
In other cases, participants to a productive/instructive process conform themselves,
more or less accurately, to pre-established scenarios, that suggest (impose, evaluate,
facilitate) the accomplishment and sequencing of operations. To equip this second,
"orchestrated", mode, combining coordinative, administrative and instructive logics, we
have developed, in the GEFO project (Rosca and Rosca, 2004), the prototype of the
188 University of Bucharest and Ovidius University of Constanta
The function processing chain, represented in figure 1, being at its turn a process,
can be handled functionally, thus obtaining "metafunctions", useful in the global
management of procedures Pb used for supporting the procedure B. Complex
(instructive) functions or "operations" (interfaces for realising a unique activity) can be
The 3rd International Conference on Virtual Learning, ICVL 2008 189
Modelling processes that take or should take place within a technically assisted
social system (Herrmann, 2004), requiring representation and coordination techniques for
man-machine orchestration, was intensely approached in software engineering (Hermann
at al, 2004; Noelle et al, 2002). Between the founders of UML, Jacobson was the one
who promoted standardising the modelling of sought processes ("use cases") as central
design instrument (Hollub,2001; http://www.uml.org). In the RUP methodology (Larman
et al, 2002; http://en.wikipedia.org/wiki/IBM_Rational_Unified_Process), an application
is developed by continuous reference to these physiological descriptions (see Fowlers'
observations at http://www.martinfowler.com/articles/newMethodology.html#N401).
Apart the dialogue between architects and developers, the relationship with a client
imposes the description of the aimed processes, in textual or graphic languages, more
natural-culturally, exploited in "scenario-based design" (Bustard et al, 2000; Caroll,
2000). In "requirements engineering" specification extraction techniques have been
elaborated, including use case management methods (Anton et al, 2000).
190 University of Bucharest and Ovidius University of Constanta
In this context, model activation formulas, with the help of the "function manager",
can intervene. The proposed method is described (illustrated) in figure 2:
use case M b
B scenario
r re
1 R 1 e dit
testbed M br se
Rp
man user admin
2
add c ons shop tr eat compose
4,8
catalog shcard order activate a rchitectur e
+dev pla n
B te st process C ybershop R
3
ad
2 R prototype
de
case", a passive model of the B operational chain, that can be used as inspiration source
by the conceiver of the desired application's architecture (phase 2) or by the prototype
developers (phase 3). Afterwards (phase 4), by adding functional facilities (sequencing,
coordination, annotation, binding to existing resources and to the tested prototype), we
attain a facilitating or orchestrating use case – Mbr or Mbro – upon which can be
organized the activity (phase 5) of testing the procedure assisted by the evolving
prototype Rb. The development cycle (phase 6) – (or the modelling) can be resumed, for
the progressive improvement of Rb – fuelled by the data captured by the Mbrt test device.
After finalizing Rb's development and installation in the beneficiary's context
(phase 7), we can operate (phase 8) a new functional activation (preparation) of Mbr,
leading it to an Mbra management instrument (model centred on the enrichment of
administrative logic- access and surveillance) or to an Mbrs support instrument (centred
on the assistance facilities). The Mbr use case becomes a facilitation tool for the Rb
application's use within the beneficiary system B. Preparing instructive co-action
mechanisms and semantic services, the final activation can transform Mbrs from a
support instrument to an instruction instrument Mbri (of tutorial type, with human
assistants and support documents or with automated advises). An Mbrasi model – rich in
all facilitation layers – will provide coordination, administrative, support and instructive
services – and thus will be usable as a plastic form of support for the B system,
optimising the added infrastructure's use. Tracing and annotation capabilities
intermediated by Mbr can also be used for the inspiration of refinements and corrections
to the RbMb application (phase 9).
Isolating the programming activity from the physiology of the systems for which it
builds support tools- can be useful, only when we seek optimisation of some generic
processes and instruments. However, the P-n activities of developing Rb-n tools
(including passive Mb-n and active Mbr-n models) for the support of processes within the
B-n beneficiary systems generally depend strongly on the B-n system's metabolism, as
suggested by the Pb indexing. Understanding the functioning of the system of systems:
BMbrRbPb has major consequences for the success of "informatisation" projects.
194 University of Bucharest and Ovidius University of Constanta
Isolating the informatising process P from the informatised process B (reducing the
relationship between them to the – "deliverable" – product Rb that P offers to B) has led
to superficial treatment of the beneficiary's requirements (Rosca, 2006b).
If the beneficiary B, confronted with new situations (changes in objectives,
priorities, equipment, criteria, etc) requires a modification of the Rb infrastructure, a
reconstruction process is run (in which Rb is enriched or modified.). The scale of
"reengineering" needs (http://www.sei.cmu.edu/reengineering/) has caught the software
industry off guard (Larman, 2002), diminishing reproducibility. Hasty approaches lead to
endless requests for corrections. Careful ones delay application to the point where initial
specifications no longer correspond. Teams called on to resume a project encounter major
difficulties in understanding and continuing what has been done in the antecedent
construction, asking for a solid documentation, costly for the initial designer. Supporting
very labile informational systems must surpass the paradigm of cascading requirements/
development/ application) cycles. Socio-economical systems change continuously,
become. An infrastructure that pretends to sustain their physiology should evolve
continuously, ameliorate progressively, become – together with the beneficiary system.
"Continuous software engineering" requires a cybernetic view of the relationship between
the producing system P and the beneficiary system B – forming an evolving meta-system.
For the support application MbRb to evolve together with the B system that solicits and
uses it - you must manage the evolution of Mb and Rb following their coupled long-term
lifecycles. All these can lead to a global management formula, based on functions.
We have been confronted to this issue on the course of our participation to the
LICEF chain of projects (that have raised many questions regarding the efficiency of
instruction technologisation efforts)- decomposing it in a few questions: "How profitable
is the meticulous management of metadata records for components that can participate to
the processes of a socio-technical system?"; "To what degree is the modelling of
processes that take place in the system, or the activation of these models (to be used as
orchestration instruments) – profitable?"; "Is the explicit management of knowledge and
competencies advantageous in comparison to the case where their evolution intrinsically
results from the activity of knowledge bearers?".
We have sought a synthetic expression for these questions, in the form of
"profitability equations".
(2) Cmk+Crk+Chk<Gk-G?
(3) Cmo<Go-G?
(4) Cok<Gok-Go?
In the absence of a "magic formula" for solving these open problems, we can
formulate some orientations:
1. Estimating the global profitability of a global engineering approach requires a
rigorous meta-analysis (using intuition, trends and slogans being legitimate… only when
the cost of meta-analysis is – too – prohibitive). 2. The analysis must begin with the clear
enunciation of the priorities (values) chosen by those involved in defining the
specifications. 3. The methods can be judged and combined, according to the particular
context: Are we dealing with a large scale application – posing retrieval problems – or
with a small scale one – allowing easy participant orientation? Is the need for
discretion/confidentiality a priority, or that for tracing/evaluating the activities and
knowledge evolutions? Do we wish to conserve the system and only ease some
operations or to ameliorate the physiology? Is the involved knowledge stable, or in
continuous change? Do collective, or individual interests, take precedence? Spiritual, or
material goals? Minimum price, or maximum quality? Do we want to exploit human
intelligence or automatisms?
When the reproducibility of the assisted operations is substantial (see situations like
Google, EBay, Amazon, etc), efforts for preparing retrieval and matching, based on
semantic inferences – are justified. For unrepeatable phenomena, with rapidly changing
topology and physiology – the investment in semantic explicitation (to permit computer
198 University of Bucharest and Ovidius University of Constanta
intervention) will not redeem, exploit the participants' intelligence being more profitable.
In intermediary situations, the problem may become undecidable, due to barriers created
by complexity and even by epistemological difficulties.
The problem of managing… management costs (also see comments at http://www.strassmann.
com/pubs/measuring-kc/) remains provocative. We will try to deal with it as "recourse to
the method": modelling the estimation process.
REFERENCES
Abstract
This paper presents a new definition of e-learning, as a blend of the traditional
classroom-based learning with the internet-based one. It takes into consideration
the fact that learning is more comprehensible than training, as it includes
unintended and non-institutionalised learning as well. The authors consider the
Internet technologies a means suitable for creating and delivering an instructional
environment and not a purpose in itself. Taking into account the above-mentioned
opinions, there are defined and described the steps to be used in implementing an e-
learning programme in superior education, steps such as: establishing the target
audience, designing the traditional lecture and its electronic version, as well as their
curricula, establishing a relative, adaptive percentage of the two components
involved, designing or/and accessing virtual communities related to the approached
field, purchasing the necessary, most appropriate technology. An application, now
in progress at the Romanian-English section, within Petroleum-Gas University of
Ploiesti, is presented in the final part of the paper.
The term E-learning suffers a lot of definitions. It comprises online learning, virtual
learning, web-based learning, and so forth. Nowadays, any computer is connected to a
network, fact that implies using the term E-learning in a broad sense.
Therefore, we select some definitions of the E-learning concept.
“E-learning is the use of the Internet technologies to create and deliver a rich
learning environment that includes a broad array of instruction and information resources
and solutions, the goal of which is to enhance individual and organisational
performance.” (Rosenberg, 2006)
“E-learning would incorporate all educational activities that are carried out by
individuals or groups working online or offline, and synchronously or asynchronously via
networked or standalone computers and other electronic devices” (Naidu, 2006)
“We define e-learning as instruction delivered on a computer by way of CD-ROM,
Internet, or intranet with the following features: includes content relevant to the learning
objective, uses instructional methods such as examples and practice to help learning, uses
200 University of Bucharest and Ovidius University of Constanta
media elements such as words and pictures to deliver the content and methods, builds
new knowledge and skills linked to individual learning goals or to improved
organisational performance.” (Clark and Mayer, 2006)
The evolution of the information technologies has generated changes in the
meaning of the term E-learning, and the directions of the computer science development
have drawn new directions in the E-learning development. Experts of the instructional
design, teachers, universities leaders and students are permanently challenged to adapt,
reconfigure, redesign the traditional education so that it may cope with to the “e” era or,
more recently, to the “m” (“m” for “mobile”) era. All the above-mentioned definitions
state that there is an electronic medium of learning delivery, two definitions (namely, the
first and the third one) focus on increasing the organisational performance, whereas the
last definition also includes the instructional techniques and pedagogical content. In our
opinion, E-learning consists in any type and form of learning delivered via electronic
devices, be it intended or unintended, online or offline, synchronous or asynchronous,
formal or informal learning. It can be better applied to adult learning, and, by combining
face-to-face learning with E-learning, one may obtain what we call blended learning.
A sound learning is the one that satisfies the needs of heterogeneous groups of
people, and, therefore, blended learning implies a mixture of different learning
approaches in the attempt to obtain the best outcomes possible. We apply these strategies
at our courses so that we may bring the liberty of expression from the virtual environment
into the classroom. In the paper entitled Strategies for building blended learning (Rossett
at al, 2003) the authors state that blending involves a planned combination of approaches,
as follows: a supervisor’s coaching, participation in an online class, breakfast with
colleagues, reference to a manual, online communities.
The criteria for determining the optimal degree of learning support are: learner’s
characteristics, learning’s outcomes, learning’s activities, context of learning, hardware
and software infrastructure, time management, teachers’ experience.
This paper will further present in detail the steps of implementing an E-learning
programme used in our teaching activity.
The design of the online instructional system has been realised by a number of
professionals in the instructional design of computer-assisted instruction (Kemp, 1994;
Clark, 1995; Dick & Carey, 1996). There are a lot of models of ISD (Instructional System
Design), but most of them are based on the ADDIE model (http://ed.isu.edu/addie/).
ADDIE model consists of five phases, each of them having outcomes which become
inputs for the next phase.
Each phase of the ADDIE model implies a series of steps that lead to the model’s
application in the online instructional process. Briefly describing, the ADDIE model
consists in: the analysis phase, within which the goals and objectives of the instruction
are established, the learner profiles are identified, as well as the available technologies;
the design phase, when the instructional process (strategies, techniques) is designed, the
The 3rd International Conference on Virtual Learning, ICVL 2008 201
development phase, in which the electronic courses are built, the implementation phase,
when the instructional system is delivered, the facilitators, the trainers and the learners are
trained, the evaluation phase, during which the quality of the product is determined and
the collected feedback generates ideas to improve the system. MRK (Morrison, Ross and
Kemp, 1996) model consists of nine steps:
1. identifying the instructional problems, and specifying the goals for designing
an instructional program,
2. examining the profile of the learner that should be paid attention to during planning,
3. identifying the theme of the content, and analyzing task components related to
the stated goals and purposes,
4. defining the instructional objectives for the learner,
5. sequencing the educational content within each instructional unit for a logical learning,
6. designing the instructional strategies so that each learner can reach the objectives,
7. planning the information delivery,
8. developing the evaluation tools to assess the objectives,
9. selecting resources to support learning activities.
The original diagram of Kemp model can be found at the address http://www.personal.
psu.edu/users/s/j/sjm256/portfolio/kbase/IDD/images/kempmodel.jpg.
A comparative study on all these models leads to the following conclusion: most of
ISD models have a systemic pattern. In the initial phases, the objectives are identified and
the profile of the learners is defined. On the minus side of ISD models, one can mention
the impossibility to mould the learning process while in progress.
Generally speaking, the E-learning programme implementation complies with the
following steps: a preliminary analysis, consisting in specifying aims and learning
outcomes, learners’ analysis and context analysis, programme’s development, its testing
and implementation and programme’s evaluation and improvement.
3.1. Definition
3.2. Goal
3.3. Steps
1. Analysis phase
• Analysing the learning content. There are five types of content in learning:
facts, concepts, process, procedures and principles. The primary types of content are
called artefacts of knowledge. (Clark, Mayer, 2002)
• Analysing the goals. There are two types of goals: to inform and to perform.
The benefits of goals’ analysis and setting are: students are more motivated to learn, they
will know why they have to learn a procedure and where they can apply it, all projects
can be evaluated according to the results obtained by each student. At the end of a
training session one can report the students’ outcomes related to the proposed goals.
Nowadays, there is a lack of reports as regards the students’ performances.
• Analysing human resources. To build an E-learning programme requires
specialists from different areas: teachers, instructional designers, IT experts: web
designers and programmers, software developers, computer networks and Internet
specialists. In most cases a lot of E-learning projects have failed because of the lack of
specialists. It is important to stress the fact that a teacher cannot be an e-course developer.
• Analysing technologies. Don’t spend money on unnecessary technologies! Use
the technologies already existing in your organizations to solve immediate problems and
buy the technology you need in the present and near future! Estimate the software and
hardware technology report on: space area, number of students, number and types of
courses, multimedia content, number of staff, existing headquarters. One needs
technologies to develop and deliver courses and to manage all E-learning programmes.
• Analysing learners context and suitable pedagogical procedures. The context of
the learning process may be: mental, social, technological, emotional, knowledge, and
classroom context. (Moise, 2007) There are a lot of pedagogical procedures that can be
applied in an E-learning programme: learning by doing (scenario-based learning, project-
base learning, case-based learning, problem-based learning, role-play-based learning),
collaborative techniques, blended learning. Our piece of advice is to use the most suitable
procedure(s) for the given instructional objective and learner context.
4. Experimental Course
4.2. Aims
Note: the parts that may be transposed into blended learning are written in italics.
Table 1
Activities, Procedures, Timing
Table 1
Activities, Procedures, Timing
Students are announced in advance to participate in a particular class for a traditional face-to-face
activity.
Introducing blackboard PW T tells the students to imagine their 5’
structure - handouts own reactions to the situations
Conditionals presented on the tape and discuss
them in pairs using second and third
conditionals.
intelligent
blackboard
Students are announced in advance to participate in a particular class for a traditional face-to-face
activity.
208 University of Bucharest and Ovidius University of Constanta
Table 2
Anticipated Problems
5. Conclusions
REFERENCES
Books
CLARK, R. C. & MAYER, R. E. (2002), E-Learning and the Science of Instruction: Proven Guidelines
for Consumers and Designers of Multimedia Learning., Wiley & Sons, Inc. Pfeiffer, San Francisco.
DICK, W., CAREY, L. (1996), The Systematic Design of Instruction, New York, Harper Collins Publishers.
KEMP, J. E., MORRISON, G. R., & ROSS, S. M. (1996), Designing Effective Instruction, 2nd
Edition, Upper Saddle River, NJ, Prentice-Hall.
NAIDU, S. (2006), E-learning. A Guidebook of Principles, Procedures and Practices, CEMCA.
ROSENBERG, M. J. (2006), Beyond E-Learning. Pfeiffer, Approaches and Technologies to Enhance
Organizational Knowledge, Learning, and Performance, Wiley & Sons Inc. Pfeiffer, San Francisco.
Internet Sources
http://www.nwlink.com/~donclark/hrd/sat3.html
http://ed.isu.edu/addie/
http://www.personal.psu.edu/users/s/j/sjm256/portfolio/kbase/IDD/images/kempmodel.jpg
ROSSETT, A., DOUGLIS, F., FRAZEE, R. V. (2003), Strategies for Building Blended Learning,
http://www.learningcircuits.org/2003/jul2003/rossett.htm
The 3rd International Conference on Virtual Learning, ICVL 2008 209
Abstract
Reinforcement learning (RL) is learning what to do (how to map situations to actions) to
maximize a numerical reward signal. Two characteristics: trial-and-error search
and delayed reward are the two most important features of reinforcement learning.
RL is different from supervised learning, the kind of learning studied in most current
research in machine learning, statistical pattern recognition, and artificial neural
networks. A learning problem can be solved by an intelligent agent in the context of
reinforcement learning. In this case, to obtain a lot of reward, a reinforcement
learning agent must prefer actions that it has tried in the past and found to be
effective in producing reward. In our paper we present our investigation of Q-learning
(Reinforcement Learning) in the context of Virtual Learning Environment.
1. Introduction
A policy defines the learning agent's way of behaving at a given time or is a mapping
from perceived states of the environment to actions to be taken when in those states.
Other interpretation of policy term can be associated with a set of rules. If in some cases
the policy may be a simple function or lookup table, in others it may involve extensive
computation such as a search process. The policy is the core of a reinforcement learning
agent in the sense that it alone is sufficient to determine behavior (Sutton and Barto, 1998).
A reward function defines the goal in a reinforcement learning problem. In other
words, it concentrates perceived state (or state-action pair) of the environment to a single
number, a reward, indicating the intrinsic desirability of that state. A reinforcement
learning agent's objective is to maximize the total reward it receives in the long run. The
reward function defines what the good and bad events are for the agent.
The 3rd International Conference on Virtual Learning, ICVL 2008 211
A value function specifies what is good in the long run. Therefore the value of a
state is the total amount of reward an agent can expect to accumulate over the future,
starting from that state. Whereas rewards determine the immediate, intrinsic desirability of
environmental states, values indicate the long-term desirability of states after taking into
account the states that are likely to follow, and the rewards available in those states
(Sutton and Barto, 1998).
The final element of some reinforcement learning systems is a model of the
environment. Given a state and action, the model might predict the resultant next state
and next reward. Models are used for planning, meaning that any way of deciding on a
course of action by considering possible future situations before they are actually
experienced. The incorporation of models and planning into reinforcement learning
systems is a new point of view for researchers.
From the current state s, an action a is selected. This will determine a receipt of an
immediate reword r, and arrival at a next state s'.
Update Q(s,a) based upon this experience : Q(s,a) = x[r + ymaxQ(s',b)-Q(s,a)],
where x is the learning rate and 0 < y < 1 is the discount factor.
Return to the step 1.
To understand how Q-learning works we give an example as follow: suppose that
we have three pairs (state, action) as (Si, Ai). The matrix R will contain the reword
function values. The row of matrix Q represents current state of the agent, the column of
matrix Q pointing to the action to go to the next state.
The transition rule of this Q learning is:
For our example the number of states is known (3) and the R matrix has the form:
0 10 0
[2] R = 0 − 10 .
10 0 −
At the beginning the Q matrix has all the elements equal to zero. The above
algorithm is used by the agent to learn from experience or training. Parameter γ has
range value of 0 to 1( 0 ≤ γ < 1 ) and is called learning parameter.
As initial conditions the learning parameter has the value 0.9 and the initial state is
A2. The goal for our problem is the state A3.
For the current state A1 there are two possible actions, A2 and A3 as is presented in
the matrix R.
Now we consider that we are in state A2. There is one action corresponding to this
state, A3. The loop stops because agent reaches the goal (A3).
[3] Q ( A1, A2) = R( A1, A2) + 0.9 * Max[Q( A2, A3)] = 10 + 0.9 * 0 = 10
0 10 0
[4] Q = 0 0 0 .
0 0 0
By random selection a possible state of the agent could be A2 and looking in the R
matrix the possible next state is A1. From state A1 the possibilities for the agent are the
same state A1, the state A2 or the state A3.
Q ( A2, A1) = R( A2, A1) + 0.9 * Max[Q ( A1, A1), Q( A1, A2), Q ( A1, A3)] =
[5]
= 0 + 0.9 * Max(0,10,0) = 9
0 10 0
[6] Q = 9 0 0 .
0 0 0
When the agent reaches to the state A3 the compute process stops. Once the Q matrix
reaches almost the convergence value, the agent can reach the goal in an optimum way by
tracing the sequence of states and finding action that makes maximum Q for this state.
4. Conclusions
REFERENCES
Books
Conference Proceedings
Internet Sources
http://reinforcementlearning.ai-depot.com/Tutorials.html
http://net.educause.edu/ir/library/pdf/eqm0235.pdf
http://moodle.org/
http://www.claroline.net/
http://www.atutor.ca/
Thesis
WATKINS, C. (1989), Learning from Delayed Rewards, Thesis, University of Cambridge, England.
The 3rd International Conference on Virtual Learning, ICVL 2008 215
Abstract
The field of information security has grown and developed significantly in recent
years. Its concerns are: the confidentiality, integrity and availability of data with
different presentation form (electronic, print, or other forms of information). Data
mining can be applied to find relevant computer security information. In this paper
we present data mining techniques used for intrusion detection. Data provided by
National Vulnerability Database site represents the basic for our application and
our goal is to demonstrate that we can identify appropriate and accurate classifiers
to detect anomalies mediated by data mining methods. Association rules, decision
trees and other classification methods represent an effective manner for our target.
The authors aim to determine the appeared issue and to solve the information
security vulnerabilities.
1. Introduction
In literature were described various types of networks attacks. In most cases the
attacks are classify in three major categories: integrity, confidentiality and availability
attacks. Researchers analyzed these networks security problems and found solutions
which appropriate implemented reduced drastically the number of attacks. The developed
systems include security politics development, users’ education and security software solution.
A system proprieties such confidentiality, integrity and availability are related.
Confidentiality and availability depend on system integrity.
Integrity property refers to data and system integrity. In first case, data integrity
means quality, correctness, authenticity and accuracy of information stored in an
informatics system. On the other hand, system integrity refers to correctively and
successfully performing of informatics resources.
Confidentiality in the framework of an IT system means that information is
available only in the conditions of security politics. System availability represents the
system property to be available only the registered users’ requests. In the context of
network security this property refers in general to the system capacity to function in the
front of denial-of-services attack.
Integrity attacks include: legalization attacks, sessions theft, content-based attacks,
protocol attacks, inattentive access methods, social engineering, unexpected information
supply, privileges fraud, confidence relations exploitation and backdoors exploitation.
Confidentiality attacks consist in: careless divulgation, information interception,
Van-Eck monitoring, hidden canals, information accumulation, etc. As availability
attacks we note: jamming, unexpected information supply, etc.
An information security vulnerability is a mistake in software that can be directly
used by a hacker to gain access to a system or network. CVE considers a mistake
vulnerability if it allows an attacker to use it to violate a reasonable security policy for
that system (this excludes excluding entirely open security policies in which all users are
trusted, or where there is no consideration of risk to the system).
An information security exposure is a system configuration issue or a mistake in
software that allows access to information or capabilities that can be used by a hacker as a
stepping-stone into a system or network.
CVE considers a configuration issue or a mistake an exposure if it does not directly
allow compromise but could be an important component of a successful attack, and is a
violation of a reasonable security policy (http://cve.mitre.org/about/ terminology.html).
The next step in computer security after firewall was to include intrusion detection
system which try to collect information about attacks in different ways.
An intrusion detection system (IDS) monitors network traffic and monitors for
suspicious activity and alerts the system or network administrator. In some cases the IDS
The 3rd International Conference on Virtual Learning, ICVL 2008 217
may also respond to anomalous or malicious traffic by taking action such as blocking the
user or source IP address from accessing the network. As a definition, an intrusion
detection system (IDS) inspects all inbound and outbound network activity and identifies
suspicious patterns that may indicate a network or system attack from someone
attempting to break into or compromise a system. There are several ways to categorize
IDS: misuse detection against anomaly detection, network-based against. host- based
systems, passive system against reactive system.
In misuse detection, the IDS analyzes the information it gathers and compares it to
large databases of attack signatures. In anomaly detection, the system administrator
defines the baseline, or normal, state of the network’s traffic load, breakdown, protocol,
and typical packet size. The anomaly detector monitors network segments to compare
their state to the normal baseline and look for anomalies. On the other hand, in a network-
based system (NIDS), the individual packets flowing through a network are analyzed.
The NIDS can detect malicious packets that are designed to be overlooked by a firewall’s
simplistic filtering rules. In a host-based system, the IDS examines at the activity on each
individual computer or host. In a passive system, the IDS detects a potential security
breach, logs the information and signals an alert and in a reactive system, the IDS
responds to the suspicious activity by logging off a user or by reprogramming the firewall
to block network traffic from the suspected malicious source (http://www.webopedia.com/TERM/
I/intrusion_detection_system.html).
The most popular ISD packages are (http://www.all-internet-security.com/top
_10_IDS_software.asp): PacketAlarm, Blue Lance LT Auditor, Linux – IDS, CyberTrust
2008, Advanced Intrusion Prevention Products, Demarc Security Solution, Wireless LAN
Monitoring, Distributed Denial of Service Attacks, Honeypots – Incident Resources,
Lancope – Network Intelligence.
Intrusion detection software tends to be something of a long-term investment. It
doesn’t give instant results, but after a time the results are visible. A good intrusion
detection policy is often the one that is most strongly constructed to fit the network.
Data mining involves the use of sophisticated data analysis tools to discover
previously unknown, valid patterns and relationships in large data sets (Two Crows
Corporation, 1999).These tools can include as well as statistical models, mathematical
algorithms, and machine learning methods (algorithms that improve their performance
automatically through experience, such as neural networks or decision trees). Data mining
consists of more than collecting and managing data; it also includes analysis and prediction.
In the last years data mining has successfully applied in domains such as
information security and our research work focused on network of excellence issues and
its vulnerabilities. Intrusion detection is defined as the process of intelligently monitoring
the events occurring in a computer system or network, analyzing them for signs of
violations of the security policy. The primary aim of Intrusion Detection Systems (IDS) is
to protect the availability, confidentiality and integrity of critical networked information
218 University of Bucharest and Ovidius University of Constanta
systems (Mukkamala, R., et al., 2000). Many applications of data mining techniques
demonstrate that information security became an interesting field for researchers witch
have the preoccupation to discover new methods to identify the most frequent issues
regarding data security in networks.
In literature, techniques such decision trees, association rules, clustering and others
are well-known in various domains and their uses for vulnerabilities classify and
clustering becomes a challenge.
On the other hand, case based reasoning approach (Lee, W. and Stolfo S., 1999)
balances with data mining techniques. Existed IDS systems are mostly static and tracks
known attacks signatures. As a result, any recognized attack is blocked from entering the
protected system and other traffic (friendly and unknown) are permitted to access the
system. Therefore malicious traffic is mostly of unknown signature type, so it will not
trigger IDS. Motivation for dynamic approach appears.
Current intrusion detection studies focuses on knowledge-based approaches that are
very efficient in detecting intruders of the type known previously, but ineffective against
new forms of threat and behaviour-based approaches, having the potential for guarding
against previously unknown types of threats. CBR can be considered as a mix of them
gathering the advantages of those approaches.
5. An Illustrative Example
(gravity of the attack). The authors intend to determine how the gravity of the attacks depends
on the others four variables (base score, exploit score, impact subscore and product name).
The database used in this application is in .csv format and contains five attributes in different
data format (nominal, numeric) and 11000 records. The structure of database is presented in Figure 1.
The input data are taken from NVD, from years 2003 and 2006. Weka gives us, in
preprocess step, informations about attributes, instances, several statistics (see Figure 3).
Figure 3. Preprocessing data: relation, number of instances, statistics for each attribute
In the current example, we used the Weka classifier algorithms – RandomTree and
J48 (similar with ID3 algorithm, but in this case we can’t use ID3 because we have
numeric attributtes) – to generate decision trees.
After RandomTree execution with Weka, we obtained series of results presented in
figure below:
The decision tree obtained provides decision rules, some of them being presented below:
– IF Indice_de_exploatare < 9.3 AND Indice_de_baza < 3.8 THEN Gravitate = Low;
– IF Indice_de_exploatare < 9.3 AND Indice_de_baza > = 3.8 AND
Nume_produs = Windows_2000 AND Indice_de_impact < 8.45 THEN Gravitate = Medium;
– IF Indice_de_exploatare < 9.3 AND Indice_de_baza > = 3.8 AND
Nume_produs = Windows_XP AND Indice_de_impact < 8.45 THEN Gravitate = Medium;
– IF Indice_de_exploatare < 9.3 AND Indice_de_baza > = 3.8 AND
Nume_produs = Windows_Server_2003 AND Indice_de_exploatare < 4.4 AND
Indice_de_impact < 8.45 THEN Gravitate = Medium;
– IF Indice_de_exploatare < 9.3 AND Indice_de_baza > = 3.8 AND
Nume_produs = Windows_Server_2000 AND Indice_de_exploatare > = 6.25 THEN
Gravitate = High;
– IF Indice_de_exploatare < 9.3 AND Indice_de_baza > = 3.8 AND
Nume_produs = SuSE_Linux AND Indice_de_impact > = 8.45 THEN Gravitate = High;
In this case, size of tree is 1231, root mean square error is 0.0014, relative absolute
error is 0.0126% and root relative squared error is 0.3205%.
After J48 execution with Weka, we obtain the following tree with 5 nodes:
6. Conclusions
Intrusion detection is an important task for information infrastructure security. One
major challenge in intrusion detection is that we have to identify and classify the hidden
intrusions from a huge amount of normal communication activities.
The data mining techniques are viable solutions for determine the severity of the attacks
and they can be included in IDS, generating the development of IDS based on Data Mining.
REFERENCES
Books
Two Crows Corporation (1999), Introduction to Data Mining and Knowledge Discovery, Third
Edition (http://www.twocrows.com/intro-dm.pdf)
Book Chapters
JENKINS, D. (1983), Quality of Working Life: Trends and Directions, in H. Kolosny and H. van Beinum (eds.),
The Quality of Working Life and the 1980s, Praegner, New York.
Conference Proceedings
MUKKAMALA, R., GAGNON, J. and JAIODIA, S. (2000), Integrating Data Mining Techniques
with Intrusion Detection Methods, in Proceedings of the IFIP WG 11.3 Thirteenth
International Conference on Database Security: Research Advances in Database and
Information systems security, 33-46.
LEE, W. and STOLFO, S., “A Framework for Constructing Features and Models for Intrusion
Detection Systems”, in Proceedings of the 5th ACM SIGKDD International Conference on
Knowledge Discovery and Data Mining, San Diego, Calif, USA, August 1999.
Internet Sources
http://cve.mitre.org/about/ terminology.html
http://www.cs.waikato.ac.nz/ml/weka/
http://nvd.nist.gov/
http://nvd.nist.gov/cvss.cfm
http://www.webopedia.com/TERM/I/intrusion_detection_system.html
http://www.all-internet-security.com/top_10_IDS_software.asp
Computer Programs
The University of Waikato, New Zeeland, Weka (Waikato Environment for Knowledge Analysis) version 3.5.6.
The 3rd International Conference on Virtual Learning, ICVL 2008 223
Abstract
It is essential for adaptive learning systems to have information about the learner.
More information about the learner provides more precise deduction about
learner’s knowledge, characteristics and preferences. This information is stored in
learner model. Furthermore emotions play an important role in cognitive processes
and therefore it must be regarded in online learning. Besides learner emotional
behaviors should be considered different from other learner's characteristics like
knowledge and preferences. They also may be different in different sessions. Regular
learner modeling focuses on prerequisite relationships for updating the learner
model. But in the example based learning, learner ability for doing exercise must be
regarded as well. In this case, learner’s emotional behaviors may lead to wrong updating
of the learner model. On the other hand, learner inability in doing exercise may be
related to his/her emotional state. Also, It may be temporary and only for this learning
session. In such cases, learner model should not be updated by temporary results until
the system ensures that they are right. In this work a new model for learner modeling will
be represented that divides learner model into two parts: 1 – permanent learner model and
2 – temporary learner model. Permanent learner model stores information about learner
knowledge and preferences, and it is utilized for other next sessions. Temporary learner
model consists of some sort of information which is only useful in the current
session. Information regarding learner emotional behaviors should be placed in the
temporary learner model of our proposed model. When the learning system ensures
that such information is not gathered from temporary emotional state of the learner,
it could be placed them in the permanent learner model. This approach leads to
more precise learner modeling for decision making.
1. Introduction
E-Learning systems have been progressed and provided special features which
make them more suitable for group learning. But e-learning systems are still behind face
to face tutoring by a teacher to one student (Sarrafzadeh et al., 2003). One reason for this
weakness is that they are not informed enough about learner's characteristics. In the
standard e-learning systems parameters being tracked and logged from the learner
224 University of Bucharest and Ovidius University of Constanta
behavior are few (Brusilovsky and Millán, 2007). Therefore, to enhance e-learning
systems for personalized learning, it is necessary to increase logged parameters about
learner during his/her learning process.
Another reason for this weakness is that many of the e-learning systems are not
regarding learner's emotional states (Self, 1990; De Bra and Calvi, 1998; Cheung et al.,
2003; Brusilovsky, 2003; Zhang et al., 2007). There are some previous works that have
considered to recognizing emotions of learner (Ekman, 1999; Kopecek, 2000; Sebe et al.,
2005; Osano, et al., 2006). However, they are studies focused on emotions recognition
and are not regarding enough to e-learning. For making e-learning systems more effective, we
should consider emotions of learner as well as his/her knowledge and other characteristics.
In this work we have represented a new model for learner modeling that divides
learner model into two parts: 1 – permanent learner model and 2 – temporary learner model.
Permanent learner model consists of regular learner model that stores information about
learner’s knowledge and preferences. It is usable for other sessions during the learning
process. Temporary learner model consists of some information about learner that is only
useful for this session and is not usable for other sessions. Learner emotions are placed in this part.
The organization of this paper is as follow: After introduction, in the second
section usual user modeling and emotional modeling will be described. Then, in the
section 3, our proposed model for learner modeling will be represented. This model
includes emotional model of learner in the context of temporary learner model. After that,
updating method of the permanent learner model will be explained in section 4. In this
section computational method regarding parameters like average time of solving
problems will be explained. The result of this computation is to validating this session's
gathered information. In section 5 we will discuss about evaluation of model. Finally, in
Section 6, the conclusion will be presented.
There are some previous works in the context of user modeling. For example,
Brosilovesky (Brosilovesky, 2003) divides adaptive hypermedia into 3 parts, which is
content model, user model and adaptation model. He is mentioned that we can store some
information about user and his/her characteristics in the user model for future usage of
them. De Bra (De Bra and Calvi, 1998) introduces user model as an overlay of content
model, which can store some parameters such as user knowledge about specific concepts
in the form of numeric values. Brosilovesky (Brosilovesky and Millán, 2007) classifies
user models of different hyper media and educational systems on the basis of used
characteristics. He mentions that Web-based adaptive educational systems (AES) mostly
rely on learner knowledge and learning goals.
There are some previous works in the context of learner emotional modeling as
well. There are 5 methods that computer could be utilized for recognition of learner's
emotional behaviors:
The 3rd International Conference on Virtual Learning, ICVL 2008 225
1. Questions asking,
2. Deductions making based on learner’s behaviors (Cowie et al., 2001),
3. Learner’s voice processing (Kopecek, 2000),
4. Learner’s image processing (Ekman, 1999; Pantic and Rothkrantz, 2000),
5. Learner’s behaviors monitoring using sensors (Gunes and Piccardi, 2006).
All together, since now, there hasn’t been enough consideration for learner’s
emotions in the e-learning systems.
In our proposed model, emotions are placed in the learner model as a temporary
part. Furthermore, we have recommended that newly gathered information about learner
should be placed in the temporary learner model at first. At the end of each session
system can decide which information must be moved in the permanent learner model. We
have utilized implicit parameters and asking questions for learner’s emotions recognition
in our proposed model.
Our proposed model will be discussed in the next section.
In our proposed model, learner model is divided into two parts: Permanent Learner
Model and Temporary Learner Model (Figure 1).
Permanent learner model includes some information about learner’s previous
knowledge, his/her skills in learning, interested goals, and so on. Temporary learner
model includes logged information regarding learner's emotional attitudes during learning
process. Learner tiredness, eagerness, and so on could be tracked to describe this part of
the learner model. One of the most important issues is unexpected and short term
emotional reflections which might be affecting the temporary model. Of course, these
issues have no effect on the permanent model.
When learner starts a new session, the LMS can make use of information which is
saved in permanent learner model to make appropriate decisions for content presentation.
But all of the explanations made by the system’s reasoning should not be placed in the
permanent learner model.
Obviously, in different sessions, the environmental conditions and the learner's
emotional states may not be the same. Therefore, this difference can lead to some
mistakes in the system’s reasoning. For instance, supposing the system wants to make
decision on the basis of the number of learner’s mistakes in doing exercises. If the large
number of mistakes is took place, the system will assume that the learner himself/herself
is not prepared for starting the next chapter. But this reasoning may be caused by the
emotional conditions. Such a case is not a permanent cause and should be considered as a
temporary state. Logically, the system should not record this information as learner's
inability.
226 University of Bucharest and Ovidius University of Constanta
In such situations, system should compare the acquired information with the
previous ones to verify if there is any record of the same experience. If the answer is
positive, then the permanent learner model will be updated. Otherwise, when there is a
considerable difference between the acquired information and the related ones previously
saved in the permanent model, system could assume that it is necessary to interrupt
learner, and asking him/her explicitly about his/her emotional conditions.
In our proposed model, when the acquired characteristics have a large difference
with previous recorded ones (for a particular learner), they are placed in the temporary
learner model. Therefore, at the end of any session, system can decide if such information
should be used for updating the permanent learner model, or it must be ignored. In fact,
temporary learner model is like a filter (figure 2). Gathered information from this session
must be passed from this filter. Validated information will be moved to permanent learner
model for future usage. It will cause to save more precise information about learner in
permanent part of the learner model.
In the other words all system's deductions about learner are placed in the
temporary learner model at first. Then the system investigates that witch gathered
information is reasonable. Then reasonable deductions are used for updating permanent
learner model. In the next section we have explained our proposed method for updating
permanent learner model.
The 3rd International Conference on Virtual Learning, ICVL 2008 227
We have used some implicit parameters for validation of information that is saved
in the temporary learner model. The following sections illustrate how we can calculate
the value of related parameters and then, how we can use them, in the filtering process of
the learner model to develop the permanent learner model.
In this work, our focus is on two parameters: difference between mean time of
doing exercises and average of predicted mean time, and difference between percent of
occurred mistakes and average of predicted probability of making mistake in the solved
exercises.
To using our method, predicted mean time and predicted probability of making
mistake in each exercise must be saved in its meta-data. It should be predicted by a
professional teacher. In the next section we will represent our recommended equations for
calculating these parameters.
We propose equation [1] for calculating difference between mean time of doing
exercises and average of predicted mean time.
228 University of Bucharest and Ovidius University of Constanta
( tn′+1 − t p′ ( n+1) ) + n( tn − t pn )
[1] ∆ tn +1 =
n +1
That ∆ tn+1 is new difference between mean time of doing exercises by learner and
predicted mean time. tn′+1 is mean time to doing exercises by learner for this session,
t p′ ( n+1) is predicted mean time for this session, tn is previous mean time, t pn is previous
mean of predicted time, and n is the number of previous sessions.
Our recommended method for computing difference between percent of mistakes
and average of predicted probability of doing mistake in solved exercises is as follow. We
propose equation [2] to calculating this parameter:
That ∆f n+1 is new difference between percent of mistakes and average of predicted
probability of doing mistake in solved exercises. f n′+1 is percent of learner mistakes for
this session, f p′( n+1) is average of predicted mistake probability for this session, f n is
percent of mistakes in n previous sessions, f pn is previous average of predicted mistake
probability, and n is the number of previous sessions. With the aid of these two
parameters, we can estimate learner’s agility in doing exercises.
That mnew is the number of exercises in new session. Then we can introduce
agility factor as follow:
5. Model Evaluation
6. Conclusion
In this paper, we presented a new model for learner modeling designed for more
accurate adaptability in E-learning systems. We explained how this model could improve
the adaptability of educational environments. This improvement is feasible by dividing
learner model into two parts: 1- permanent learner model and 2- temporary learner model.
By saving irregularities in temporary learner model and ignoring them in other sessions,
we can achieve more precise learner modeling and therefore more accurate adaptability.
We are now in the implementation stage, and then the proposed models are under
examination in evaluation and validation stages.
230 University of Bucharest and Ovidius University of Constanta
REFERENCES
Abstract
Most important teacher’s duty is making learners interested. We know that it is more
important than content representation. But E-Learning systems are not regarding
enough to this reality. In the other words, they represent content in a same way to
different learners. Although adapting content to learners is good but it is not effective
enough. For more effectiveness, system could be able to adapt its tutoring method
with different learners. Thus, system could select proper method from existing
teaching methods. We have a restricted number of teaching methods in our system.
Therefore, each teaching method must be selected for a class of learners. So, each
learner, based on his/her characteristics should be placed in a correct class. System
should tutor to each class with a suitable teaching method. This method should be
designed by a psychologist team and a teacher whom is expert in educating that
content. System should be able to estimate learner classes by a little or no mistake.
Then, it should be able to adapt teaching method with different classes. In the other
words, system should behave with different classes of learners in different ways,
according to their common characteristics. In this paper we will propose an
approach for classification of learners. In our proposed method, classification is
down based on two metrics: Learner’s Rate of doing exercises and his/her
emotionality. Using these two metrics we will analyze how the system could classify
learners and how it could select appropriate teaching method for each class. We have
assigned a numeric value to each class. With our proposed method, system can
estimate classes of learners with a good probability
1. Introduction
learner, but they don't consider to selecting an appropriate teaching method (Brusilovsky
et al., 1996; Cheung, 2003; Brusilovsky and Henze, 2007; Sonwalkar, 2007; Roy et al,
2008). It means that an effective e-learning system must represent the same content for
different learners differently. Although, there are some researches in the context of
learners classification (Daniłowicz and Kukla, 2003), but they are not consider to
important differences of learners such as learning ability and emotional affectability for
classifying them.
Different learners are differently affected by emotional motivators. In the other
words, their cognition ability is differently changeable by amending their emotional
states. Furthermore, learning ability in individual learners in the same emotional state is
not alike. We propose that e-learning system should select different teaching method for
different learners regarding to their characteristics. Characteristics that we are focused on
them are: Learning Rate and Emotional Affectability.
System can use a restricted number of teaching methods. Thus, it is essential for e-learning
system to classify the learners. Each class of learners should be related to one teaching
method. Classification is done based on three metrics that have been mentioned above.
The structure of this paper is as follow: after introduction in the second section
different classes of learners will be investigated. In the third section our proposed
methods for detecting classes of learners will be explained. Selecting an appropriate
method for representing content to each class will be discussed in the section four. Finally
in the section five evaluation results of our proposed method will be represented.
2. Learners Classes
We can classify learners in different classes for teaching them according to their
common characteristics. Learners are different in learning rate and emotionality. We can
utilize these differences for more effective representation of educational content. Each of
these two metrics has three levels: high, medium, and low (Table 1).
Table 1
Learners classes
System utilizes implicit parameters and asking some questions for class number
detection. We will explain our proposed method in the 2 next subsections.
N - N F 1 - Fps
[1] VV = V - Vp = -
T Tps
For detecting that how much learner is effectible according to his/her emotions,
system must estimate learner's current emotional state at first. For detecting emotions
some researchers have utilized facial or vocal recognition (Ekman, 1999; Pantic and
Rothkrantz, 2000; Gunes and Piccardi, 2006). Some others have utilized some special
sensors for movement recognition (Osano, et al., 2006). Also, there are some researches
about emotion recognizing by the other means. In this work, we request the learner to
determine his/her emotional states at the start of the session, 10 minutes later and 20
minutes later. We have assigned a numeric value for each emotional state. Positive
emotional state has positive value (+ 1) and negative one has negative value (– 1). After
234 University of Bucharest and Ovidius University of Constanta
each request sum of values is computed and after the session, average of this value is
computed as overall emotional state.
As it mentioned in previous section, mean time of doing exercises and number of
mistakes is computed for each session. System should find two sessions that learner's
emotional state value of them has most difference. Then system can use equation [2] for
detecting class of learner based on his/her emotional affectability.
∑ CN
i =1
1i
T1 − T ps1 F1 − F ps1
[2] EF = ⋅ ⋅
T2 − T ps 2 F2 − F ps 2
3
∑ CN
i =1
2i
3
In the above equation, EF is learner's Emotional Factor. ∑ CN
i =1
1i is overall
3
emotional value for session by most overall emotional value. ∑ CN
i =1
2i is overall
emotional value for session by least overall emotional value. T1 and T2 are average times
of doing exercises by learner, Tps1 and T ps2 are average of predicted time, F1 and F2 are
average of mistakes for learner, Fps1 and Fps2 are average of predicted mistake probability
related to session 1 and 2.
If EF ³ d, 3 4 £ d £ 1 , learner's affectability is low, if l £ EF< d, 1 2£ l < 3 4,
learner's affectability is medium, and if EF < l , he/she belongs to high effectible class.
Determining exact values for d and l depends on educational content and is done by the
teacher and a psychologist team.
In (Mayer and Allen, 1995) it has suggested that system induces learner emotions
to a suitable state. But for a learner by a little emotional affectability it could be useless.
In this case more regarding to emotional states of learner may be damage the learning
process. We propose that system behave by different classes of learners differently. We
have represented a method for dividing learners in 9 classes by means of two metrics:
learning rate and emotional affectability. We have focused on detecting classes of
learners. Designing of teaching methods is out of our discussion. For designing of
teaching methods according to each class we recommend that a psychologist team assist
the development team.
Using our proposed method we can estimate learner class by a high preciseness.
Behaving by learners according to their classes will lead to more satisfaction and thus it
can cause to more effective learning process.
The 3rd International Conference on Virtual Learning, ICVL 2008 235
6. Conclusion
In this paper we have proposed that system should behave differently by different
classes of learners. We have classified the learners based on two metrics: learning rate
and emotional affectability. Because of emotions play an important role in the cognition
process, system should behave more carefully by emotional learners.
Moreover, we have proposed a method for detecting the class of each learner based
on our recommended metrics. We have proposed that teaching method should be adapted
by learners' characteristics for each class. Also, a teaching method should be utilized for
more than one class. Finally, we have explained the evaluation method.
Future works could be in these contexts: obtaining more precise values for a , b ,
d , l and designing a suitable teaching method for each class.
REFERENCES
BRUSILOVSKY, P. and MILLÁN, E. (2007), User Models for Adaptive Hypermedia and
Adaptive Educational Systems, The Adaptive Web, LNCS 4321, pp. 3-53.
BRUSILOVSKY, P., HENZE, N. (2007), “Open Corpus Adaptive Educational Hypermedia”, in
Brusilovsky, P., Kobsa, A., Neidl, W. (eds.), The Adaptive Web: Methods and Strategies of
Web Personalization. Lecture Notes in Computer Science, vol. 4321, Springer-Verlag, Berlin
Heidelberg New York.
BRUSILOVSKY, P. (2007), Adaptive Navigation Support, in Brusilovsky, P., Kobsa, A., Neidl,
W. (eds.), The Adaptive Web: Methods and Strategies of Web Personalization. Lecture Notes
in Computer Science, vol. 4321, Springer-Verlag, Berlin Heidelberg New York.
BRUSILOVSKY, P. (2003), Developing Adaptive Educational Hypermedia Systems: From
Design Models to Authoring Tools, in Murray, T., Blessing, S., Ainsworth, S. (eds.), Authoring
Tools for Advanced Technology Learning Environments: Toward Cost-Effective Adaptive,
Interactive, and Intelligent Educational Software, Dordrecht, Kluwer, 377-409.
236 University of Bucharest and Ovidius University of Constanta
Abstract
Improving the learning quality in e-learning environments has received
considerable attention from researchers. One of the methods to improve the
understanding of the students in a learning process is adapting the content to their
learning styles. The learning style models are used to classify the students in
different groups based on their appropriate style of learning. In e-learning we can
use the learning styles to categorize learning contents suitable for each group. In
this paper we present a new concept called Learning Object Tendency. Considering
this concept the learning objects are classified based on the learning styles of the
students. Therefore, by determining the tendency of a learning object, we can
present that the appropriate learning object to the learners .To determine the
tendency of a learning object we proposed a method based on the assessment of the
learner progress in a learning object. The Felder-Silverman Learning Style Model is
used to determine the learning style of the students. The pre-tests and post-tests are
taken before and after presentation of each learning object to estimate the level of
learning progress. By applying the results of the tests to a probabilistic model we
classify the learning object in a specific tendency.
1. Introduction
In this paper, we defined the “Learning Tendency” of learning Objects concept that
can be used to enhance the learning process of learners by presenting the most
appropriate learning object to them based on their learning style.
High quality learning materials are expensive to create. So it is very important to
ensure reuse of learning content. Reuse is made possible by annotating learning content
with metadata. Manual annotation is a time consuming and expensive process. It is also
liable to human errors (Roy, 2006). One of the important possible metadata for learning
content is the “Learning Tendency” introduced in this paper.
The rest of this paper is organized as follows. In section 2, we will present an
overview of the learning style models and their usage in virtual learning. Section 3
describes the structure used for scaffolding of the learning content and making a
hierarchical structure based on learning objectives, and composed of learning objects. In
the section 4, we describe the assessment methods, and the Bayesian network model that
we used for estimation of the learner’s knowledge. In the section 5, the main process of
determination of the Learning Object Tendency and the proposed Bayesian model used
for it, is explained. The section 6 demonstrates the related works in the literature. Finally,
in the section 7 the conclusion and future works is presented.
Different adaptations have been applied in different systems. One of the methods to
improve the understanding of the students in a learning process is adapting the content to
their learning styles. The learning style models are used to classify the students in
different groups based on their appropriate style of learning. The learning style of a
student determines what type of information he prefers, what channels he desire for
perceiving the new information, how a student processes new information and how does
he progress toward understanding.
There are many different learning style models proposed for different usages. For a
list of more important learning style models, you can refer to (Karagiannidis and
Sampson, 2002). Since the population under study are engineering students, we used
Felder-Silverman Learning Style Model in this research. In the following section, we will
have a closer look at this model.
This model was proposed in 1988 by Felder and Silverman (Felder, Silverman, 1988)
for engineering students. Since then it has been used by researchers in the e-learning field
(e.g. Graf and Kinshuk, 2006; Liu et al., 2007; Sun et al., 2007). It has been revised on
The 3rd International Conference on Virtual Learning, ICVL 2008 239
2002 by Felder. We used the revised version that has four dimensions. These dimensions
are Sensory/Intuitive, Visual/Verbal, Active/Reflective and Sequential/Global. They address
the preferred knowledge perception, data input, processing and understanding for the
learner respectively (Felder, Silverman, 1988).
The proposed tool for determining the students learning style in this model is a
questionnaire called Index of Learning styles (ILS) (Felder, Soloman, 1996). To help the
students in answering this questionnaire we provided a translated version of the
questionnaire, and presented to them.
The ILS results are four numbers ranging from – 11 to 11 for each dimension. We
mapped these results to the range of 0-1 by the equation [1] where i is the ILS result for a
dimension and ns is the normalized style value.
i + 11
[1] ns =
22
Learning content scaffolding helps creating more adaptable and reusable learning
contents. Assigning a particular structure to a learning content needs some pedagogical
knowledge; this introduces the interdisciplinary research between information technology
experts and learning psychologists.
For knowledge assessment, researchers used different knowledge structures. The
Knowledge Space Theory was used by the Knowledge and Data Engineering Group of
Trinity College in their works (Conlan et al., 2006). Collins used Granularity Hierarchies,
which had been used with Bayesian belief network for Computer Adapted Testing
(Collins et a.l, 1996); in this Granularity Hierarchies, the concepts and skills are
aggregated to form levels of details.
In our research, we used the learning objective hierarchy. In this hierarchy, a
learning objective is assigned to each Learning Object. Each learning objective consists
of 1 to 3 skills. A set of questions is assigned to each skill. A question may require up to
three skills. This hierarchy is very similar to the Bayesian model shown in Figure 1.
knowledge assessment for each user. In this section, we will discuss the problems in this
process and the solution using Bayesian networks.
There are two common problems in assessments, when explicit tests are being used
to determine the knowledge of learners. These problems have been addressed before e.g.
(Conati et al., 2002; Pardos et al., 2006).
This problem happens when a learner answers a question with more than one
objective being assigned to it. If the answer is not correct then, normally the blame goes
to all the skills needed for that question. Let us consider a question Q1 with two
objectives (OB1 and OB2). Prior to this question learner has answered three questions
related to OB1 and all of them are answered correctly; conversely she only answered one
of the four questions related to OB2 correctly. According to the conventional scoring system,
the blame will be divided equally between the OB1 and OB2 and the result will be:
However, considering the prior scores of the OB1 and OB2, it is more likely that
the learner lacked the skill of OB2 when answering this question, so the more blame must
be assigned to OB2.
When a learner is faced to a test question, he/she may either have the required
knowledge for it or not. However, having the knowledge does not necessarily lead to
correct answer. On the other hand, if the question is multiple-choice he/she may give a
correct answer to a question by chance without having the required knowledge.
The 3rd International Conference on Virtual Learning, ICVL 2008 241
In general, Bayesian network models have been used for assessment since mid 90s
(Martin and Vanlehn, 1995; Conati et all., 1996; Vanlehn and Martin, 1997; Conati et al.,
2002; Pardos et al., 2006). The Bayesian belief network was used for estimating the
student mastery in Computer Adapted Testing (CAT) as well (Collins et al., 1996;
Linacre, 2000; Desmarais and Pu, 2005).
The Bayesian networks have been used to address Credit-Blame in (Conati et al.,
2002). In (Pardos et al, 2006) the authors assigned a fixed chance for Guess and Slip in
answering the questions and used a Bayesian model to handle the Guess-Slip Problem.
Different methods have been used to assign prior probability to nodes in the
Bayesian network model. For example, the average of former students is used as an
initiating value for the model of each new student in PKOS (Desmarais and Pu, 2005). In
a CAT algorithm suggested by Halkitis, an initial value for the ability estimate is
provided by an initialization mechanism. In this mechanism, each student is awarded one
success and one failure on two dummy questions (Linacre, 2000).
In this work, to calculate the prior probabilities we used a set of tests specifically
designed so that it requires just one skill to solve. These tests were provided to learners as
pre-tests. The scores of the tests for each skill was calculated and then mapped to a range
of 0-1. This value is assigned to the designated node for that skill in the model.
Learning Objective
Question 2 Question j
For the guess-slip problem, instead of a fixed guess probability for the multiple-
choice questions (e.g. 0.25 for tests with 4 choices), a new approach was used. In this
approach, the prior probability of the parent node is also considered in calculating the
guess chance. Three levels for the prior probability of the parent node were defined (less
than 0.5, between 0.5 and 0.8 and above 0.8). In the first level, the knowledge of the
learner is considered very low, so the basic guess chance is doubled. In the second level,
the learner’s knowledge is considered low, and the basic guess chance is multiplied by
1.5. Finally, in the third level the basic guess chance is used. If the question node (Q) has
more than one parent (e.g. P1 and P2), then equation [2] is applied to calculate the
conditional probability of Q, and this conditional probability is used in the levelling system.
To adjust the slip chance, a similar levelling system is used, but this time the values
are less than 0.7, between 0.7 and 0.9 and above 0.9. In accordance, the slip chances of
0.05 for the first level, 0.1 for the second level and 0.2 for the third level are used. The
guess and slip chances are used in the conditional probability tables of the question nodes.
Table 1 shows the probability values of the question node “Question i”. It is a 5-choice
question shown in the model presented in Figure 1. The values are related to the
probability values of the node’s parents (S1 and S2). These values reflect the guess
chance for a “correct” answer and slip chance for a “wrong” answer to this question.
Table 1
Different Values of the Node Question i
LO
Student Progress
6. Related Works
Table 2
The Tendency Classes
The Learning Object Tendency defined here can be thought as a metadata, which
makes the adaptation to learning style of learners achievable, and subsequently improves
the learning progress of the learners.
There is an undergoing research project done in the Advanced E-Learning
Technologies Lab in Amirkabir University which utilizes the methods presented here to
determine the LO Tendency for a set of contents. Another aim of this project is the
utilization of the Tendency in learning content adaptation and observation of its positive
effects in the learning progress of a virtual course.
The 3rd International Conference on Virtual Learning, ICVL 2008 245
REFERENCES
ARROYO, I, BEAL, C., MURRAY, T., WALLES, R. and WOOLF, B. (2004), Wayang Outpost:
Intelligent Tutoring for High Stakes Achievement Tests, in Proceedings of the 7th
International Conference on Intelligent Tutoring Systems (ITS2004), Springer Berlin/
Heidelberg, 468-477.
CONATI, C. and VANLEHN, K. (1996), POLA: A Student Modeling Framework for Probabilistic
On-Line Assessment of Problem Solving Performance, in Proceedings of UM-96, 5th
International Conference on User Modeling, User Modeling, Inc., 75-82.
CONATI, C., GERTNER, A., VANLEHN, K. (2002), Using Bayesian Networks to manage
Uncertainty in Student Modelling, User Modeling and User-Adapted Interaction 12, 4, 371-417.
CONLAN, O., O'KEEFFE, I., HAMPSON, C. and HELLER, J. (2006), Using Knowledge Space
Theory to support Learner Modeling and Personalization, in T. Reeves and S. Yamashita
(eds.), Proceedings of World Conference on E-Learning in Corporate, Government,
Healthcare, and Higher Education 2006, Chesapeake, VA: AACE, 1912-1919.
DAGGER, D., WADE, V. and CONLAN, O. (2002), Towards a Standards-Based Approach to E-
Learning Personalization using Reusable Learning Objects, in G. Richards (ed.),
Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare,
and Higher Education 2002, Chesapeake, VA: AACE, 210-217.
DESMARAIS, M. C. and PU, X. (2005): A Bayesian Inference Adaptive Testing Framework and
its comparison with Item Response Theory, International Journal of Artificial Intelligence
in Education 15, 291-323.
FELDER, R. M. and SILVERMAN, L. K. (1988), Learning and Teaching Styles in Engineering
Education, Engineering Education 78, 7, 674-681, proceeded by a preface in 2002.
FELDER, R. M. and SOLOMAN, B. A. (1997), Index of Learning Styles Questionnaire,
http://www.engr.ncsu.edu/learningstyles/ ilsweb.html
GRAF, S. and KINSHUK (2006), An Approach for Detecting Learning Styles in Learning
Management Systems, in Proceedings of the International Conference on Advanced
Learning Technologies (ICALT 06), Kerkrade, Netherlands, 161-163.
KARAGIANNIDIS, C. and SAMPSON, D. (2002), Accommodating Learning Styles in
Adaptation Logics for Personalised Learning Systems, in P. Barker and S. Rebelsky (eds.),
Proceedings of World Conference on Educational Multimedia, Hypermedia and
Telecommunications 2002, Chesapeake, VA: AACE, 1715-1726.
LIU, F., KULJIS, J. and LINES, L. (2007), Breaking the Traditional E-Learning Mould: Support
for the Learning Preference Approach, in Human-Computer Interaction. HCI Applications
and Services, Springer Berlin/Heidelberg, 294-301.
LINACRE, J. M. (2000), Computer-Adaptive Testing: A Methodology Whose Time Has Come,
MESA Memorandum, no. 69, http://www.rasch.org/memo69.pdf
MARTIN, J. and VANLEHN, K. (1995), Student Assessment Using Bayesian Nets, International
Journal of Human-Computer Studies 42, 6, 575-591.
MAYO, M. and MITROVIC, A. (2001), Optimising ITS Behaviour with Bayesian Networks and
Decision Theory, International Journal of Artificial Intelligence in Education 12, 124-153.
PARDOS, Z. A., HEFFERNAN, N. T., ANDERSON, B. and HEFFERNAN, C. (2006), Using
Fine-Grained Skill Models to Fit Student Performance with Bayesian Networks, On-line
Proceedings of the Workshop on Educational Data Mining at the Eighth International
Conference on Intelligent Tutoring Systems, Taiwan, 5-12.
ROY, D., SARKAR S. and GHOSE, S. (2007), Learning Material Annotation for Flexible Tutorial
Systems, Journal of Intelligent Systems 16, 4, 293-305.
246 University of Bucharest and Ovidius University of Constanta
ROY, D., SARKAR S. and GHOSE, S. (2008), Automatic Extraction of Pedagogic Metadata for
Adaptive Learning, International Journal of Artificial Intelligence in Education 18, 2, 97-118.
ROY, D. (2006), Automatic Annotation of Learning Materials for E-learning, PhD Thesis: Department
of Computer Science and Engineering, Indian Institute of Technology, Kharagpur.
SUN, S., JOY, M. and GRIFFITHS, N. (2007), The Use of Learning Objects and Learning Styles
in a Multi-Agent Education System, Journal of Interactive Learning Research 18, 3, 381-398,
Chesapeake, VA: AACE.
VANLEHN, K. and MARTIN, J. (1997), Evaluation of an Assessment System Based on Bayesian
Student Modeling, International Journal of Artificial Intelligence and Education 8, 2, 179-221.
The 3rd International Conference on Virtual Learning, ICVL 2008 247
Abstract
The inter-human communication is a continuous process: a person receives,
decodes and interprets messages (according to his/her own semantics) and encodes
information in his/her answers. In 1954, Schramm and Osgood defined the circular
communication model, according to which feedback is the most important.
Communication is described as a continuous process consisting in messages sending
and receiving feedback. Starting from the circular communication model, it is
proposed a model of communication that can be used in the online learning
environment.
1. Introduction
The communication theory was developed in 1940 in the same time with the
instruction theory. Shannon and Weaver realised an approach of the quantification and
measuring information developing the general model of communication system as
248 University of Bucharest and Ovidius University of Constanta
Message
Transmitter Receiver
Encoder Decoder
Feedback
Interpreter Interpreter
Feedback
Decoder Encoder
Message
Identical
messages Mass audience
Encoder
A lot of receivers,
Interpreter decodifications,
interpretetions,
owner codifications
Decoder
Connection at a group,
where messages are
reinterpretated and it will
act in consequence
Inferential
feedback
Technological model
Communication in the
online learning
environment
Pedagogical model
individualized
messages
decoder
teacher
decoder
individualized
messages
decoder decoder
translator
translator
encoder
encoder
machine
The model presented in the figure no. 4 (Moise, 2008) has three components: the
teachers group’s component, the learner’s group component and the machine’s group
component. The forms of transfer and sharing information allowed in this model are: one-
to-one, broadcast, somebody-to-somebody and everybody-to-everybody.
The 3rd International Conference on Virtual Learning, ICVL 2008 253
Multi-modal
message Ontologies
4. Conclusions
The paper presents a multi-modal communication model that can be used in the
online learning environment. Work of the author is currently underway to explore the
paradigm of multi-modal semantic communication. The research directions are to define
an interpretation mechanism of multi-modal messages in an online learning environment.
REFERENCES
Books
LAURILLARD, D. (2002), Rethinking University Teaching, 2nd ed., London, Routledge Falmer.
MCQUAIL, D., WINDAHL, S. (1981), Communication Models for The Study of Mass Communications,
London, UK: Longman.
PASK, G. (1975), Conversation Cognition and Learning, Elsevier, Amsterdam.
254 University of Bucharest and Ovidius University of Constanta
Book Chapters
BAKER, A., JENSEN, P. J., & KOLB, D. A. (2002), Conversational Learning: An Experiential
Approach To Knowledge Creation, Westport, Connecticut: Quorum Books.
Journal Articles
Theses
MOISE, G. (2008), Contributions to the Modelling and Controlling the Online Instructional
Process Using Artificial Intelligence Techniques, Petroleum-Gas University of Ploieşti.
Internet Sources
http://www.cultsock.ndirect.co.uk/MUHome/cshtml/index.html
http://promitheas.iacm.forth.gr/i-curriculum
http://www.atimod.com/e-tivities/5stage.shtml
The 3rd International Conference on Virtual Learning, ICVL 2008 255
Abstract
The Frenet trihedron is the most important topic in the differential geometry of
space curves. The paper presents an example of a lecture about the Frenet trihedron
developed using Mathcad.
1. Introduction
In 2005/2006 academic year Romania adopted the new higher education structure
base on three cycles (Bachelor, Masters’ and Doctoral studies) according to the Bologna
Program. In technical universities the standard length of studies in the first cycle
(Bachelor’s degree) is four years. During these years students take mathematics courses
only in the first year (with some exceptions).
At the Technical University of Civil Engineering of Bucharest, Faculty of
Railways, Roads and Bridges, the Department of Mathematics and Computer Science
delivers courses only to the students in the first year. The course Linear Algebra,
Analytical and Differential Geometry is scheduled in the first semester together with
Mathematical Analysis (I) and Using Computers. In this context the differential geometry
of curves, a very important chapter of mathematics for the future designers of highways
and railways, must be taught in a very short time (two weeks). In my opinion, in this
situation a solution for increasing the students’ understanding of mathematical concepts is
to use computer technology not only for teaching and graphical visualizations but also for
solving problems.
The paper presents an example of lecture about the Frenet trihedron, one of the
most important topics in the study of space curves. Teaching this subject traditionally is a
difficult task because not every student can imagine this moving system of coordinates
attached to a curve in each of its points. Using Mathcad worksheet presented in Section 3
the teacher can quickly show the image of this trihedron and the student can use it at
home to study alone different space curves and to solve problems.
Among many others mathematical programs I chose to use Mathcad because this
software closely resembles with a worksheet. Having a well-designed graphical user
interface based on what-you-see-is-what-you-get feature, Mathcad is easy to learn and
easy to use. Equations in Mathcad look like the way we write them on the paper or on the
blackboard. In Mathcad it is easy to combine text regions, graphical representations and
256 University of Bucharest and Ovidius University of Constanta
math equations obtaining complex mathematical documents. The students are initiated to
use Mathcad during the Using Computers course in the first part of the first semester.
In Section 2 some basic facts about space curves are recalled. The aim of this
section is to establish the notations and to write the formulas used later in the Mathcad
implementation. Section 3 presents a Mathcad worksheet about how to plot the Frenet
trihedron. The reader is invited to observe carefully how the formulas from Section 2 are
written in the Mathcad worksheet. Since the plotting of a space curve and a surface in the
same drawing is not always an easy task in Mathcad, we present in detail the formatting
of the graph region at every step. Section 4 contains conclusions.
In this section we establish notation and terminology used throughout the paper and
recall the basic notions about space curves, especially about the Frenet trihedron.
By a space curve we shall understand the image of a vector-valued function
r r r r r
r : I ⊂ R → R 3 , r (t ) = x ( t ) i + y (t ) j + z ( t ) k , (1)
r r r
The vectors τ(t ), ν(t ) and β(t ) determine, respectively, the directions of the
straight lines called the tangent, the principal normal and the binormal to the curve at
the point M (t ) . The vectors defined in (2) are called the unit vectors of the Frenet
trihedron at the point M (t ) .
The 3rd International Conference on Virtual Learning, ICVL 2008 257
r r r
These three vectors τ(t ), ν(t ) and β(t ) specify a coordinate system (for which
they are the base vectors) at each point M (t ) of the curve, the system varying as the
point moves along the curve. The axes of this coordinate system are:
r
1) the tangent (its direction is determined by the vector τ(t ) ).
r
2) the principal normal (which goes along the vector ν(t ) ).
r
3) the binormal (its direction coincides with that of the vector β(t ) ).
The coordinate planes of the system are:
1) the normal plane; it is the plane drawn through the point M (t )
r
perpendicularly to τ(t ) .
2) the rectifying plane; it is the plane passing through the point M (t )
r
perpendicularly to ν(t ) .
3) the osculating plane; it is the plane passing through the point M (t ) and
r
perpendicularly to β(t ) .
To write the equations of these axes and planes we use their vector form. We
recalled that the vector equation of a straight line passing trough a point M 0 which has
r r
the position vector r0 in the direction of a vector a is
r r r
ρ(λ ) = r0 + λ a , λ ∈ R .
r r r r
(Here ρ( λ ) = x ( λ ) i + y ( λ ) j + z( λ ) k denotes the position vector of an arbitrary
point on the straight line.) Then the equations of the axes determined by the unit vectors
r
of the Frenet trihedron to the curve r (t ) at the point M (t ) are:
r r r
Tangent line ρ( λ ) = r ( t ) + λ τ ( t ) , λ ∈ R , (3)
r r r
Principal normal ρ( λ ) = r ( t ) + λ ν ( t ) , λ ∈ R , (4)
r r r
Binormal ρ( λ ) = r ( t ) + λ β ( t ) , λ ∈ R , (5)
The vector equation of a plane passing trough the point M 0 , which has the position
r r r
vector r0 and is parallel with the directions of two non-collinear vectors a and b is
r r r r
ρ(u, v ) = r0 + u a + v b , (u, v ) ∈ R 2 .
r r r r
(Here ρ( u, v ) = x ( u, v ) i + y ( u, v ) j + z( u, v ) k denotes the position vector of an
arbitrary point on the plane.) The equations of the planes determined by the axes of the
Frenet trihedron at the point M (t ) are:
258 University of Bucharest and Ovidius University of Constanta
r r r r
Normal plane ρ(u, v ) = r(t ) + u ν(t ) + v β(t ) , (u, v ) ∈ R 2 , (6)
r r r r
Rectifying plane ρ(u, v ) = r(t ) + u τ(t ) + v β(t ) , (u, v ) ∈ R 2 (7)
r r r r
Osculating plane ρ(u, v ) = r(t ) + u τ(t ) + v ν(t ) , (u, v ) ∈ R 2 , (8)
The shape of a space curve in the vicinity of its point M (t ) is characterized by two
real numbers: K (t ) , the curvature, and T (t ) , the torsion, defined below
r r r r r
r ' (t ) × r ' ' ( t ) (r ' (t ) × r ' ' (t )) ⋅ r ' ' ' (t )
K (t ) = r 3
, T ( t ) = r r 2
. (9)
r ' (t ) r ' (t ) × r ' ' ( t )
For other unexplained terminology about space curves see, e.g., (Lipschutz, 1969;
Budak and Fomin, 1973; Rovenski, 2000). The readers interested in developing their
Mathcad skills for drawing curves and surfaces can consult the e-books (Lorczack, 2001;
Birkeland).
In this section we provide a full Mathcad worksheet for plotting the Frenet
trihedron to a space curve in a fixed point. The space curve is defined by its vector
equation since this form permits to express the formulas, especially for curvature and
torsion (9), in a simple manner using vector calculus.
First we define the vector equation of the curve and its first tree derivatives which
are necessary for all the calculations in the entire worksheet.
The formulas for curvature and torsion at each point of the space curve are given below.
In order to obtain a fixed point M0 on the curve we give a value to the parameter t,
for example
t0 := 1
Then we define the point M0 and compute symbolically its Cartesian coordinates
Then open the 3D plot operator following the path: Insert, Graph, 3-D Scatter Plot,
and complete the placeholder with (x0,y0,z0). To obtain a visible point, double-click the
graph region to open the multi-tabbed dialog box 3-D Plot Format, click on the
Appearance tab and at Point Options tab define the dots’ size of the point 4 and choose
the color red in the box to the right of Solid Color (Figure 1). The result is presented
in Figure 2.
260 University of Bucharest and Ovidius University of Constanta
Figure 1. Figure 2.
To plot the space curve type a coma after (x0,y0,z0) in the graph region and
complete the new placeholder with the name of the vector-valued function, r. Surprising,
we will obtain a surface and not a curve (Figure 3).
To obtain the plot of a curve and not of a surface, double-click on the graph to
appear again the 3-D Plot Format multi-tabbed dialog box, press the General tab for
Plot 2 and select in the tab named Display As the option Scatter Plot. Thus we obtain a
curve, but this is plotted with few points (Figure 4). To change the number of points used
for plotting the curve, double-click again the graph, press the QuickPlot Data tab for
Plot 2, and change the # of Grids from the default value 20 to a bigger one. Note that this
value must be an integer between 1 and 200. Set this value 200. The plot obtained is
showed in Figure 5.
Now we define the unit vectors of the Frenet trihedron for tangent, principal
normal and binormal (see the formulas (2) in Section 2).
The 3rd International Conference on Virtual Learning, ICVL 2008 261
Using these vectors we define the vector equations of the tangent, principal
normal and binormal denoted by ρt, ρn and ρb in order to distinguish between them. In
Mathcad we can not have the same names for different objects. (Compare these equations
with the formulas (3), (4) and (5) from Section 2.)
To plot the tangent line we must add the name of the vector equation of the tangent
ρt in the graph region shown in Figure 5. In the first step we obtain a surface like in
Figure 6. To obtain a line double-click the graph and make the following changes in the
3-D Plot Format multi-tabbed dialog box:
(i) In General tab, Plot 3, mark Scatter Plot.
(ii) In QuickPlot Data tab, Plot 3, at # of Grids increase the number from 20 to 200.
(iii) In Appearance tab, Plot 3, at Point Options, choose Solid Color Blue.
See the result in Figure 7.
Proceed analogously for principal normal and binormal. Choose different colors for
different lines. For example, plot the principal normal with magenta and the binormal
with green. Figure 8 shows all the axes of the Frenet trihedron at the point M0.
Now we define the vector equations of the planes determined by the unit vectors
r r r
τ, ν and β of the Frenet trihedron at the point M0. We use the notation PN for normal
plane, PR for rectifying plane and PO for osculating plane. In Mathcad it is mandatory
262 University of Bucharest and Ovidius University of Constanta
to have different names for different planes. Compare the formulas (6), (7) and (8) of
Section 2 with the formulas below. Evaluating symbolically every vector equation we
show which are the Cartesian components of every plane.
To draw the normal plane double click the graph and add the name of the vector
equation of the normal plane, PN. Then double-click again the graph and make the
following changes in the 3-D Plot Format multi-tabbed dialog box:
(i) In General tab, Plot 6, mark Surface Plot.
(ii) In Appearance tab, Plot 6, at Fill Options, mark No Fill, and
(iii) At Line Options choose Wireframe and at Solid Color choose Light Blue.
The result is showed in Figure 9. Proceed in the same way for the rectifying plane
(Figure 10) and for the osculating plane (Figure 11) choosing for each of them a light
color in concordance with the color of the unit vector perpendicular on the corresponding
plane (magenta, respectively green).
Finally, we put together all the axes and the planes in the same drawing. The Frenet
trihedron to the given curve at the point M0 is showed in Figure 12.
Figure 12.
We end the worksheet by computing the curvature and the torsion of the curve at
the point M0.
4. Conclusions
The differential geometry of space curves is an important topic for civil engineering
students, especially if they will be the future designers of highways and railways. Unfortunately,
there is insufficient time to teach this chapter together with linear algebra and analytical
geometry in the first semester. A solution can be the use of computer technology, and this
paper shows how to use Mathcad to visualize the Frenet trihedron to a space curve.
Using the Mathcad worksheet presented in Section 3 the students learn to plot
space curves and points on these, to relate graphical objects to their analytic definitions,
and to see the graphical effects of varying parameters. The use of Mathcad can help
students to develop their mathematical skills and to deeper understand the theoretical
concepts. The Mathcad capability to do symbolic calculations allows students to focus
their attention on understanding mathematics concepts and not on hard computations.
REFERENCES
BIRKELAND, B., Creating Amazing Images with Mathcad, Mathcad E-Book; http://www.ptc.com/
appserver/mkt/products/resource/mathcad/
264 University of Bucharest and Ovidius University of Constanta
BUDAK, B. M. and FOMIN, S. V. (1973), Multiple Integrals, Field Theory and Series. An
Advanced Course in Higher Mathematics, Mir Publishers, Moscow.
LIPSCHUTZ, M. M. (1969), Differential Geometry, Schaum’s Outline Series, McGraw-Hill, New York,
San Francisco.
LORCZAK, P. R. (2001), 3D Plotting from the Mathcad Treasury. Updated to Mathcad 2001, MathSoft
Engineering and Education, Inc.
ROVENSKI, V. (2000), Geometry of Curves and Surfaces with MAPLE, Birlhäuser, Boston,
Basel, Berlin.
The 3rd International Conference on Virtual Learning, ICVL 2008 265
Abstract
The Internet is no longer a tool for information as it was in the past. Now it has it’s own
personality, complexity and raises serious problems to those who under estimate it.
1. Introduction
The concept of Web 2.0 was born along with the beginning of new era of the
Internet market when intelligent technologies concerning advanced online programming
were developed, technologies like Ajax and Php5, technologies that together with the
advantages offered by the Java platform revolutioned this field of information. The pages
are not only sources of information in an environment free of connections just like in the
beginning, now they have a high degree of interactivity thanks to the Ajax system
because now they can identify and run separate and personalized processes.
266 University of Bucharest and Ovidius University of Constanta
Gaining this degree of freedom, Web 2.0 offers a number of advantages and
disadvantages, allowing on one hand, interaction with the human user, but also leaving
access to certain sensitive information placed on the machine had in posession.
Since the XXI generation, multimedia resources available for masses, determined
an accelerated evolution of the knowledge and now, humans can capture information
starting from an early increasingly age. The society, as it is today and especially in the
industrialised countries, has developed a wide range of multi-media industry to conquer
all areas of the market and to "catch" all categories of age in this game and trend of the so
called „new generation”.
100
80
General Traffic
60
Traffic on social
40 networks
Traffic on grey
20 locations
0
2002 2003 2004 2005 2006 2007
1.3. Tipization
As time flows, conception and human mentality had gradually diversified. Current
technology allows "tasting" all the sensations offered by life and the freedom to choose
his own lifestyle. Unlike the media channels available for the population 20 years ago,
The 3rd International Conference on Virtual Learning, ICVL 2008 267
when all the content and the ideas were censored, the Internet was used in small circles
and in certain limits, now this has been exceeded, the Internet is a fully free medium and
without limited data areas.
The only limits are those that the user defines, but they can be easily avoided, by
techniques of social engineering. If 20 years ago the society offered individual's a
lifestyle, a mentality and unity, now inflow data allows them to leave this area and choose
a unique path in life. We can no longer talk in the 21st century about a mass of people
who can be included in a pattern.
1.4. Patterns
Although the paths chosen by individuals, allow them to be different in all aspects
of life, analyses, however, from the dedicated deparment in San Francisco University
which is studying human behavior (focused especially on Informatics), states that they
still can be classified. Regardless of religion, social status, even listened music and
conception of life, teenagers have certain features that identify them in any situation,
features which handled in a proper manner can be used for handling masses.
2. Psichological reports
“Unlike other organisms, humans acquire a rich body of information from others by
teaching, imitation, and other forms of social learning, and this culturally transmitted
information strongly influences human behavior. Culture is an essential part of the human
adaptation, and as much a part of human biology as bipedal locomotion or thick enamel on
our molars. My research is focused on the evolutionary psychology of the mechanisms that
give rise to and shape human culture, and how these mechanisms interact with population
dynamic processes to shape human cultural variation. I have done much of this work in
collaboration with Peter J. Richerson.” (Dept. of Anthropology University of California,
Los Angeles, CA 90095)
Psychological reports carried out on students in last years reveal that they are
exposed to the greatest dangers they society may "provide" since their very early age.
This is materialized, in various "attacks" on the part of phisics, when a person tries to
have a direct contact with them, either through derived methods using the computers.
Internet through the Web 2.0 concept that tries to promote it now, throught its
social structures in full development provides an environment for both the victim as well
as for the hunter, to get in touch very easily. The solutions available to the public by the
promoters of social media do not offer any protection and easely makes victims.
In a study conducted by the University of Los Angeles on peoples, peoples
classified by age, region of the world and levels of education reveals the deficiencies of
each category.
268 University of Bucharest and Ovidius University of Constanta
Study shows that predisposal to danger is primarily influenced by the age of the
victim. Age classes for study were grouped into 3 categories: children between 10-14 years,
young people between 14 to 18 years and adults from 18 -21 years. There were no reports
and statistics made on subjects which ages cross this limits because they no longer
represent a major danger for the Web 2.0.
On the categories studied we observe that the first class, between 10 and 14 years,
has a primitive behavior, a point of view and understanding of environmental information
very very low. Therefore, at this age the child does not understand the exact nature of the
attacks and dangers and he asimilates them as they are, direct as well as the discrete,
attacks provided by the informatics network.
He is vulnerable from the simplest attacks called SPIM (SPAM on protocols as IM
[see ymsgr and gmail]) which attract the child through messages "tempting" to access or
to disclose certain information contained in a confidential area, or a more complex attack
which involves creating of an environment and with advanced solutions to manipulate the
child during longer periods.
Problems of this kind are likely in the mind of a child to change optics about life
and to initiate a new lifestyle, or waiver certain "procedures" needed only on the basis of
mentalities induced.
In terms of mental development of children, this is the period when the trends
dictate his life and any attempt to over-write them has a very high succes rate.
His neurological center acts, at this age, as a sponge and if it is exposed at regular
time to harmful information, it may have iremediabile changes in behavior, not only
changes of the perspective, but conception, a change is aspirations and mentality.
Between the ages of 14 and 18 years we meet other specific problems. The
specialized education appears, conducted by schools and colleges where teachers usually
raise alarm signals to the potential dangers to students, about the iminent dangers. The
signs are more aware of the cause, if the teacher has children at home.
During hours, an eye endorsed, may decelate, among a group of students, any type
of behaviour 'addiction' which then, together with family, class master, teachers or
psihopedagogs should try to correct them. The level of training and interaction with the
personal development of student and the institution is in a inversely proportional report to
the development of culture.
In countries in development the system tries to maintain the "subject" between
certain well-defined limits, but in industrialized and developed countries, they avoid this
behavior to "allow freedom of expression".
Researchers from San Francisco confirm the reverse proportionality, but they put
the blame on the conceptions and mentalities unanimously adopted by them.
Social networks generally refers to this category of people because they are quite
mature in the eyes of society to have certain rights to confidential data of the family, but
still in the phase in which the "boom" generated by a hoax to be perceived and treated
with a seriously enough trust to achieve the final goals.
The 3rd International Conference on Virtual Learning, ICVL 2008 269
90
80
70
60
50
Under surveilence
40
Deviated cases
30
20
10
0
Under developed In development Developed
Once major (between 18 and 21 years) and a well-defined personality they begin to
have dreams and aspirations. It no longer represents a potential victim of social networks
because they experience life and social environment they have educated and prevented
from these dangers. Now it is attacked in other means well defined and discrete that are
interested in various organization, organizations as Blackhat and are motivated by various
advantages of a material to start their activity in this area. They use a series of social
engineering methods and hoax sites to initiate and feed the mentality of the young a a
new concept then, by means of social engineering offered the Web 2.0 is exploited. The
miraje created by these BlackHat companies has a large and deep impact among young
people because they are the result of lengthy analysis of traffic and therefore were
perfectly moulded on the psychological profiles targeted.
50
40 Hoax
30
Social
Engineering
20
BlackHat
10
0
2005 2006 2007 2008
2.2. On regions
In the developing countries which posses new technology, but still do not have a
maturity of these services and have a specific culture to see that young children are
tempted by various tricks offered in advantageous conditions. After some polls, it was
found that the information called "tentations" spread across all channels of information
used. Due to the advance that it promotes the Web 2.0 concept this information and
tentations "can be easily extracted from specialized services to make available systems
like" trends "and as Google trends.
In under-developed countries, the tentation level is not at an alarming level. These
countries do not represent a "good" in the eyes of evil-intentioned people and therefore
did not promote specific content, and when I say here are the specific reference to a
language and a culture that are not interesting on the Internet, because the percentage of
young owners of a connection to study the conditions proved to be 8-9%. In general, and
where there is a proportion so small, they have a management-level content filters
dangers humans with a high performance automated security systems.
In developed countries, the problem is more pregnant and a more complex search
for solutions is initiated to stop the spread of the problem. Hereby young children provide
a system mature and complex that it provides all the advantages and benefits included
with the system Web 2.0. IT systems can not cover and block all the traffic and therefore
harmful actions can commit due to a lack of human operators to support the problem.
Everything is left to the machines which often have major leaks in security.
Highly evolved countries and in evolution thus companies starting to produce
products which are integrated in the standard Web 2.0 and growing as a consequence of that
fact occur overnight a number of third party products that do not benefit from an advanced
test and a security system inside and it can be used fraudulently for the purpose Blackhat.
power and gives them a credibility beyond the normal limit. He lives the life between
these walls and it doesn’t have a wider vision. It is a fan of virtual social environment and
through it is manipulated. This represents an environmental incubator ideal for the most
rudimentary mass attacks.
With a low level of education, generally those with a low intellectual level and
therefore are not predisposed to attacks in the range of Web 2.0. They are marginalized
by the society and do not use social services like MySpace or FaceBook because the don’t
find identity on the internet as being important. They are users of computers mechanised
by other people from outside and defended by any problems that may arise in case of
DSET (Distributed Social Engineering Technics)
3. Fighting methods
– Once installed the agitation stage, the agility of typing fails, decreased attention
and appears a number of typo’s. They will trigger an alarm signal. And here x <<X.
Tentative of disabling or avoid, in the case to take to meet the programs' parental
control "in order to hideing the osesion or problem faced.
– In case the user is during the daily routine he does not have a good reason to
stop the correct functioning of the monitoring activity being in accordance with the provisions.
– If a problem occurred, the user will try in the first phase to hide this fact and try
to solve it without raising an alarm signal to people around later instalandusing obsession.
As for the subject previously with the interruption of activities like "parental control",
the user with a medium level to advanced knowledge in science, will try to clean traces
left in the programs, files, "Temporary Files" which could indicate the locations of traffic.
Thus, this educational environment will contain the following techniques:
– Seeking class-level behavior of a unitary and pulling an alarm signal when it appears
in the behaviour of a derivative, derivative calculated by other criteria. If found a very
large deviations from the previous program begins registration of an advanced behavior in
the courts where he has made and draws a final status report to solutioning by a teacher.
A second customization of the program would be the one when it would be used in the
household. In these circumstances, the program will have included the following functions:
– Tracking computer use with or without an active program of parental outside
structures learned. This is noticeble when obsessions appear and when it is opened after
midnight, behavior which in the case of normality is not met.
4. Monitor application
The program produces a series of statistics and identify potential deviations in the
users behavior. The following table represents an analysis on a subject that during
11.03.2008 and 21.03.2008 when he had a deviated behavior.
The recorded percentage and absolute values of all methods of analysis and
monitoring program and automatically pointed out that the average value was recorded
during this period and that was the value that emerged from the pattern formed.
It can be seen that on the date 16.03.2008 the user has presented a nervous
behavior, with a considerabile number of typo’s and a high number, to precipitated by
clicks per page. Also, he presented a deviation to sites identified as having a violent
content. We recorded an increase in the use of instant mesajerie protocols, as well as
social networks. Also, using the protocol http recorded a growth, which indicates an acute
need for information, mostly violent. Although very used, the http protocol, the pages
loaded were not read in full. If he previously spent over a period of 1 to 2 minutes for
each page resulting a maximum rate of 40%, it now reaches 90%, meaning that for each
page time to read it was less than 30 seconds.
The 3rd International Conference on Virtual Learning, ICVL 2008 273
Table 1
Complete analysis on a subject
They see an amplifier and traffic networks on the social and instant messaging.
Time spent on them is high traffic servers designed to mention is massive and suddenly
create a series of new relationships on IM.
Also notice that is leaving the computer use patterns in the days of the week, both
those working as well as the weekend.
The application also provides a report in which notes the steps we face in starting
and stopping monitoring services based on user behavior. It will be submitted to a
monitoring report drawn up on the same time as the above.
274 University of Bucharest and Ovidius University of Constanta
This report analyses and determines stating with the first monitoring algorithms
used and the values they obtained during the analysis and interpretation and other acts run
through algorithms to detect in order to establish the exact behavior. It is observed that
for every program to detect it displays the normal/average as well as the value at which it
made the notification of a diversion, and is subsequently registered and action taken.
BIBLIOGRAPHY
JONATHAN BERGMAN (2006), The analysis of the modern human, Deparment of Anthrolopology,
Los Angeles.
Virus Bulletin (2008), Distributed Social Engineering Technics, Virus Bulletin.
MCGRAW HILL (2007), Web 2.0 Exposed, McGraw, iSEC.
The 3rd International Conference on Virtual Learning, ICVL 2008 275
Abstract
The work presents the results of the scientific experimental research to design and
experiment a new procedure for computer-aided testing of maritime students
regarding their decision making capacity under crisis conditions. A software
implemented testor is described, which is meant to the experimental testing of
decisional behaviour and the experimental outcome
people train themsleves and aquire conditioned reflexes based on stimuli. This time the
stimuli are live confirmations of reaching the target within these actions. In real cases, the
possibility to achieve stimuli is at random, and when there is a possibility to achieve
them, their probability is subunit. Experimental research performed at CMU has had as
objective a procedure of testing the orientation capacity of seagoing students under such
circumstances and to what degree can their system of conditioned reflexes adapt to allow
them to take certain action and behaviour tactics so that under given crisis conditions
they may continue their existence. The experiment is under development and its first
outcome is shown in the present work.
The testor is a software meant to develop and assess the aptitudes to take decisions
under crisis conditions and under random changes of the environment, respectively. The
testor allows two consecutive stages:
• In the first stage the student is supposed to perform one of two actions A1 and A2
under different stimulus probabilities; only students who have acquired a certain assessment
quota for the first stage of binary decision test, are then promoted to the second;
• In the second stage the student directs a submersible ship for the research of
marine environment which has to avoid an obstacle; the crisis conditions in this case are
represented by the sonar indications which are jammed at random.
In stage I the tested student can use two identical buttons, b1 and b2, by means of
which he has to express his decision u = (b1 = 1, b2 = 0) or u = (b1 = 0, b2 = 1) pressing
one of them to determine an increase of the bargraph height S of“success” by q, when q = 1
is variabile S becomes the content of a simple counter of successful pressings:
S = S + 1, (1)
C = C – Q/T, (2)
anihilate the success in case of some of the decidents actions. Also, the decident is trying to
“avoid” the button through which the environment is transmitting at the same time s = – 1,
so that the environment may waste “ in vain” its shot by – 1. But, if the decident (by + 1)
and the environment (by – 1 ) press the same button simulataneously, the result of the
decident action is FAILURE (i.e. nil). The decident gains only if the environment
presses by – 1 a different button from the one pressed by the environment.
For the reasons afore presented the two buttons b1 and b2, available for the
decident to press, one causes at output + 1, i.e. success, with different probabilities, p1
and p2, respectively:
• Repeated pressing, N times of b1 brings about success only for a percentage of
approximately F1 of pressings,
F1 = N xP1 , (3)
where F1 is the frequency of success, and P1 is the probability to be successful when pressing
b1 (for N of hundred order the probability is approximated by relative frequency F1/N);
• Repeated pressing of N times of b2 brings about success only for a percentage of
approximately F2,
F2 = N xP2. (4)
The difference between the two players resides in the fact that the decident is able
to think and thus he may assess the characterisitcs of the tactics adopted by the
environment in the fight between the players. This way, he can adapt his own strategy so
that the percentage of success may be higher than that of failure. For example, if the
decident finds out that at a certain moment he can be successful more often by pressing,
b1 than by pressing b2, he will press only b1 from then on because it is clear that p1 > p2.
The tested student does not know anything about the way the experiment is
organised and controlled by the computer. He only sees two buttons and expects the
target to appear. His mission is that when the target comes in view he should press one of
the buttons to destroy the target and make it disappear, by trying to get as many successes
of this kind. Destroying a target which comes into view is a positive stimulus in
searching for the solution which leads to a greater success. On the other way round, by
missing the target (failure l) is a negative stimulus, a sort of penalty for the bad decision,
which lead to failure. To stimulate the interest of the tested student, so as to get as good
as possible results, during the entire experiment he was informed right from the beginning
that he was competing against the computer and to defeat the computer-opponent he had
to mobilise in order to destroy as many targets as possible. This was all the tested student
had to know and this was the only information given to the tested student before the
278 University of Bucharest and Ovidius University of Constanta
beginning of the experiment. In the first stage concerning the test of decision making
capacity in crisis conditions, the experiment was performed in two variants.
Main restrictions imposed and obeyed during the organization and performing of
the experiemnt in the first stage regarding the testing of capacity to adopt decisions under
stress conditions are shown in figure 1. The fact that the tested subject does not know
details about the experiment orgnization makes him concentrate only on the direction of
reaching the only objective, i. e. getting maximum of success.
At the end of the experiment the student has to fill in a questionnaire to explain the
way he approached decision making and how he chose the tactic to counterpart the
actions of the computer opponent.
As we have already shown during a testing session about N = 250 total pressings are
done either on the maximum probability button or on the minimum probability button. Of
the total N button pressings only Ns < N brings about success, and the rest of Ne = N – Ns
lead to failures. In the first testing sessions the probability of success of a button was very
high (almost 1). Under these circumstances, the subject finds out the button of maximum
success after several attempts. This was considered simple in relation to the conditions
when the two probabilities had close values. The characteristic of the experiments
performed within the second stage consists in the fact that during the entire testing
session Pmax and Pmin no longer remain attached to the same buttons during the enitre
testing session but from time to time they are reversed.
The 3rd International Conference on Virtual Learning, ICVL 2008 279
In the first stage the main characteristic of the experiment resides in the fact that
the values Pmax and Pmin are maintained constant and attached to the same buttons.
During a session, the subject changes the button he presses in search of a variant that
would bring about maximum success. Figure 2. presents such a sequence of changes from
one button to the other during a session.
4. Conclusions
REFERENCES
Journal Articles
SKINNER, B. F., The Science of Learning and the Art of Teaching, Harvard, “Educational Review”, 1964.
280 University of Bucharest and Ovidius University of Constanta
Conference Proceedings
DUMITRESCU, C., „ Theoretical Elements of Designing E-Training Process”, Annual meeting of scientific
works with international attendance – Strategies XXI-2006, E-Learning and Eduactional Software, 13-
14 April 2006, Bucureşti, Publishing House of National Defence, “Carol I” University, ISBN: 973-7854-
35-7 (13), 978-973-7854-35-3.
DUMITRESCU, C., „Requirements and Steps în Achieving Computer-Aided Education”, Proceedings of the
3rd Balkan Region Conference on Engineering Education, „Advancing Engineering Education”, 12-15
September 2005, Sibiu, Romania, ISBN: 973-739-147-0, http://brcee2005.ulbsibiu.ro/
The 3rd International Conference on Virtual Learning, ICVL 2008 281
Contents
MODELS & METHODOLOGIES
Nicolae DăneŃ
19 255
Technical University of Civil Engineering of Bucharest
124, Lacul Tei Blvd., Bucharest, RO-020396, ROMÂNIA
E-mail: ndanet@cfdp.utcb.ro
The 3rd International Conference on Virtual Learning, ICVL 2008 285
Carmen Dumitrescu1
21 275
(1) Departament of Naval Electrotechnics, Electronics and Computers ScienceMaritime
University of ConstanŃa, 104, Mircea Cel Bătrân Street, ConstanŃa, România
E-mail: cdumit2002@yahoo.com
The 3rd International Conference on Virtual Learning, ICVL 2008 287
Sections
TECHNOLOGIES &
SOFTWARE SOLUTIONS
Technologies (TECH):
• Innovative Web-based Teaching and Learning Technologies
• Advanced Distributed Learning (ADL) technologies
• Web, Virtual Reality/AR and mixed technologies
• Web-based Education (WBE), Web-based Training (WBT)
• New technologies for e-Learning, e-Training and e-Skills
• Educational Technology, Web-Lecturing Technology
• Mobile E-Learning, Communication Technology Applications
• Computer Graphics and Computational Geometry
• Intelligent Virtual Environment
Abstract
We discuss the effects of using distributed virtual reality environments in the
educational process. Pedagogical, technical and implementation aspects are
explored in conjunction with a virtual environment used in the engineering training
curricula.
1. Introduction
2. Success story
The most used formats in the NDT training process are A-scan, B-scan and C-scan
presentations, providing different ways of visualization and evaluation of the material
region being inspected. For our purposes, we have chosen to visualize only the C-scan method.
The high frequency ultrasonic C-scan presentation provides a plan-type view, depth
location, and size of the defects inside the probe; this makes C-scan a valuable tool to
monitor the precise location of defects between certain layers (see figure 1). The plane of
the image is parallel to the scan pattern of the transducer. C-scan presentations are
produced with an automated data acquisition system, such as a computer controlled
immersion scanning system.
The C-scan method is based on the transmission of a very high frequency signal (up
to 50 MHz) directed to the sample by a transducer. The sample and the transducer are
submerged in a coupling medium (water in our case). The initial signal is partially
reflected back to the transducer at interfaces, defects, porosities and at strong differences
in acoustic impedance in the sample and the rest of the signal. If not fully reflected, the
signal continues through the sample. In other words, between the initial pulse and the
back wall peaks there will be an additional peak caused by the sound wave going from
the water to the test material. This additional peak is called the front wall peak. The
ultrasonic tester can be adjusted to ignore the initial pulse peak, so the first peak it will
show will be the front wall peak. Some energy is lost when the waves hit the test material,
so the front wall peak is slightly lower than the peak of the initial pulse. In return, the
peak amplitudes as well as the time-of-flight of each returning signal are stored in a
computer data file and processed off-line to produce maps of the scanned area for the
sample placed at a particular depth.
Scanning
Increment Scanning
Increment
Transducer
Probe
Because the students are sharing the real environment, we want them to share the
same virtual environment also. Students naturally start to form small work teams in the
virtual setup, bases on the real environment configuration. Later, these teams will evolve
and will be based on the complementary knowledge that the team members posses, in
order to assure high-level of team performance. Shared experiences provide different,
perhaps even complementary perspectives to the lesson’s subject, depending on each individual.
The EngView setup was used during the second semester of 2007 in training
sessions by Engineering and Physics senior students, organized in 8 groups containing
25 students each. The NDT curricula require one practical evaluation on the basis of
6 laboratory hours. As mentioned before, the NDT makes no exception in both theoretical
and practical evaluation. To this end, the virtual environment contains pedagogical
resources that provide user access to theoretical background and evaluation as well as to
practical sessions.
The theoretical exam is organized on the basis of a multiple choice test containing
10 pure theoretical and 7 practical questions (CERVA, 2007). The students have 30 minutes
to answer all questions. The practical evaluation has three steps: the experiment
setup/calibration; the experiment itself; and the results interpretation. In the real
configuration, about 30 minutes are necessary for an experiment per student, without any
The 3rd International Conference on Virtual Learning, ICVL 2008 293
error recovery, so there is no possibility to try it twice. In this situation, it is often enough
that, during the exam, the student manipulate the real NDT setup, for the first time.
Because of the time limitation and the multi-user accessibility that a real configuration
presents, we decided to implement our own 3D-immersive simulation software, EngView.
By implementing all the functionalities of the real NDT installation, the EngView allows
the user to practice within an interactive 3D simulation of the real environment.
More precisely, the user is able to freely change the viewpoint inside the simulated
environment (front/back, left/right, up/down), as well as s/he may chose to navigate
through the simulated environment attached to the scanning virtual devices. This feature
294 University of Bucharest and Ovidius University of Constanta
allows the user to visualize the surface of the virtual scanned object during the simulation.
S/he can also move the three crane-like components of the virtual scanning device, in
order to virtually scan the simulated 3D object.
Students can reproduce different types of a real experiment using the EngView
system (preparing the sample, installing the type of transducer, setting the parameters of
moving engines to establish the type of scanning procedure). In order to realize a
comparative study, the user may choose even a particular moment in time. This way, the
students that work on the clients PC in EngView system are able to make the same kind
of analysis as in a real system.
The EngView system could be used independently, not coupled to the real system,
by installing it on a PC. This is an advantage since it allows students to train individually
using their home computer and an Internet connection.
We can observe (Figure 5) that keeping only the traditional training sessions (in
blue) is both non motivating and time-consuming. The possibility of failure because poor
practical skills and/or because of errors that may appear during the experiment is too high
for the current curricula. On the other hand, offering students the possibility of practicing
in a virtual configuration before the real one (in violet), we have succeed in motivating
them to prepare themselves. The students became more confident in their potential due to
the possibility to recover from errors and to experiment more training situations using the
virtual setup.
100
80
60
40
20
0
10 - 15 15 - 20 20 - 25 25 - 30 more 30
min min min min min
Students training 4 33 52 96 15
classical mode
Students training 64 81 32 23 0
using virtual
equipment
Time [min]
closer to the practical part of their education and helps them acquire complete
comprehension of each method. This way, students will be able to do the job as soon as
they start working as employees.
3. Implementation issues
Our educational virtual environments are currently based on the assumption that
knowledge or skills acquired in a VR-based experienced environment will be transferred
to the real world. The effectiveness of such an experience depends on the user’s
capability to apply knowledge or skills acquired in both theoretical and practical mixed
experience VR to its real world counterpart.
The current learning materials are implemented using Moodle platform for the text and
multimedia resources (Word, PDF, PPT, AVI or JPEG files) as well as 3D virtual environments.
Concerning text-based and multimedia supports, we are exploiting the Moodle
(Moodle) facilities in order to align the pedagogical context to Sharable Content Object
Reference Model norms (SCORM). Moreover, we manage the users access to the
corresponding course materials, according to their curricula, and also the course
materials. This means that the tutors have the functional possibilities to create, modify
and publish educational materials (courses, seminars, home works, project subjects, tests,
others). Moreover, using such a system, the administrator is able to manage the courses,
the users, the groups of students, as well as the students enrolling in a specific courses.
The 3D environments are developed basically based on VRML (VRML) and/or
ARéVi API (Reignier et.al., 1998). ARéVi API has the advantage of being an open
source; it is C++ and OpenGL based, and is adaptive to very different configurations
starting from desktop systems, and ending with 3D stereoscopic immersion systems. In
order to put all together, we are using a reactive agent-based architecture (Popovici,
2004). This architecture assure the user immersion and evolution within the virtual space.
In order to ensure the distributed activities we have adopted the LAMP architecture;
i.e. Linux, Apache (Apache), MySQL (MySQL) and PHP (PHP) solution. Because our
educational environment is mostly 3D-oriented, we chose to create its architecture based
on the Ajax technology and X3D/VRML language. Ajax provides optimum update speed
between the client and the server by simulating a direct connection, while X3D has the
advantage of having an accessible structure that can be controlled from within the
Javascript (X3D). PHP and MySQL make the backbone of the whole application, being
the parts that are in charge of the user account and database management.
4. Conclusions
Within a group of children, each child contributes with its’ knowledge to the others
children’s knowledge, as (Johnson, 1999) suggested, cooperation between children in
virtual environments may have a positive effect on learning.
Because narrative lends itself to active exploration of a domain through challenging
and enjoyable problem-solving activities, (which are essential for learning) the children
develop communication and cooperation skills by invoking a narrative or game-like
context (Wood, 1996). Moreover, Internet, multimedia, VR and augmented reality (AR)
technologies are now part of our everyday life. These technologies facilitate learning
through the concepts construction based on the intuitions that arise from our direct
experience of the VE (Bruner, 1986).
We consider that the communication and interaction within collaborative multi-cultural
VEs are the most important motivational dimensions of user experience.
5. Acknowledgements
This work was partially funded by the INTUITION (FP6-IST-NMP-1-507248-2)
and EMULACTION (Fonds Francophones des Inforoutes – ref. no. 14G023) projects.
We would like to thank Mihai Iulian, Curcan Stefan and Gabriel Prodan for their
contribution to the virtual environment modeling and system implementation.
REFERENCES
Apache, http://www.apache.org
BRUNER, J. (1986), Actual Minds, Possible Worlds, Harvard University Press, Cambridge, MA.
CERVA, http://www.univ-ovidius.ro/cerva/engview , 2007.
HAMZA-LUP, F. G., SOPIN, I. (2008), "Haptics and Extensible 3D in Web-Based Environments
for e-Learning and Simulation", 4th International Conference on Web Information Systems
and Technologies (WEBIST), May 4-7, Funchal, Madeira, Portugal.
MySQL, http://www.mysql.com
Moodle, http://moodle.org
PHP, http://www.php.net
POPOVICI, D. M. (2004), Modeling the Space in Virtual Universes, PhD Thesis, Politehnica
University of Bucharest.
REIGNIER, P., HARROUET, F., MORVAN, S., TISSEAU, J., DUVAL, T. (1998), ARéVi: A
Virtual Reality Multiagent Platform, Lectures Notes in Computer Science, Volume 1434,
ISSN: 0302-9743 (http://www.cerv.fr/fr/activites/AReVi.php).
ROLOSON, C., ZIRNHELT, J. (2004), Performance Based Qualification: an NDT Service Industry
Perspective, paper no. 744, CD-ROM proceedings of the 16th WCNDT 2004 – World Conference
on NDT, Aug. 30-Sep. 3, Montreal, Canada, http://www.ndt.net/abstract/wcndt2004/744.htm
SCORM, Sharable Content Object Reference Model, http://www.adlnet.gov/scorm/
VRML, Virtual Reality Modeling Language, http://www.web3d.org
X3D, http://www.web3d.org
The 3rd International Conference on Virtual Learning, ICVL 2008 297
Abstract
The SVG technology is an open source copyrighted material of the W3C consortium
and it is a language for 2D graphics within the XML (eXtensible Markup
Language). The combination between SVG and JavaScript offers a powerful
platform usable for interactive 2D graphics, comparable to the Flash and Java
technologies. SVG offers XML graphics for the Web using three types of graphical
objects: vector graphic shapes (lines and curves), images and text. Objects may be
grouped, transformed and represented, dynamically and interactively. The SVG
uses XML text standards, JPEG and PNG image formats, DOM (Document Object
Model) for scripting and interactivity, SMIL for animation and CSS for styling. The
present paper constitutes a presentation of the SVG and it also describes a few
applications written in SVG.
At the beginning of the 90’s, the HTML (Hypertext Markup Language) appeared a
thing that determined the dissemination of static Web pages as well as an explosive
development of the WWW (World Wide Web) system. The need to develop dynamic Web
pages has determined the advent of various other technologies such as: JavaScript,
JavaServer Pages (JSP), VBScript, PHP, ASP, Macromedia Dreamweaver, a.s.o.,
which were mainly meant for server side applications, while others were meant for client
side applications. In the field of dynamic and interactive graphic applications the last 10
years were dominated by the Java and Flash technologies: Web 1.0 generation.
As a consequence of the developments offered by the XML (eXtensible Markup
Language), JavaScript language, DOM (Document Object Model) for scripting and
interactivity, SMIL (Synchronized Multimedia Integration Language) for animation and
CSS for styling, in 2003, the W3C (Worldwide Web Consortium – W3C) elaborates the
1.1 SVG (Scalable Vector Graphics) specification – http://www.w3.org/Graphics/SVG/.
This is an open source platform and is a consistent alternative to the Java and
Flash technologies. „SVG is used in many business areas including Web graphics,
animation, user interfaces, graphics interchange, print and hardcopy output, mobile
applications and high-quality design” [7]. The authors of this platform are: Adobe, Agfa,
Apple, Canon, Corel, Ericsson, HP, IBM, Kodak, Macromedia, Microsoft, Nokia, Sharp
and Sun Microsystems.
The examples and graphical applications shall be viewed (using a compatible
browser) with Firefox 1.5+, Opera 9 or Internet Explorer with Adobe SVG plug-in
(Adobe SVG Viewer [1]). Since 2003, appears the generation Web 2.0: new technologies
and Web services.
Using the SVG platform, in the field of education, a number of graphical
applications for various sciences (mathematics, physics, information technology,
chemistry, a.s.o) can be imagined and developed, so as to aid in the presentation of
various phenomena, terms and concepts. The presentations can be made using a computer
and a video projector installed in the classroom/ room where pupils/ students assist the
lesson. The dynamic aspect and interactivity of the presentation make these presentations
attractive. The teachers and IT specialists must cooperate, with the final purpose of
developing such graphical applications. The classic textbook for a certain subject is
unable to offer the level of interactivity and dynamics that are offered by the SVG,
therefore it is desirable that the textbook is completed through the use of adequate
software products (educational software), a software that will meet the requirements of
pupils, students and educators. While a classical textbook constitutes the work of one or
several specialized authors, a software product which is meant for educational use can
only be completed through collaborative work of several specialists from various fields:
education, IT, psychology, learning sciences and even pupils or students. Thus,
lessons and classes shall be at the same time attractive and useful, to the purpose of obtaining
the competencies that are taken into consideration through the adequate curricula.
The 3rd International Conference on Virtual Learning, ICVL 2008 299
SVG is a platform for describing the 2D graphical applications within the XML
language. The combination between the SVG and JavaScript offers a powerful platform
for interactive 2D graphics, comparable to the Flash and Java technologies. The SVG
platform offers XML graphics for the Web through three types of graphic objects: vector
graphic shapes (lines and curves), images and text. The objects can be grouped,
transformed and represented dynamically and interactively. SVG uses XML standards for
text, the JPEG and PNG formats for images, DOM (Document Object Model) for
scripting and interactivity, SMIL (Synchronized Multimedia Integration Language) for
animation and CSS for styling. The SVG platform consists of two parts: a basic XML
type file and API programming for the 2D graphic applications. „Key features include
shapes, text and embedded raster graphics, with many different painting styles. It
supports scripting through languages such as ECMAScript and has comprehensive
support for animation” [12]. An in-depth familiarization with the HTML, XML as well as
object oriented programming (OOP) will assist in a clearer understanding of the usage of
the SVG specs [14]. The XML language (eXtensible Markup Language) is the language
that offers a format for storing and transmitting data through a declarative description.
The XML „grammar” includes XHTML (the XML version of HTML), SVG, MathML
(the Mathematics Markup Language), ChemML (the Chemistry Markup Language) and
GML (the Geography Markup Language).
As a scripting language, through the use of JavaScript and SVG Document Object
Model (SVG-DOM), SVG is an extension of HTML DOM level 2, which is highly
familiar to all Web developers. SVG elements can be characterized by animation through
the use of Synchronized Multimedia Integration Language (SMIL).
Just like XHTNK and MathML, SVG is of XML type; all SVG files and documents
share a .svg extension and can be edited using a plain text editor, (such as for instance
Notepad). These files are not compiled; instead they are merely interpreted by the
browser (Firefox 1.5+, Opera 9 or Internet Explorer with Adobe SVG Viewer).
Document Type Definition (DTD) is the description of elements and attributes
(svg11.dtd) corresponding to the SVG type statements, which are subsequently used
in graphic applications ("http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"). The
„root” elements of the XML documents are those XML tags that are interpreted by the
browser. For instance, <html> for XML and <svg> for SVG. „Namespace” XML or
"xmlns" attributes will perform a unique identification description of the SVG attributes
using XML data. SVG applications need the following statements:
• xmlns = http://www.w3.org/2000/svg
• xmlns:xlink = http://www.w3.org/1999/xlink
300 University of Bucharest and Ovidius University of Constanta
<svg xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
width="560" height="480" >
...
Content svg
...
</svg>
The essential elements (tags) for graphical apps are: <circle>, <ellipse>,
<rect>, <line>, <polyline>, <polygon> and <path>. An all important
tag is also <g> for grouping elements (shapes) and <use> employed in reusing of the
elements predefined in the <defs> section. A complete list regarding definition, syntax
and use of SVG elements can be found at the W3C SVG 1.1 Recommendation
(www.w3.org/TR/SVG11/) web address [13] and also at the W3Schools SVG site [15]. As
an example, we are herewith presenting the SVG code (ex1.svg) that performs
generation of geometric shapes: polygon, circle, rectangle, line (straight) and path, while
indicating for each of them the corresponding attributes and elements of identification.
<text> element is also to be employed for creating text.
The 3rd International Conference on Virtual Learning, ICVL 2008 301
<svg xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
width="570" height="470" >
<polygon style="stroke:#24a;stroke-width:1.5;fill:#eefefe"
points="10,10,400,10,430,230,10,280,10,10" />
<circle style="stroke:#d33;stroke-width:2;fill:#7ce"
cx="100" cy="80" r="50" />
<rect style="stroke:#2aa;stroke-width:7;fill:#ded;opacity:.8"
x="170" y="80" height="120" width="220" />
<line style="stroke:#eea;stroke-width:6" x1="30" y1="250"
x2="340" y2="60"/>
<path style="fill:#daa;fill-rule:evenodd;stroke:none"
d="M 230,250 C 360,30 10,255 110,140 z "/>
<circle style="stroke:#d33;stroke-width:2;fill:#7ce"
cx="370" cy="140" r="30" />
<text x="270" y="50">Example 1</text>
</svg>
If it is desired that the text generated shall include a certain typeface of a specified
size, a class shall be defined through a CSS style sheet (class="title") (which
shall be introduced by the <polygon> tag) in the <defs> section:
<defs>
<style type="text/css"><![CDATA[
.titlu { font-size:30px; font-weight: bold; font-family:
batang;
stroke: none; fill: black; text-anchor: middle}
]]></style>
</defs>
In the preceding example, coordinates are expressed in pixels and their value is
relative to the origin (0,0) which in SVG (as well as in other languages) is implicitly the
upper left corner, while positive X coordinates are to the right as related to origin and the
Y coordinates are downwards [9, 13]. Certain calculations must be performed within the
applications, so that all coordinates that are used should be relative to this origin. In order
to avoid a large amount of mathematical calculations, homogenous coordinates (x,y,w),
are used, whereas (x,y) are Cartesian coordinates, and w is the multiplication factor. 2D
transformations are widely used in computer graphics (scaling, translation, rotation), by
representing them as a multitude of 3 – dimensional linear transformations.
Such representation is defined by a simple 3 x 3 matrix:
This way, each transformation has its own transformation matrix which is used in
calculations. The result is that all transformation is represented by a matrix calculation:
the (x, y, w) line vector is matriceal multiplied with the transformation matrix.
As an example, should we have to move the default origin (0, 0) to the point
described by coordinates (250, 250) and change the Y positive axis to the upwards
direction (as it is generally represented in mathematics), the following are needed: a = 1,
b = c = 0, d = – 1, e = f = 250, thus the transformation matrix is matrix(1, 0, 0, – 1, 250,
250). For further details: "Coordinate System Transformations" (Sec 7.4) -
http://www.w3.org/TR/SVG/coords.html [4,13]. In SVG this is achieved through the use
of the <g> element and the „transform” attribute:
<script type="text/ecmascript">
//<![CDATA[
...
Javascript code
...
// ]]>
</script>
The 3rd International Conference on Virtual Learning, ICVL 2008 303
Dynamic and interactive aspects and facilities offered by SVG offer a distinct
possibility of developing graphic dynamic and interactive applications for various items
of study. These applications can be used by the educators and trainers (teachers) within a
class of pupils/ students in order to explain various phenomena, concepts, terms through
direct involvement of the user in understanding theoretical and practical aspects of the
subject/ theme approached. This approach creates an environment which is similar to an
experiment which actually constitutes the very basis of the learning process. Learning
sciences and psychology studies demonstrate the fact that the pupil/ student is actively
involved in the activities that request performing experiments, analysis and
interpretations of phenomena, concepts, terms. Within the learning process, this is
deemed as an important step to learning through discovery.
Object Oriented Programming (OOP), including events generated through the use
and programming of mouse movements, animation programming using SMIL
(Synchronized Multimedia Integration Language), DOM (Document Object Model), use
of Java technology and „Drag and Drop” technique are some of the essential parameters
that define the advantages of the SVG platform. We recommend the study of the source
code of applications developed by David Lane [4]: Thales.svg (triangle inscribed in a
half-circle; modification of the triangle apex position on the circumference using the
mouse); UnitCerc.svg (the unit circle represented in either ortho or polar coordinates;
indicating a point on the circumference using the mouse, calculating the radius angle in
degrees, rads and also values of the cos and sin functions); ParamPlot.svg (drawing a
curve using parametric equations – generating trajectory is indicated as well as the
manner of drawing the curve). Below we present various applications by the parametric
equations of curves.
304 University of Bucharest and Ovidius University of Constanta
function xFunc(t){
return (a+b)*Math.cos((b/a)*t) -
b*Math.cos(t+(t*b)/a);
}
function yFunc(t){
return (a+b)*Math.sin((b/a)*t) -
b*Math.sin(t+(t*b)/a);
}
Epicicloida
function xFunc(t){
return a*t*Math.cos(t);
}
function yFunc(t){
return a*t*Math.sin(t);
}
Spiral of Archimedes
NOTE. Drawing a curve (Whether C is a curve that borders the field D. The curve
C is modeled using the polygon line P = P1 …Pn, Pi(xi, yi), i = 1,n), C = FrD = Im γ ,
γ class route C1 upon portions, γ : [a, b] → R 2 , γ i (t ) = ( x (t ), y (t )) , a ≤ t ≤ b.
Using the bijective application between the real segments [0,1] and [a,b], given by
φ(t) = a + t(b – a), the polygon line is modeled using the reunion of the γi routes
parametrically represented as follows:
whereas
function xFunc(t){
return (a-b)*Math.cos((b/a)*t)
+ b*Math.cos(t-(t*b)/a);
}
function yFunc(t){
return (a-b)*Math.sin((b/a)*t)
- b*Math.sin(t-(t*b)/a);
}
Hipocicloida
4. Conclusions
transformed and composited into previously rendered objects. Text can be in any XML
namespace suitable to the application, which enhances searchability and accessibility of
the SVG graphics. The feature set includes nested transformations, clipping paths, alpha
masks, filter effects, template objects and extensibility." [7].
b) „Scalable Vector Graphics (SVG) is the open source Worldwide Web Consortium
(W3C) recommendation for two dimensional vector graphics. The combination of SVG
and JavaScript is a powerful platform for creating interactive graphics, comparable to
Flash and Java.” (David Lane) [4].
REFERENCES
Abstract
In the present contribution we shall introduce the IIUBAR system, which represents
an Interactive Informative Unit Based on Augmented Reality technology (AR),
provided by the Augmented Reality Toolkit (ARToolkit) API. After invoking the
potential of the proposed system in educational contexts, theoretical concept behind
the ARToolkit package as well as advantages and disadvantages of the possible
solutions will be brought to discussion.
Learning and teaching are two complex, continuous and complement processes.
Started from the early ages, learning has to find continuously motivational factors in
order to become effective and evolutive. Only when an abstraction level of knowledge in
a specific domain is reached, then teaching may appear as complement to learning, with a
constructive feedback as one of the side-effects.
1. Introduction
The widest dissemination form of learning environments in our days still remains
the World Wide Web. It is most probably because this technology represents the basis for
the online education and it offers knowledge to students independently to the moment, the
place and the time duration of the learning act.
It doesn’t matter if we talk about static or dynamic Web-based pages or if the
learning environment is a multimodal (multimedia) 2D or 3D metaphor of a real pedagogical
situation that is too dangerous or too expensive to be re-created basis on real means.
What we think that really matters is the possibility to transform the usual actors,
students and teachers, into involved active actors. To this end, we want to install them the
sensation that they represent active parts of the learning/teaching process. This way we
catalyze the creational state-of-mind as well as the self-confidence at individual level as
premises of long-duration collaboration between the individuals.
308 University of Bucharest and Ovidius University of Constanta
Other human related aspects have to be taken into account, as motivation, emotion,
satisfaction, and error, at individual level as well as at competitive or collaborative levels.
In this matter, not rare are the situations in which the lack or inaccessibility of
information becomes a stress factor in everyday life. If for a person who possesses all
physical means this incommodity is easy to overcome, for a handicapped person this
could represent a real challenge.
The technology of the third millennium makes itself noticed more and more in the
design of assistance systems for people with disabilities.
Without any distinction between these two categories of users, in the current work
we present an original solution based on augmented reality technology: the implementation of
an interactive information unit (IIUBAR) which targets a wide range of people, usable
both in informative and educational situations.
In the following we present our reasons in using mixed realities in public
educational and informative contexts. Next, after a brief review of some of the most
important achievements in the field of AR, we offer a general description of the IIUBAR
system followed by a section destined to discussions. We close with conclusions and
possible directions of development of the IIUBAR system.
Many of the current solutions for virtual or augmented reality systems are designed
to be manoeuvred by a single user, thus limiting the access to the application. When using
such an application in virtual learning, the experience gained by the user will only be
from the sole interaction with the system. From general experience, learning efficiency
grows directly proportional with communication, collaboration and motivation.
To achieve these key factors of learning, one faces the problem of designing the
learning system. As the three factors are human in nature, the system must include more
than one user (learner) to achieve the desired efficiency.
Only few of these systems take a group-oriented approach regarding the learning
efficiency issue. Having a group-oriented system would ensure that an exchange of
information between users will occur, and that the individual experiences of one user may
complement the ones of another, and vice-versa; in this way, users practically participate
in the development of the learning environment, while gathering more information, and
keeping themselves highly motivated through this process. Paraphrasing, the users
become teachers for each other, and information flow is eased.
The IIUBAR system may be used by groups of users with the role of enhancing the
experience gained from the learning material. Among the possible uses of the system are
the following three scenarios (but not only).
Generally, the system may be used in any public spaces as interactive and
informative access point (see figure 1). In particular, the virtual information stand in
thematic museums may be used to animate the static nature of these locations, making
them more attractive to visitors, and simultaneously providing the user with extra
information (see figure 2). Of course, the potential of the IIUBAR may be proved also in
The 3rd International Conference on Virtual Learning, ICVL 2008 309
interactive classes by providing 360o panoramas with unlimited possibilities in the matter
of content. For example, the system can be used in geography classes to give the learners
an experience of some of the places they have never visited before; the impact on the user
would be greater than a regular image, because of the simple but effective physical action
of rotating the viewpoint in the virtual environment.
One of the challenges that the development of the mixed reality environment poses
is determining the position of the observer. This information needs to be extracted from
the image taken with a camera. To resolve this issue, ARToolkit (ARToolkit, 2007) relies
on computer-vision algorithms with which it can detect and recognize markers (the
symbols are each associated with a 3D model inside the application). These algorithms
are similar to those used by the artificial neural network technology in that of processing
signals in general, and of images or sounds, in particular.
310 University of Bucharest and Ovidius University of Constanta
In the following section we shall describe the steps taken in the algorithm that
ARToolkit uses for image processing:
• The first step consists of capturing the image.
• After which applying a filter is necessary for localizing the marker. This filter is
also known as the binarization step, in which the initial data is transformed, by colour
differencing, into a black and white picture that can now be easily represented with binary
code, and thus stored for further processing.
• The edge detection takes place: the contour lines’ positions are estimated, which
are afterwards parameterized.
• The marker’s corners are calculated at a sub-pixel level.
• The obtained image is normalized.
• The known symbols are loaded into the application and associated with the real situation.
• The marker’s homography is calculated (Homography is a mathematical concept
that is defined as the relation between two geometrical figures, so that any point in one of
the figures corresponds to one and only one point in the other, and vice-versa).
• Relative transformations between the camera and the marker are calculated, and
optimizations are applied. This results in parameters which are to be used by the
application.
This algorithm is repeated for every frame of the video capture.
Latest attempts to overcome the limits of the current solution imply the use of neural
networks to solve the problem of marker detection and interpretation (Gomez et.al, 2007).
The main strength of neural networks is correlating information with pre-made
templates and even adapting the templates to environment changes.
The learning and pattern recognition abilities are possible because of the adaptive
sensibility of the neurons that are the basic elements of these networks, sensibility also
known as adaptive threshold.
Using this technology may revolutionize the adaptability of the system, making it
resilient to luminosity changes that are so frequently encountered in real scenarios and
giving it the ability to recognize also real objects, apart from markers.
ARToolkit is a software library meant for creating augmented reality, based on the
2D and 3D graphics API named OpenGL. Usage of ARToolkit is in continuous growth at
international scale for the possibilities that it offers and the open-source license under
which it is distributed.
The prime strength of ARToolkit is to make the direct interaction between the user
and the virtual environment more intuitive. This way, occasional users who do not
possess technical skills may find the system accessible.
Among the applications built based on this platform we can mention (ARToolkit, 2007):
The 3rd International Conference on Virtual Learning, ICVL 2008 311
The system configuration in this case assumes that a marker is created for each and
every objective from the real world, and that a 3D model is associated with each marker.
The hardware solution relies on linking and synchronizing a webcam and a HMD (head
mounted display) with a laptop that would be bared by the user (see figure 3.a).
312 University of Bucharest and Ovidius University of Constanta
a) b)
The configuration in this case is simplified in the sense that a touring table is used
in place of the HMD (see figure 3.b).
Advantages: The lack of the trepidations that we found in the previous version
makes this configuration superior in the sense of image clarity.
Disadvantages: Having a fixed point from which the detection is made, the markers
found far away from the system are not clearly detected, nor able to be visualized. Thus
the system’s capacity to provide the solicited information decreases dramatically.
To combine the advantages of the two previous solutions, for the final implementation
we opted for the fixed solution with a single marker per environment.
The 3rd International Conference on Virtual Learning, ICVL 2008 313
This version assumes two modifications: one at the hardware level and the other at
the software level. The hardware change is represented by an additional camera, so that
we are able to split assign each the roles of harvesting real images and the other of
detecting the rotation angle relative to the marker. The software change is executed
through three important steps:
• Adapting the standard ARToolkit application named “twoview” so that using
models created in VRML (Virtual Reality Modeling Language) format is possible.
• Changing the transformation matrix used for storing the position parameters of
the marker. This is necessary because the rotation of the 3D model has to be done around
a different axis than the one of the markers rotation.
• Information received from the detecting camera (webcam 2 from figure 4) must
be used to generate the 3D model over the images taken from the camera that observes
the real environment (webcam 1 from figure 4), unlike the example in which each camera
was used for a separate image interpretation process.
The present configuration benefits from a 360o vision field, by using the rotating
stand that was introduced in the previous version, and from an significantly superior
image clarity and resolution, made possible by combining the images of the two webcams.
The first webcam is placed to receive real images on a horizontal direction, while
the second is directed vertically to detect the marker that is placed above the IIUBAR
system (Figure 4).
Webcam 2 will supply the application with the rotation parameters of the system
relative to the marker. With the help of these parameters, the viewpoint of the user can be
determined. Thus the correct superimposing of the 3D model becomes possible, so that a
complete interactive environment is obtained that responds to the users actions in real-time.
Advantages: Because the way in which it was design, this system has a high
sensibility to the user’s orientation; it is adaptable to the environment in which it is placed
(changing the 3D model one can satisfy the requirements of any new environment); it
benefits from a very high image stability.
314 University of Bucharest and Ovidius University of Constanta
These qualities gain more importance when placing the system into a real
collaborative context, this is exactly the case of group visits in a real scenario (for
example an university campus).
Disadvantages: The lack of mobility because of the fixed stand on which the
system is placed, and the necessity of installing it indoors.
5. 3D environment
The language used for building the virtual 3D models is VRML (Virtual Reality
Modeling Language). There are several reasons for which we opted for this language.
Firstly, the VRML standard is supported by the ARToolkit platform and permits the rapid
description of complex geometries, unlike OpenGL. Secondly, using this file format, the
IIUBAR system is easily adaptable to different configurations of the real environments.
An exceptionally important factor in creating the model is relating it to the space in
which the system will be placed. For an optimum functionality, prior measurements are
required to determine the distances between the positions where virtual objects are to be
placed. The lower the measurement error is, the higher the precision with which the
virtual and real worlds overlap (see figure 5).
Also another aspect that must not be overlooked is the camera calibration. Without
a correct calibration, the 3D model may not entirely fit the environment, because the
optical distortion produced by the camera. This problem can be solved by using the
ARToolkit utilities named „calib_camera2”, „calib_param” or „calib_distorsion”.
6. Conclusion
We consider that the potential of this platform is well above average. Firstly, it
requires a very low level of knowledge for proper use. Secondly, the assembly costs are at
minimum. Thirdly, it proves a great level of accessibility and also the application may be
adapted to contain more information, for user satisfaction.
The system may be successfully used as a public information stand, inside
institutions. Although it has many advantages, the IIUBAR system’s drawback would be
the fact that it can only be installed indoors.
7. Acknowledgements
The present system has been implemented in the Laboratory of Virtual and Augmented
Reality Research (CERVA, 2007) and is supported by the TOMIS project, no: 11-041/2007,
by the National Centre of Programs Management, PNCDI-2 – Partnerships program.
REFERENCES
PARK, Y., and WOO, W., ARTable: AR Based Interaction System Using Tangible Objects, in KCC05,
pp. 523-525, 2005.
POPOVICI, D. M., SEPTSEAULT, C., QUERREC, R., Motivate Them to Communicate, Proceedings
of CW2006, IEEE Computer Society, Geneve, 2006, pp. 198-205, ISBN: 0-7695-2671-3.
VLAHAKIS, V. et al., ARCHEOGUIDE: Challenges and Solutions of a Personalized Augmented Reality
Guide for Archaeological sites, IEEE Computer Graphics and Applications (5) 22: 52-60, 2002.
The 3rd International Conference on Virtual Learning, ICVL 2008 317
Abstract
In nowadays society, technology has become very complex due to the rapid
worldwide development in all domains of activity. Education has been also
benefiting from this continuous and capacious improvement. Not only has instruction
been converted into a complex system, but, moreover, it gained the capacity of using
technologies, as the Internet, in order to enhance schooling. Therefore, e-learning is
today one of the main areas of interest for the software companies who have in mind
the fact that these new solutions are the future of the educational system. Experior is
an online Mathematics assessment tool addressed to high school students who want
to appraise their Mathematics knowledge level, to train themselves for the
challenging exams they are about to face, to get accustomed to the examination
environment and practice the multiple choice questions tests.
1. Introduction
Using the Internet in the educational system created the proper conditions for a
completely novel approach in this important field. E-learning is a new perspective on how
school should be organized by the rightful institutions: easy to comprehend with specific
levels, student-centered and efficient.
Arnia Software (www.arnia.ro) developed Experior.ro, an online Mathematics
assessment platform for high school students. By means of its multiple choice questions
tests, its online library containing Mathematics lessons and articles, students can appraise
their Mathematics level, can accumulate knowledge, prepare for exams – be they simple
school tests or bachelor’s exams. Launched in the end of 2007, Experior addresses at this
stage only to the Romanian educational market. Its emphasized interactivity with the user
makes it unique among the educational solutions and tools addressing to the Romanian
instructional segment.
number of 767.439 pupils were enrolled in high school in that particular educational year,
studying in 1410 high school institutions. Some more 284.412 pupils were enrolled in 90
vocational and apprenticeship educational institutions.
Experior offers a variety of features and services, amongst which one can identify:
a complex educational platform comprising of an online testing and assessment module; a
documentation module divided into two components: one dedicated to problems and
solving solutions submission and an online library with access to documentation
materials: Mathematics lessons and articles; an assisted learning module – classes/groups
of students organized within the platform, who can access a study program defined by a
Mathematics professor (homework, lessons to be read and learnt, tests to be taken,
questions and discussions); user evolution statistics; tops and rankings; educational
networking (forum, blog, users' profiles, messaging).
Platform organization
• materials provided are checked – quality and content assurance step; scientific
validation of content;
• data entry operators (DEO) edit the problems/units in electronic format, by means
of a word processor. Files edited by DEO are packed in problems/test units by means of
the packaging application, and sent to the data server;
• test units/problems are constantly synchronized with the data server;
• an administrator redirects the problems/test units to be approved or to be
corrected, if there are mistakes, to the DEO;
• back to DEO, each operator that has edited problems/test units receives back each
problem package sent, and has to correct/accept/approve the problem;
• a problem/test unit that has been checked and is correct can be published online.
Note: the flow for documentation materials is almost the same as described above for test
units / problems, but significantly simplified in process.
Experior content is defined by over 3000 problems and exercises, more than 200
Mathematics lessons and articles, organized in the online library module, and by over 100 test
categories, structured according to the National Educational Program. The content is weekly
updated by Arnia's data entry operators and a rough approximation reveals numbers like
150 Mathematics problems and exercises and 15 lessons and articles on a weekly basis.
320 University of Bucharest and Ovidius University of Constanta
Platform functionalities
The online testing and assessment module is based on an education plan split up
into grades, chapters, lessons and knowledge. This division serves to the process of
generating a test from the data base, test that is structured according to parameters like:
time, knowledge coverage, affinity, difficulty, and grade. The multiple choice tests
depend on a certain time to solve, have an exact area of knowledge covered, and provide
access to a detailed solution of each problem/exercise after finishing a test. This option
has the purpose of helping the student understand why his way of dealing with the
problem was wrong or how he could solve the exercise using other methods.
It is worth mentioning that a generated test is not just a set of problems randomly
selected from the database, although a random factor is considered. For example, if a test
is generated to cover a whole year knowledge plan in 180 minutes (recapitulation test),
then the test should cover the large piece of knowledge area with a few problems in such
way that the knowledge coverage and affinity factors are satisfied. For a better
understanding of this fact, let us consider that a knowledge area is made up from
segments as displayed in figure 2, and a problem covers some of these segments.
The knowledge coverage factor is determined by the red markings on the base
segment representing the knowledge area we need to cover. Each of the problems covers
part of the base segment. The knowledge coverage is the report between the number of
red marked segments and the total amount of segments from the base. Affinity represents
the report between the greater distance between two red marked segments (or one red
marked segment and an end) measured in segments and the total number of segments on
the base. Having clarified this aspect, we conclude that the affinity factor represents the
extent to which the covered segments are scattered on the base. These parameters help to
create a relevant test. If a test should cover a large amount of knowledge and its problems
cover only the beginning of the knowledge area, then the test is irrelevant. After having
finished a test, the application shows the user exactly which knowledge areas were
covered by the test selected problems, as shown in figure 3, in the bottom of the image.
The 3rd International Conference on Virtual Learning, ICVL 2008 321
In the testing and assessment module, the choice of tests is made according to class,
chapter, level of difficulty, and scope. Once the choice made, the user can start taking a test.
The test is generated in a couple of seconds (up to 15 minutes, depending on Internet connection).
Defining elements of a new test page are: predefined time according to goal,
difficulty level, covered knowledge area, timed tests, multiple choice tests, visual guiding
elements. After the final revision of the test, the user declares the test finalized. Defining
elements of a finalized test page are: real-time correction and time assigning, detailed
solving solution; user statistics per knowledge; knowledge coverage rate per test.
Elements of a new test and of a finalized test are shown in figure 4.
Documentation module
The documentation module has a segment which helps students review parts of the
educational curriculum that they didn't fully understand or gives them the chance to learn
new concepts, problems, by reading lessons or by studying articles. All resources are a
handy tool, having in mind the fact that they offer a great variety of examples and
situations students can find in their exercises. Within the library module, the user can
access tests associated to lessons, in order to check and confirm the knowledge covered.
A very important characteristic is that Experior’s online library is well thought-out in
order to ensure a general and also a complete view of the subject matter, and it contains
over 200 Mathematics lessons and articles as shown in figure 5:
The second part of the documentation module is represented by the problems and
solving solutions submission, area within which professors, as well as students, can send
either exercises or solutions to the problems/exercises already submitted. This part is an
interactive, monitored part, which means that each proposed problem, or solving solution
of an existing problem, passes through an inspection, and if it is validated, then it is
written in the agreed internal format, so that the mathematical formulas and text will be
displayed accordingly, as shown in figure 6:
The 3rd International Conference on Virtual Learning, ICVL 2008 323
Another module developed within Experior is the assisted learning section. This
module recreates, by means of the virtual classrooms, the atmosphere of a typical
classroom. Here, the user has the opportunity to meet two entities: a coordinator (unique)
and the students (as many as the coordinator-professor accepts). The professor can send
some invitations and the students are able to see and accept them if they want, but
students can ask permission to a certain professor to be part of a class, as well. The
classes/groups of students organized within the platform can access a study program
defined by a Mathematics professor, with homework, tests to be taken, lessons and
articles to be studied. Professors are absolute administrators of a class and they can
publish lessons to be read by the students of a class, they can generate tests and verify the
results of each student, and they all have the possibility to use the forum for asking
questions, for giving examples etc. In contrast to other applications, Experior ensures the
entire development of the process online. A quick preview of the professor’s overview of
a virtual classroom is shown in figure 7, displayed below:
324 University of Bucharest and Ovidius University of Constanta
A professor can view a student’s test and he can also grade a student based on his
homework or based on the answers provided. All questions and answers are transferred to
the forum; each virtual class gets its private topic, and in that topic a question opens a
thread. Each answer given for a question is transferred inside the question’s thread as a comment.
The user has access to the graphic representation of the knowledge coverage as
well. Samples for these statistics are shown in the images below:
Tops and rankings establish a hierarchy based on a score which is calculated using
the grades obtained in tests and the difficulty level. These tops stimulate competition
between students. By means of these tops, students can see how good they are compared
to other students. A top will show a student his rank in his school, and on district/town
level, on a general level, which includes all registered users.
Modules in development
5. Expansion directions
On national level, Arnia targets the implementation of the platform in schools and
high schools (for their Intranet). Other steps would be: the creation of networks between
schools and high schools; the platform extension to other educational curricula areas,
such as: Physics, Economy, foreign languages, appraisal tests; administrative and
governmental projects focusing on education and vocational training; implementation of a
platform for contests and “online Olympiads”.
On international level, Arnia plans the implementation of the platform in other
countries, in partnership or as a financed project; envisaged possibilities: the platform
implementation in universities, private schools and high schools, by means of
collaboration or partnership with these educational institutions, based on the know-how
provided by these institutions; development of an international platform for contests and
“online Olympiads”.
6. Conclusion
Experior key points are: maximum accessibility, being 100% online; access from any
browser, no download or install required; original content; assessment tests; high interactivity
with the user – educational networking; library with Mathematics lessons and articles;
creating a Mathematics community; offering a virtual environment similar to a classroom.
REFERENCES
Internet Sources
http://www.insse.ro/cms/files/pdf/ro/cap8.pdf
http://ec.europa.eu/education/policies/2010/et_2010_en.html
http://www.edu.ro/index.php/articles/9132
The 3rd International Conference on Virtual Learning, ICVL 2008 327
Abstract
One of the latest world wide trends in regards of educational process improvement is
the developing of new teaching, learning and assessment systems. This trend is
focused on making the new systems more flexible and more efficient using the World
Wide Web capabilities in assisting both, teachers and students. In this paper the
author propose an intelligent system for automatic evaluation of students knowledge
assisted by computers. The ultimate goal pursued by the author is to share the
responsibility of student assessment process between the teachers and students.
1. Introduction
During the past few years the Web-based education has influenced educational
process in all aspects of teaching, learning and evaluation by increasing the students’
autonomy and making them to participate actively in instructional decisions and
supporting them to establish more accurate their personal goals and to assess these goals.
At present, the researchers consider that a new education era has begun based on
personalised learning environments. The World Wide Web capabilities and the
personalised learning environments will change deeply the educational process approach
enhancing the widen participations and facilitating the informal and workplace learning
(Magoulas and Chen, 2006).
Both, teachers and students are different. Every teacher teaches and assess
differently. Not every student learns in the same way. Each student brings a different
background, a different experience from the past years of study, and each student has
different expectations. Also, each discipline characteristics and level of material to be
learnt have an influence on educational process.
Many questions arise. How do we teach? How do we learn? How do we assess?
And there are not simple answers to such questions. The actual knowledge about the
relationship between teaching-learning-evaluation is still incomplete, but we do know
enough about the educational process to be able to make fair enough decisions, to design
appropriate learning materials and tests and to establish the actions usually helping in
enabling education to happen.
328 University of Bucharest and Ovidius University of Constanta
Students generally like to have a sense of belonging (Bender, 2003). Therefore, the
author believes that the responsibility of the educational process must be shared with them.
[1] G = ( X ,U )
where:
X = is the set of nodes representing the primitive elements for concepts, events, states;
U = is the set of arcs representing the primitive elements which represents the
abstraction of relations between concepts.
example is based on the use of AKO relation and other particular types of relations (i.e.:
general form, organigram, effect etc.).
The Inference Engine is using inference general or particular rules in order to arrive
to those conclusions which are not represented in the Knowledge Base. In figure no. 2 is
presented the general diagram of the system proposed by the author. From all known
inference strategies the author has chosen the chaining forward strategy. The utilised
strategy starts from a known set of facts and obtained new facts utilising the conclusions
of the rules with premises matching the initial known facts.
The process is continued until the final scope is achieved or until there are no more
rules with premises matching the initial known facts or with derivate facts during the
inference process.
The working memory will be formed from the facts provided by user and the facts
provided by system. The Knowledge Base of the proposed system have, in the same time,
files specifics to data bases containing the questions from the assessment tests used to
achieve the instructional objectives.
Program Control
Instructions
O AK
AK O
AKO
AK
O
AK
AKO
A
rm Ob
Fo
ga
Effect
l se
e ra rva
nig
G en tio
ns
ram
Unsatisfactory
results
Students Groups
Number of
runs through
Module 1 de
Instructors
(evaluation ++)
The list with students results
Timing schedule of Number NO divided by phases and
YES Students
the learning & evaluation of runs through modules
Knowledge
processes Module
Evaluation
1<=2 Results histogram
Number of
Logistic preparation runs through Instructors Conclusions about successes
referring to the learning Evaluation
Module N Evaluation and failures
assisted by computers (evaluation =0)
(availability of equipments ,
Satisfactory
courses etc.)
results Global conclusions about
Learning Aplications Module N System successes and failures
Module N Module N Evaluation Evaluation
Unsatisfactory
results
Number of
runs through
Module N
(evaluation ++)
To the next learning cycle
inputs
YES Number NO
of runs through
Module
N<=2 Next learning
cycle inputs
3.3. The Algorithm Used to Calculate the Final Note for Each Student
The Algorithm proposed by author to calculate the final note for each student is
described with the below pseudocode [2].
332 University of Bucharest and Ovidius University of Constanta
In the above algorithm [2] the author has used the following annotations:
The 3rd International Conference on Virtual Learning, ICVL 2008 333
N= objectives number;
Nota[i] = the result obtained after module i assessment;
nrs = the number of students assessed;
gr[i] = the questions difficulty grade associated to a question;
pct[j] = takes value 1 if the student answer to question j is correct and 0 if the
answer is not correct;
Notaf[s] = the final note of a student, s.
The rules proposed by the author to enrich the system Knowledge Base were the
following:
R1 : IF r[i ] ≥ 0,9
[4] AND gr[i ] ≤ 4
THEN gr[i ] = gr[i ] + 1.
R2 : IF r[i ] ≤ 0,1
[5] AND gr[i ] >1
THEN gr[i ] = gr[i ] − 1.
This system has been built using the following software resources: PHP server-side
scripting language (is combining the Perl, Java and C concepts), MySQL (Structured
Query Language) and the Web Server Apache HTTP.
The feedback regulator of the proposed system determines the command in a way
that after the process is resumed the system is achieving the target which is the objective
evaluation of students’ knowledge to a specific discipline.
4. Conclusions
The present time requirements in higher educational process involve the re-ordering
in the teachers’ ability to create, acquire, assimilate and share the knowledge to and with
334 University of Bucharest and Ovidius University of Constanta
their students. Knowledge sharing methods and techniques will be improved significantly
in the next short term future and all these transformation, in the author opinion, will leave
no room to another option than to follow this mega-trend.
Development and continual improvement of the knowledge base at individual level,
for each student, independently but in same time without moving outside from the
modern society requirements is the next major challenge for the higher education.
Today the knowledge is one of the key resources for the human society and the
higher education institutions are playing a critical role in developing this valuable asset
(Bender, 2003). The author believes that integrating learning and assessment by sharing
the responsibility of the educational process goals achievement is the proper solution for
these incoming transformations.
Also, the author believes that a true value assessment of the student learning begins
always with the educational values. As more and more institutions from higher education
environment incorporate online courses in their curriculum, the teachers need to
determine and implement better methodologies and techniques for students’ knowledge
evaluation. The system proposed is just another solution trying to integrate successfully a
web-based education integrated system for learning and assessment with the today
requirements in higher education environments.
REFERENCES
Books
Journal Articles
Abstract
At the beginning of each semester a frequent problem appears regarding the
timetable planning. It is not an easy task for the person responsible with solving this
problem because he/she must take into consideration many constrains such as:
teaching stuff timetable options, elaboration rules (number of lectures, number of
seminars, number of practical activities per day, etc.) and the number of students
which determines the allocated lecture/seminar hall. In this case, an adequate
method for reducing the execution effort and time is the designing a multi-agent
system (MAS) using ZEUS software, developed by British Telecom. Our work
consists in identifying and implementing the necessary agents with their tasks for
sharing the resources, establishing the communication ontology and coordination.
This paper highlights the opportunity of multi-agent systems application in the
superior education field.
1. Introduction
In recent years, a major research effort in artificial intelligence domain has been invested in
designing and building intelligent agents-software or hardware entities that interact with an
external environment in an intelligent way.
In computer science, an intelligent agent (IA) is a software agent that assists users and acts
on their behalf, in performing non-repetitive computer-related tasks, in the sense of a
representative agent. Intelligent agents are used for operator assistance or data mining. The
intelligence implies the ability to adapt and learn (Wikipedia, Software agents, 2008).
In artificial intelligence, an agent is used for intelligent actors that observe and act upon an
environment, in the sense of a rational agent.
In our paper we present an application of intelligent agents in the superior education field.
A solution for timetable planning in the framework of a department is given.
The role of the Environment agent is the laboratory information supplying and the only role
of the Restriction agent is to assure restrictions application.
For having a good image upon the information flux, the representation of the information
flux and interaction diagram is necessary (figure 1, figure 2).
An agent PAGE (Perception, Actions, Goals and Environment) description consists in the
perceptions, actions, goals and environment (in which the agent interacts with other agent/agents)
identification. The table below displays the PAGE description for the proposed agents in our application:
Table 1
PAGE description
The next step consists in the agent’s development and identification of associated tasks. The
development of agents for our application is presented in the figure below:
The development of an agent, for instance Timetable_admin, implies the realization of the
next intermediary steps: the Zeus implementation of the agent tasks, establishing of the relation of
the agent with other agents (peer to peer, subordinate or superiority relation), establishing the
coordination protocols (for the respondent or initiator agent role), allocating the initial resources
and establishing the maximum number of simultaneous tasks. All these are established in the
following panels: Agent Definition Panel, Agent Organization Panel, Agent Coordination Panel
and Value Restriction Panel.
The implementation of the Supply_timetable task associated with Timetable_admin agent is
presented in the next figure:
340 University of Bucharest and Ovidius University of Constanta
Zeus software provides a batch of utility agents: Agent Name Server (ANS), Facilitator and
Visualiser. These agents are implicitly generated by Zeus and they form, beside the user-developed
agents, the application agent society. The resulted agents society is presented in the figure below:
Using the proposed ontology and the ACL as a communication language (Agent
Communication Language) for reaching the application goal, the agents start to change messages
(i.e. sending call for proposals (cfp), sending proposals, proposals’ acceptance/refusal, sending
information, etc.),as presented in the figure:
The 3rd International Conference on Virtual Learning, ICVL 2008 341
REFERENCES
FIPA Abstract Architecture Specification, Foundation for Intelligent Physical Agents, 2000,
http://www.fipa.org/specs/fipa00001
BAYLOR, A. L. (1999), Intelligent Agents as Cognitive Tools, Educational Technology, 39(2),
36-40.
COLLINS, J., NDUMU, D. (1999), The Application Realisation Guide, Intelligent Systems
Research Group, BT Labs.
COLLINS, J., NDUMU, D. (1999), ZEUS Technical Manual, Intelligent Systems Research Group,
BT Labs, 1999.
COLLINS, J., NDUMU, D. (1999), The Role Modelling Guide, Intelligent Systems Research
Group, BT Labs.
GRUBER, T. (2008), Ontology to Appear in Encyclopedia of Database Systems, Ling Liu and M.
Tamer Özsu (eds.), Springer-Verlag, 2008, http://tomgruber.org/writing/ontology-
definition-2007.htm
Wikipedia, Software agents, http://en.wikipedia.org/wiki/Software_agents
The 3rd International Conference on Virtual Learning, ICVL 2008 343
Abstract
The main purpose of this paper is to present a flexible hypermedia system for online
e-learning and e-testing in the domain of project management education. This virtual
learning environment uses the newest open source web technologies available for the
moment: PHP, MySQL, AJAX, XML and XSLT. The paper describes the implementation
principles of this e-education system structured on two functional sections:
hypermedia-based e-learning and online dynamically adapted e-testing. In the first
section, a powerful database system allows online access to a very well organized
video tutorial, covering the main aspects of project management e-learning. In the
second section, tests are automatically generated and adapted for each student as
they are presented as shuffled sequence of questions and alternative answers, using a
web-based interface.
1. Introduction
The hypermedia system for project management education, presented in this paper belongs
to the wide domain of e-learning and e-testing (or e-assessment). The most important feature of
this modern education domain is the emergence of the ICT (Information and Communication
Technologies) use in knowledge production, diffusion, consultation and automatic assessment. The
generalization of the use of ICT in e-learning, leads to an explosion of LU (Learning Units) on the
internet. Indeed, many studies [3; 6; 7] reveal hundreds of LMS (Learning Management System)
able to provide LU for e-learning, but these are not always reusable by other LMS.
In the last decade, two approaches have tried to answer to this problem of LU reuse. The
first approach is to create repositories of LU shared on internet like research projects ARIADNE,
COLIS, Edusource, DLESE and MERLOT. The second approach is to reuse the educational
scenario as a whole.
Also, new educational languages, standards and specifications, like IMS (Instructional
Management Systems), EML (Educational Modelling Language) and MISA (Méthode d’Ingénierie
des Systèmes d’Apprentissage), propose models for educational scenarios design and reuse.
The emergence of the ICT leads to an explosion of the web based tools and services
(forum, chat, LMS, etc.) which are not always interoperable. The new web technologies and W3C
recommendations represent a solution for the interoperability of these tools and services and the
development of a virtual exporting/importing space.
344 University of Bucharest and Ovidius University of Constanta
The architecture of our hypermedia system for project management education is structured
in two sections:
1. The first section is a LMS (Learning Management System), based on a set of web
services. The hypermedia catalogue developed in this section is able to share the HLU
(Hypermedia Learning Units) located in local or distant hypermedia repositories.
2. The second section is an AMS (Assessment Management System) based on a dynamic
tests generator and a statistical evaluator.
This proposed e-learning and e-testing (e-assessment) management system can perform
automatic test generation and grading from a wide variety of question types supported. It is a data
driven system which can dynamically adjust e-test contents and parameters and fast reorder the
whole e-test form by random number generation.
The structure of this paper is as follows: section 2 presents the concepts and principles upon
learning management system is based on; section 3 describes the functional architecture of
learning management system; section 4 shortly presents the implemented learning unit catalogue
and repository; section 5 presents the concepts and principles of this web based e-testing system;
section 6 describes Web based e-testing system architecture; in the end the experimental and
statistical results followed by final conclusions are revealed in section 7 and 8.
1.3. The last child is called resources. It is a collection of references to resources. The
element <resources> consists of several (zero or more) <resource> element. A resource is not
necessarily composed by a single file. It can be also constituted by a set of files. Each file of
<resource> element is represented by <file> element. These files can be internal files referenced
by relative address or external files referenced by URL (Uniform Resource Locators).
2. The second important component of LU is represented by the physical files (local or
external files) associated to the very contents of LU, itself. They are electronic representations of
media, such as text, sound, images, animations, graphs or any piece of data that can be rendered
from the Internet and presented to learning subjects.
Each of these media may have multiple digital formats (e.g. WAV, MP3 or WMA for
sound files, .AVI, .WMV, .MPG or .SWF for video files). A physical file can be created by the
LU designer or reused from a repository.
The internal files must be included inside the PIF (Package Interchange File) file. The
manifest file and all other XML control files (DTD, XSD) identified by the manifest must be
placed at the root of the PIF file, which is a concise web delivery zip format. The use of a concise
zip format facilitates and accelerates the transport of the PIF file over the Internet.
Definition 1
Question bank is the core of every e-testing system and is represented by a database of
unique questions with parameters, from which the test generation module will make simple selections.
The necessary question parameters may be:
• question type according to possible answer/answers;
• question weight/value for final summarized grading;
• question domain/area/section following the theory classification etc.
The architecture of e-testing systems should have the following modules:
• question input module with special forms for question entry process;
• question importing module from other similar e-testing systems database;
• question removing module from own database.
In order to create a an exchanging space for importing/exporting questions and to provide
compatibility between different systems, several standard structuring forms have been developed
for the elements from question banks. Among them, the most important and promising standard is
developed by IMS (Instructional Management Systems) Global Learning Consortium, Inc.
http://www.imsglobal.org [1]. These system standard specifications are defined in XML, following
W3C Consortium recommendations. The IMS Question & Test Interoperability (QTI)
specification describes a data model for the representation of questions and test data and their
corresponding results reports. Since 2005 starting with version 2.0, QTI supports parameterized
questions via assessment item templates [1].
The e-testing system question bank may have two different types of questions:
• fixed answer question (objective question) and
• free answer question (unobjective question).
The 3rd International Conference on Virtual Learning, ICVL 2008 347
The fixed answer question (objective question) is made up of a text body for problem
description and a list of possible answers, where the student must choose from, the correct
one/ones. Most of the e-testing systems use this type of questions in assessment process.
The taxonomy of fixed answer questions may be subsequently defined like this:
• multiple answer question is the most used type in automated assessment.
• short answer question requires an short text answer to be provided;
• short text or numerical value answer question requires a computed result;
• hot-spot question or visual/interactive answer question requires an object/position
identification, graphical element connections, etc.
Furthermore, for multiple answer question category we may have several variations:
• Yes/No or True/False answer question has only two opposite alternative answers;
• MC/SA(Multiple-Choice/Single-Answer) question has only one correct answer;
• MC/MA(Multiple-Choice/Multiple-Answer) question has more correct answers;
• Priority Setting/Selection answer question require items ranking.
The free answer questions (unobjective questions) have no predefined answer. They are
usually used when assessing higher levels of learning domains or Bloom's taxonomy:
Cognitive(Knowledge)-mental skills, Affective(Attitude)-growth in feelings or emotional areas
and Psychomotor(Skills)-manual or physical skills. The free answer question (unobjective
question) category may be divided in two sub-types/sub-categories: program code answer
question and essay answer question.
In the end, it may be concluded that using question banks instead of static test creation
method, we obtain significant advantages in e-testing system:
• a wide set of possible learning objects to choose from in assessing process;
• test generation time is decreased very much.
Definition 2
Test creation algorithm represents the questions selection process from the question bank
(system core), followed by the generation of student’s presentation form. There are 5 different test
delivery models [8], depending on the characteristics of the tested subject knowledge: linear,
dynamic linear, testlets, mastery models, adaptative:
Linear tests are not adaptive to users and consist of predefined questions and predefined
order. Assessment can be done automatically and results be summarized.
Adaptive tests depend on student’s knowledge. The parameters of test generation are
defined dynamically during the test according to given answers.
Definition 3
Grading and results reporting are the final actions of the automatic e-testing system
which will display the results of the assessment immediately after the end of assessment process,
when all answers of all questions are definitely entered.
The evaluation of the entered answers can be made in two different moments of time: at the
end of the entire test if the system let the subject the possibility to change the entered answers or
after each answer is entered otherwise.
348 University of Bucharest and Ovidius University of Constanta
Figure 4. E-testing system question bank and database tables structure (database layer)
Figure 6. Assessment process and final statistical results reports (user interface layer)
The 3rd International Conference on Virtual Learning, ICVL 2008 349
m m
[1] mT = , mF = −
nT (n A − nT )
where nA = total number of possible answers, nT = total number of true answers and m =
maximum grade or total number of test points. The final calculated grade will be:
m m
[2] M ( N T ) = N T * mT + (nT − N T ) * mF = N T * + ( N T − nT ) *
nT (n A − nT )
where NT = total number of true answer selections.
The final grade of every test will be displayed as either, absolute value and relative value
(percentage of possible points).
We have repeatedly evaluated a sample of 10 subjects with randomly generated tests using
both normal and negative grading. Number of incorrectly passed test by intelligent or lucky
guessing, instead of real knowledge, tends to lower with the increasing number of questions per
test and with the negative grading, as shown in the table 1:
Table 1
Number of incorrectly passed test by intelligent or lucky guessing
8. Conclusions
This paper presents and analyses the main features of TestManager, a hypermedia system
for e-learning and e-testing dedicated to project managers. The design of TestManager conforms
to the models and specifications provided by IMS (Instructional Management Systems) Global
Learning Consortium.
Therefore, the system can be easily adapted to any education domain because it produces
reusable LU (Learning Units). The Web based e-assessment section of TestManager has a data
driven system design as the main concept behind this system is the question bank. In fact, this
represents the system core, where questions are selected from, during test generation process. The
test creation algorithm dynamically generates equally weighted tests according to previously
predefined strategy. Finally, the negative grading method statistically eliminates intelligent or
lucky guessing answers.
350 University of Bucharest and Ovidius University of Constanta
REFERENCES
[1] IMS Content Packaging Information Model, Learning Design Information Model:
http://www.imsglobal.org/content/packaging http://www.imsglobal.org/learningdesign
[2] KOPER, R. (2005), Modelling Units of Study from a Pedagogical Perspective, the pedagogical
metamodel behind EML, http://eml.ou.nl/introduction/docs/ped-metadodel.pdf.
[3] LMS Open Source, https://fnl.ch/LOBs/LOs_Public/OpenSourcePlatf.htm
[4] LOM metadata official web page, http://ltsc.ieee.org/wg12/files/LOM_Final.pdf
[5] MERRILL, M.-D. (1994), Principles of Instructional Design, New Jersey Educational
Technology Publications.
[6] Oravep Study, http://www.educnet.education.fr/superieur/plateforme.htm
[7] Thot official web page: http://thot.cursus.edu/
[8] PATELIS, T. (2006), An overview of computer-based testing. The college board:
http://www.collegeboard.com/research/html/rn09.pdf
[9] PETTIGREW, M. (2001), Random guessing on multiple choice tests, http://www.shu.ac.
uk/services/lti/people/mp/mcq/
[10] Web Page of LORNET project, http://www.lornet.org/index.htm
The 3rd International Conference on Virtual Learning, ICVL 2008 351
Abstract
Today, web-based projects are widely used in most language learning institutions. In
web-based projects, students are usually required to do research on a given topic by
using the Internet in order to accomplish a given task. In EMUEPS, students are
assigned web-based projects for their portfolios which constitute a part of the
continuous assessment system. Dealing with web-based projects seems to be hard
work for students as they struggle with using a computer and also the Internet
resources at the same time. Teachers also have hard times trying to help students use
the Internet resources effectively and efficiently and also to evaluate and give
feedback to their students’ project drafts and final copies. The main aim of this
research study was to investigate students’ perceptions of web-based projects. The
findings of this study looked for improvement in English language learning as a
result of integrating web-based projects in the curriculum. 60 students participated
in this study. Two sets of data were collected: Internet use survey and student
interviews. The results gathered both from the interviews and the survey revealed a
positive attitude towards the use of the Internet for portfolio projects.
1. Introduction
Today, web-based projects are widely used in most language learning institutions. In web-
based projects, students are usually required to do research on a given topic by using the Internet
in order to accomplish a given task. “The procedure for educating students has shifted from
providing them with information to opening doors for them to explore topics and to create
meaningful learning experiences for themselves” (Smaldino, S, E. and et al, 2005, p. 118).
In English Preparatory School of the Eastern Mediterranean University (EMUEPS) in North
Cyprus, students are assigned web-based projects for their portfolios which constitute a part of the
continuous assessment system. The EPS has integrated web-based projects into the curriculum in
order to enable the students to use the web resources effectively and efficiently for their academic
studies and also help them improve their English language.
need or can make no sense of the results of the search. The teachers also have hard times trying to
help students use the Internet resources effectively and efficiently and also to evaluate and give
feedback to their students’ project drafts and final copies. Therefore, using the web requires
additional effort from both parties.
5. Literature Review
Today, almost all students in all educational settings have a certain experience in using the
Internet for academic purposes. According to Peng et al. (2006), the use of the Internet may affect
students’ learning outcomes in learning environment. The Internet enables students to reach the
recent information in a short time. It also provides students with instant access to an enormous
amount of information and thus it enhances their curiosity and desire to learn more (Yumuk, 2002).
Previous research studies suggested that students’ attitudes towards the Internet directly
affect their motivation and interests in Internet-based learning. The students may have different
perceptions of the Internet, and these perceptions tend to shape their attitudes and their online
behaviors as well (Johnson and Johnson, 2006).
According to a study done in Sheffield University on students’ perceptions of the Internet
and its use, the most significant findings were related to gender differences. This study revealed
that, female students were unable to find their way around the Internet effectively, thus they often
got lost and felt not in control of what they were doing. (D’Esposito and Gardner, 2000). Hong,
Ridzuan and Kuek (2003) found that, students who have better computer skills in using the
The 3rd International Conference on Virtual Learning, ICVL 2008 353
Internet and who perceive Internet as a supportive tool for their studies, have better attitudes
towards using the Internet to improve themselves in their academic studies.
According to Shiveley and VanFossen (2005), using the Internet in education can serve
different purposes. Internet 1. can be used to access to information, 2. enables students to use
critical thinking skills while using it, 3. can help facilitate collaboration and communication both
within the class and around the world, 4. increases availability to diverse resources and different
perspectives and thus lead to more challenging research projects. 5. can help students to construct
meaning for themselves.
6. Research Methodology
6.1. Identification of the Population
The population under investigation included students who were enrolled in different levels
of the EMUEPS during fall 2007-2008.
6.2. Sample
The sample was selected randomly from class roasters of 2200 students The participants of
this study were 60 students studying at various levels at the EPS.
Two sets of data were collected for this research study: Internet use survey and student
interviews.
The main purpose of this study was to investigate students’ perceptions of web-based
projects based on gender, their English level, computer literacy level, having access to a computer
at home, having internet access at home, the aspects of the Internet they usually use and the
frequency of using the Internet. The data collected from the Internet use survey were analyzed
quantitatively through using Independent T-Test and ANOVA on the SPSS program.
The quantitative data examined demographic data and frequencies for all the items in the
survey Demographic Data
The first seven items of this survey were designed to collect “Personal Data”, including
gender, English level, computer literacy level, having access to a computer at home, having
internet access at home, the aspects of the Internet they usually use and the frequency of using the
Internet. An analysis of the characteristics of the target population for the study indicated that 61.7
354 University of Bucharest and Ovidius University of Constanta
% (37) male and 38.3 % (23) female responded to the questionnaire. According to the results of
the descriptive statistics, 16.7 % (10) of the students were enrolled in elementary level, 35 % (21)
in pre-intermediate level, 23.3% in intermediate level and 25% (15) in upper-intermediate level. In
terms of computer literacy level, the results indicate that only 5% (3) of the students identified
themselves as beginner level, 55% (33) as intermediate level and 40 % (24) as advanced level. The
data also reveals that, 83.3 % (50) of the students either have or can access to a computer at home
and 75% (45) of the students have Internet access at home.
In terms of the aspects of the Internet they usually use, using e-mails was marked 36 times,
accessing websites 17 times, search engines 40 times, downloading programs 32 times, playing
audio or video 25 times, chat rooms only 6 times. According to the results, the search engines is
ranked to be the first, e-mail is the second and downloading programs is the third widely used
aspects of the Internet. For the frequency of using the Internet, 63.3% (38) of the students stated
that, they use the Internet daily, 26.7% (16), 1-3 times a week and 10 % (6) stated that they use the
Internet a few times a month.
According to the frequencies of individual items, it is seen that the students who participated
in this study were strongly agree, agree, unsure, disagree and strongly disagree with the survey
items. The frequencies and the percentages of individual items are shown on Table 1 below.
Table 1
Frequencies and Percentages of individual Items
Strongly Strongly
Agree Unsure Disagree
Agree disagree
ƒ % ƒ % ƒ % ƒ % ƒ %
1. I feel very confident
of my abilities to use 1
28.3 36 60 5 8.3 1 1.7 1 1.7
the Internet for my 7
projects.
2. Using the internet
for my projects is time 7 11.7 32 53.3 9 15 5 8.3 7 11.7
consuming
3. I can easily access to
any kind of 3
50 24 40 5.1 8.3 1 1.7 – –
information when I use 0
the internet
4. I prefer using other
sources for my projects 5 8.3 16 26.7 8 13.3 21 35 10 16.7
than the internet
5. I get very nervous 28.3
3 5 7 11.7 10 16.7 23 38.3 17
when I use the internet
6. It is fun to use the
1
internet for my 23.3 30 50 10 16.7 3 5 3 5
4
projects
7. Finding appropriate
information for my
2 3.3 9 15 17 28.3 21 35 11 18.3
project on the internet
is difficult
The 3rd International Conference on Virtual Learning, ICVL 2008 355
8. There is no need to
use printed materials
when you have the 9 15 14 23.3 13 21.7 19 31.7 5 8.3
internet for your
projects
9. I always have
problems with
4 6.7 8 13.3 8 13.3 23 38.3 17 28.3
computers when I use
the internet
10. I don’t know how
to make best use of
4 6.7 12 20 11 18.3 26 43.3 7 11.7
search engines for my
projects
11. Using the internet
2
helps me improve my 41.7 26 43.3 4 6.7 1 1.7 4 6.7
5
English
12. I don’t like using
the internet for my
projects because there 4 6.7 7 11.7 8 13.3 20 33.3 21 35
are lots of unknown
words
The data gathered from individual items indicate that the 88.3 % of the students feel
confident of their abilities to use the Internet for their projects, 65 % of the students agreed that
using the Internet for the projects is time consuming, 90 % stated that they can easily access to any
kind of information when they use the Internet. 66.6 % of the students disagreed with the idea that
they feel very nervous when they use the Internet, 73.3 % said that it is fun to use the Internet for
their projects. 53.3 % stated that finding appropriate information for their project on the Internet is
not difficult for them. 38.3 % of the students said that there is no need to use printed materials
when you have the Internet. On the other hand, 40 % of the students disagreed with this item. 66.6
% of the students said that they do not have problems with computers when they use the Internet.
Only 20 % stated that they have problems with the computers. 55 % disagree with item 10 which
is ‘I don’t know how to make best use of search engines for my projects’. Only 26.7 % of the
students agreed with this item. For item 11, nearly all, 85 % of the students stated that using the
Internet helps them improve their English. For the last item, only 18.4 % of the students stated that
they don’t like using the Internet for their projects because of so many unknown words and 68.3%
stated that they disagreed with this idea.
In this research, the independent t-test and ANOVA were used in order to be able to analyze
the differences between dependent and independent variables.
The results of the t-test indicates that there is no significant difference between male and
female students in the way they perceive the use of Internet for their projects as all obtained values
are higher than the standard value which is 0.05
The results of the independent variable which is ‘having computer at home’, reveals that
there is no significant difference between the dependent statements and ‘having computer at home
except the values of ‘I feel very confident of my abilities to use the internet for my projects’ (.040)
and ‘I don’t like using the Internet for my projects because there are lots of unknown words’ (.027)
because all the other obtained values are higher than the standard value: 0.05.
356 University of Bucharest and Ovidius University of Constanta
For question 5 which is related to ‘having Internet access at home’, the results indicate that
there is no significant difference between this item and the dependent variables except for the three
items which are ‘I feel very confident of my abilities to use the Internet for my projects’ (.012), ‘I
don’t know how to make best use of search engines for my projects’ (.034), ‘Using the Internet
helps me improve my English’ (.040) as all these three values are below the standard value: 0.05.
According to ANOVA results which was done for the English level of the students, there is
significant difference between students’ English level and the dependent items 2 ‘using the internet
for my projects is time consuming’ and 3 ‘I can easily access to any kind of information when I
use the internet’ as both values are .038 which is smaller than the standard value 0.05. In terms of
computer literacy level, all the values are above the standard value 0.05, except item 9 ‘I always
have problems with computers when I use the Internet’ because the obtained value .000 is far
below the standard value 0.05. Thus, we can say that there is significant difference between the
students’ computer literacy level and item 9. The results of using different aspects of the Internet
reveal no significant difference as all the obtained values are higher than the standard value, 0.05.
For the last independent item which is the frequency of using the Internet, the results of the
ANOVA indicate that there is meaningful difference only for items 8 (.050) ‘There is no need to
use printed materials when you have the internet for your projects’ and 9 (.024) ‘I always have
problems with computers when I use the internet’. The first value is equal to the standard value
and the second one is below it.
The data collected from the interviews were analyzed based on the theme being
investigated. The data gathered from the interviews reveal that, all students have used the Internet
to complete at least three projects on various topics. When approaching research on the Internet,
they used search engines mainly ‘Google’. The data gathered from the interviews can be grouped
under three headings:
The results of the Internet indicate that most of the students were happy with using the
Internet for their portfolio projects. 48 students out of 60 stated that using the Internet is more
enjoyable than using books. 55 students out of 60 stated that using the Internet enables them to
practice reading and learn new words. According to the data gathered, the students who are
enrolled in higher levels i.e. intermediate and upper-intermediate have less difficulty in searching
the web for their projects. 8 students out of 10 elementary students said that they cannot
understand the materials on the web because of their low level of English. Some of them even
confessed that they access to Turkish sites, find appropriate materials and then try to translate them
into English. Some of the student responses were as follows:
Student 1: “…I don’t understand anything from these web pages I prefer to use books than
the Internet.”
Student 12: “…All my resources are in Turkish and now I need someone to translate them
into English”
The 3rd International Conference on Virtual Learning, ICVL 2008 357
According to the data collected from the interviews, the female students seemed to have
more difficulties in using the computers especially when they encounter with some technical
problems.
Some female students responded in the following way:
Student 23 : “…my boyfriend always helps me because he is good at using the computer”
Student 39: “… whenever I access to the Internet, something happens and the computer
stops working.”
On the other hand, the male students seemed to be more confident in using a computer and
also using the Internet.
Also, the students who had previous knowledge and experience on the use of computers and
the Internet seemed to have the self-confidence and the ability to navigate around the web to reach
the relevant information they need. On the other hand, the ones who have recently got acquainted
with the computers and the Internet had difficulty in using the search engines effectively. Only 7
out of 60 students said that they had not had any experience on the use of the computers and the
Internet before they came to study at the EPS.
Some of the student responses are as follows:
Student 4: “…I hadn’t known how to use a computer before I came here, we didn’t have
computers in our high school in Van”
Student 23: “…I don’t know how to use a computer but my friends are trying to teach me”
The results of the statistical tests which are frequencies, independent t-test and ANOVA
indicate no significant difference between female and male students in the way they perceive the
Internet. The results reveal no meaningful difference between the most statements and the
questions: “do you access to a computer at home?” and “do you have Internet access at home?”
Only a few values show significant difference between the statements and the two questions. The
results of the ANOVA reveal no significant difference between English level of the students, their
computer use levels, different aspects of the Internet and frequency of using the Internet and the
statements. However, there are some values which are below the standard value 0.05.
REFERENCES
Abstract
Self-study centres play an important role in language learning. In these centres,
students have the opportunity to practice the target language through a wide variety
of software on the Internet. Since classroom time is limited, students do not have
much time to use and practice the target language adequately in class. Therefore,
self-study centres enable students to study at their own pace and according to their
individual needs outside the class. In the English Preparatory School of Eastern
Mediterranean University, it has been observed that some students continually make
use of the available resources and technology offered in these centres while others
are not aware of the benefits. The aim of this research was to investigate the
relationship between students’ achievement and the amount of time spent in these
centres. The participants of this study were 50 students studying at the Intermediate
level of the EPS program. For this research study, it was necessary to collect two
sets of data: student interviews and test results. The results collected from the data
clearly indicated that there is a positive correlation between student test results and
the amount of time spent in the centres. According to the data, the students who
regularly use the self-study centres performed better in the tests.
1. Introduction
Recently, self-access centres in higher education institutions have become popular
throughout the world. In these centres, students are expected to supplement limited class contact
time with independent study through the use of technology such as satellite television, Internet
access, CALL materials, on-line dictionaries etc. Students in higher institutions usually receive 3
to 5 hours of taught classes a day and are expected to work in these centres in order to be able to
extend and enhance what they have been taught in class. Self-access centres give students the
opportunity to study at their own pace according to their weaknesses and needs. As Carbone
(2000) puts it, these centres enable students to develop the capacity to make decisions, reflect,
manage and extend their learning beyond the classroom. However, although self-access centres are
well-resourced in terms of educational technology and materials, they are generally under-used
(Souto and Turner, 2000).
(EPS) in order to be able to study in their chosen departments. Therefore, the EPS aims to equip
students with necessary skills and strategies which will help them survive in their departments.
In the English Preparatory School of the Eastern Mediterranean University (EMUEPS) in
North Cyprus, there are two Student Self-Study Centres which are equipped with lots of
educational materials that enable students to study English outside the classrooms. Students can
have access to these centres any time between 8.00 and 17.00 during weekdays. In these centres,
there are full-time English language teachers who are always available to guide and help students
with the activities/materials they want to work on.
These centres are comprised of a multi-media section, a library, a listening section, a TV
room and a speaking section. Multi-media sections are the most popular and most widely used
sections by students. In the multi-media section, students are provided with a good selection of
software such as Moodle to assist them in practicing grammar, vocabulary, reading, writing and
listening. Other software such as encyclopedias, dictionaries and documentaries are also available.
The main aim of these centres is to encourage students to take responsibility for their
learning and lead to learner autonomy which is an essential requirement of higher institution.
According to Chia (2005) autonomy is an important educational goal and there is a close
connection between learner autonomy and effective learning.
5. Literature Review
5.1. The Importance of Self-Study Centres in Language Learning
“Self-access centres (SACs) are playing an increasingly pivotal role in supporting the (self-)
study of languages” (Reinders and Lewis, 2006: 272). Kell and Newton suggested that the main
aim of the Self-Study Centres is to provide “pathways” in order to guide learners on how to use
these centres.(1997: 48). “… the pathways encouraged students to develop the skills needed to
organize their own learning and would help move them on to more autonomous learning methods”
(Kell and Newton, 1997:52). Self-Study Centers enable students to take responsibility for all the
decisions regarding language learning such as determining the objectives, selecting materials and
activities, deciding on the place, time and pace of learning (Chia, 2005).
In the Self- Study Centres, use of computers, mainly for its software and the Internet, plays
an important role in language learning (Chia, 2005). “Inspired by rapid development of technology
from the 1980s, computer has now become an influential component of second language learning
pedagogy” (Lai and Kritsonis, 2006: 1). Lai and Kritsonis (2006) pointed out that computers
enable second language learners to develop their linguistic skills, affect their attitude towards
language learning and also build their self-instruction strategies and self-confidence through the
use of various communicative and interactive activities. As Carbollo-Calero (2001) mentioned,
language teachers should consider the use of computers as an important supplementary tool for
learning and bear in mind the role of the teacher as a facilitator rather than the only source of
information (as cited in Ayres, 2002). Lai and Kritsonis (2006) further stated that it is important to
explain the advantages of computer technology to teachers and students because without giving the
necessary guidance it would be difficult for teachers and students to become aware of the benefits
of computer technology for language learning.
It has been observed that most students in the EPS do not seem to use self-study centres regularly
because of various reasons. According to Souto and Turner (2000) the following are the main reasons:
• working independently is unfamiliar; students need time to adapt;
362 University of Bucharest and Ovidius University of Constanta
• working alone is unnatural in language learning; the human and social dimension is
missing, as are the immediate feedback and encouragement from the teacher;
• students need preparation and training to become independent learners;
• students need convincing that learning take place without the teacher;
• students need training in study skills (p. 388).
6. Research Methodology
The population under investigation included students who were enrolled in the intermediate
level of the EPS during spring 2007-2008 academic year in Eastern Mediterranean University in
North Cyprus.
6.2. Sample
The sample was selected by the method of random sampling from class roasters of students
studying at the intermediate level at the EPS. The participants of this study were 50 students who
are currently enrolled in the intermediate level of the EPS program.
Two sets of data were collected for this research study: student interviews and students’ test
results. The researchers decided to use more than one data collection method in order to be able to
reach more accurate, valid and reliable data.
Student Interviews
The main aim of the student interviews was to find out the frequency and purposes of
students using these centres. The students were asked the amount of time they spent in the
centres and what they used this time for.
Test Results
In the final exams, the students were tested on four language skills plus language features
and vocabulary, and the test scores that the students obtained from their final exams were used in
this study.
The 3rd International Conference on Virtual Learning, ICVL 2008 363
The data collected from the student test results were analyzed quantitatively through using
correlation coefficient on the SPSS program. According to the result obtained from the Pearson
product-moment correlation coefficient (r = 634.), there is positive correlation between students’
test results and the frequency of their use of these centres. The scatter diagram was also prepared
to determine the degree of correlation between the two variables. The scatter diagram also shows
that there is moderate positive correlation. The results of the correlation between the two variables:
test scores and frequencies and the scatter diagram, are displayed on table 1 and table 2.
Table 1
The Result of the Pearson Product-Moment Correlation Coefficient
Table 2
The scatter Diagram
70
60
50
40
30
test scores
20
10
-1 0 1 2 3 4 5 6
frequency
364 University of Bucharest and Ovidius University of Constanta
All 50 participants were interviewed and they were asked the following three questions:
1. How often do you use Self-Study Centres?
2. How many hours do you usually spend there?
3. What do you use these centres for? Why?
Later, the answers were analyzed based on the theme being investigated.
According to the results obtained from student answers, out of 50 students, 21 students
stated that they visit these centres 3 or more times a week for academic purposes. 25 of the
students said that, they occasionally visit the centres and their main aim is to check their mails or
learn the exam results on student portals. Only 4 students stated that they never go and study in
these centres.
Students who make use of these centres said that they spend there about one hour each time
they visit these places.
The results of the student interviews reveal that only 31 students out of 50 use these centres
for academic purposes. They mainly use educational technology offered in these centres: satellite
TV, online dictionaries, CALL, Internet, etc. The most commonly used ones are the software and
the Internet. Software such as Moodle and Eagle (an inhouse program) are the most popular ones.
These programs enable students to work independently at their own pace for the purpose of
improving their weak areas. The Internet is also used by the students for a variety of reasons such
as doing research for their projects, reading online newspapers, chatting and for entertainment.
Exam practice is another area which receives lots of attention from students usually during exam week.
Students do exam practice such as listening, reading and vocabulary through using related websites.
9. Suggestions
9.1. Orientation on the use of the resources in the centres
At the beginning of each academic year, students should receive orientation on the use of
educational resources available in these centers. It is important to give students hands on tasks to
familiarize them with these resources rather than giving pure theoretical information.
9.2. Training
Training should be given in two different areas: 1. Training on the use of educational
technology such as using computers and the Internet. 2. Training on the benefits of using self-
study centers. Students should be informed about the importance of being autonomous in language
learning. Classroom time is limited so students should know that they need to get exposed to the
target language as much as possible if they want to be self-sufficient in their academic studies.
They should be able to identify their weaknesses and use the resources in these centers to do
extra/remedial practice outside formal language learning environment.
In order to give the required training and to encourage the students to use these centers
effectively and regularly, each class should be allocated one class hour a week to spend with their
teachers in these centers. This will enable students to get used to studying in these places and
realize the advantages of using these centers
REFERENCES
Electronic%20Journal%20Volumes/Cheng-Chieh%20Lai%20The%20Advantages%20and%20
Disadvantages%20of% 20Computer%20Technology.pdf.
REINDERS, H. & LEWIS, M. (2006), An evaluative checklist for self-access materials, ELT
Journal 60, 3, 272-278.
SOUTO, C. & TURNER, K. (2000), The development of independent study and modern languages
learning in non-specialist degree courses: a case study, Journal of Further and Higher
Education 24, 3, 385-395.
YUMUK, A. (2002), Letting go of control to the learners: the role of the Internet in promoting a more
autonomous view of learning in an academic translation course, Educational Research 44,
2, 141-156.
The 3rd International Conference on Virtual Learning, ICVL 2008 367
Abstract
In this paper I describe our virtual company management game simulator. The
simulator is used as a tool for lecturing basic economy and accounting in our
university. The system is characterized by two points. One is that the participants
are public customers as well as company workers, and their behavior construct the
market. Researching behavior of others is required to determine the company
strategy. The game will not result in a predefined success / failure, but in more
dynamic market situation; sometimes such as inflation / deflation. The other point is
that each participant defines his/her own preference vector at the beginning of the
game, and each product has its feature vector. These vectors introduce the market
positioning. With this system, students can learn (1) the relationship between
consumers, companies and market, (2) the importance of company strategy, (3) to
understand financial statements, and (4) the management of team. The system is
based on a multi-user web database system. Each participants is given the ID and
the password, with which we can track the participant's behavior. The participants
can change the price of their product and purchase products at anytime, anywhere
with a web browser.
1. Introduction
Tama University Business Game (TamaBG) is a tool for lecturing basic economy and
accounting to freshmen in our university. The participants is a company worker in a virtual world
with monetary unit Tim(T). The system has been used for nine years [Saito], and each year about
200 to 300 students take the program. The program is a combination of lecturing basic theories and
practice in the simulation game. In this paper, the unique feature of this simulation system is described.
Before introducing TamaBG, most freshmen suffered from lacking in the understanding
what market is and how companies are really working. This system aims to enable the participants
to reach practical understanding in market mechanism, company strategy, financial statements and
team management.
There are many company simulators for lecturing company management or economy. Most
of them have a well-defined external market [Kobayashi]. Because our system aims to make the
participants to have more practical understanding in the dynamic relationship between market and
consumers, such market model is not suitable. In TamaBG, the participants are consumers as well
as company workers. The compilation of participants' decision to purchase a product is the market.
368 University of Bucharest and Ovidius University of Constanta
Virtual Enterprise Australia (VAE) is a similar system to TamaBG, such that participants can play
both roles, though VAE focuses mainly on improving the abilities as business workers. There is no
reward to take part in the simulation as a consumer. In TamaBG, the participants as consumers are
required to maximize their benefit point (Bp) that is gained through the purchase of products.
Each participant defines preference vector at the beginning of a game. Companies
simultaneously design their product position as the product feature vector. Bp is gained best when
preference vector and product feature vector are parallel. Thus, the benefit for a product varies
from players to players, which leads students to realize the importance of market research and
product positioning strategy.
We implemented the system with a database server and a web interface server. The participants
can access to the simulation system at anytime from anywhere to purchase products. The price of
the product can be changed as well, so dynamic pricing strategy is important for company.
2. Program Schedule
The standard game of TamaBG consists of eight terms each of which lasts for a week. At
the beginning of a term, participants have lectures in two periods: three hours. In the first period, a
lecture for the topic of the week is given. In the second period they access to the simulator as
company workers to find out the result of the previous term and start discussing on the strategy for
the new term. After the discussion and producing a new product, they start their role of consumers.
They spend the rest of term purchasing and checking the price of competing products with their
web browser. In our university, every students are supplied their own notebook computers. The
simulator will stop on the last day of the term to commit the term rotation procedures.
At the beginning of the program they have an experimental game for two terms. At the end
of program, the stockholders' meeting to which all the participants must attend is held and each
company must explain their strategy (Figure 1).
3. Consumers Role
A consumer aims to maximize his/her benefit point (Bp). Through the process, they are
lead to understand the relationship between consumer and market, the effect of economical decline
and the role of investment.
At the beginning of the game, a consumer determines his/her preference vector. Purchasing
a 'good' product at low price is the best way to gain Bp, though the definition of 'good' varies with
the preference vector.
The salary for the consumer is paid automatically from the company account. The company
benefit may be distributed as a bonus. To gain the bonus, a participant must seek for more benefit
for their company.
A consumer may also invest to a company and expect the benefit distribution as well. Self
investment to their own company is not prohibited, and in many cases it is a good choice. Because
the system can be accessed through web interface, consumers can, and encouraged to, check and
purchase products at anytime from anywhere. Most students tend to make the choice at the first
two days of the term, though. (Figure 2. Note that a term begins on Wednesday).
The rank of Bp is continuously updated on a web page, so that students are highly
motivated to gain the point.
categories. Furthermore, the consumers have maximum affordable unit count for each product
category. Therefore a company should carefully analyse the maturity of the market.
At the beginning of each term, the workers of each company have a meeting to decide the
strategy. Each term they can produce only one product. At the meeting they have to decide:
Benefit distribution
Determine sales and general administrative (SGA) expense: research and development(R&D),
advertisement, and product line improvement
Product positioning
SGA has sigmoid improvement effects on the three base parameters: unit production cost,
maximum productive count and satisfaction (Figure 3) Each expense has minimum value of 70
Tim(T) and maximum value of 210T. Expense for R&D and product line improvements can be
applied to either of two parameters, so there are many alternatives to compare (Table 1).
Product positioning is determined by setting the product feature vector. There is no cost for
the positioning. The length of the vector is normalized.
Some students try to gain Bp by suddenly reducing the price of their own product,
purchasing them and restoring the price. Some students try to give themselves the bonus more than
the benefit or under the passive balance. Those actions which are semi-automatically inspected by
the system result in breach of trust (BOT) penalty to the student and are announced.
Table 1
Improvement Effects of SGA
B p = 3S ( P • F )
The constraint of P and F are different. Note that the constant length of F justifies its
costless determination by the company, while the length of P varies:
Pf + Pd + Pc = 1
F =1
Min( P ) = 0.57 (P f = Pd = Pc )
Max( P ) = 1.00 (P f = 1 or Pd = 1 or Pc = 1)
A consumer must consider to have whether general interest or special interest. Moderate Bp
is gained by any products with general interest, while with special interest some products give high
Bp and some gives nearly no Bp.
Bp is gained best when P and F are parallel. Thus, the benefit for a product varies from
players to players. Consumers must consider not just price and satisfaction value of a product, but
whether the product matches their P as well.
Products Consumers Bp
Product Fc Ff Fd S A ( .3, .3, .4 ) B (1, 0, 0) C (0, 0, 1)
A 0.6 0.6 0.6 100 90 100 100
B 0.1 1 0.3 100 71 24 47
C 1 0.2 0.1 100 69 167 21
The system has been suffering stability problem due to the concentrated access during the
lecture period. After the improvement both on software and hardware, current system is stabilized.
372 University of Bucharest and Ovidius University of Constanta
The system consists of two servers; one is a database server c5.tama.ac.jp with FileMaker
Pro 7 (FMP7) / FileMaker Server 7 Advanced (FMS7A) and the other is a Apache web interface
server iis.edu.tama.ac.jp. The lecture is also supported by a bulletin board system XOOPS.
Originally all the system was running on a server and all program was coded in FileMaker
script. Separating the web service and exporting built-in FileMaker script to PHP on web interface
server improved the stability. The web server accesses FMS7A with PHP library: FX.php.
The database server is still the bottleneck of the system. It gets unstable at the peak access
of 30 requests per second during the lecture period. The response would be close to 30 second per
request at worst, and many students are observed to reload the page. After the frequent reload
actions, the database server is observed to stop responding. Recent setting modification that
prohibits another request from an IP address while processing one request improved the stability
problem. For this purpose, Apache module: mod_limitipconn is introduced.
Further optimization to decrease the query between the web server and the database server
are planned.
7. Next Goal
Next goals are as follows.
Improvement of response: this is done by upgrading the database server to multi-core,
multi-CPU and server software to FileMaker Server 9. The FileMaker script procedures should
exported to the web server.
Introducing incentive for market operation on other days: the operation is now practically
limited to two days and dynamic pricing strategy is not effective.
Introducing incentive for “special interest” preference: the students are observed to have the
tendency to choose “general interest” preference such as (.3, .3, .4). The tendency spoils the
market research experiment. More beneficial tune for “special interest” preference is required.
Creating stock market, so that company can raise its capital: when a company wishes to
raise its capital, there is no way other than self investment and self purchase.
REFERENCES
KOBAYASHI, K. (1992), A Business Game in a New Style, Journal of Commerce 41, 2, 23-44.
SAITO, H. (1999), System for Business Game in Virtual Market: Basic System for TamaUniversity
Business Game, Tama University journal of management and information science, 3, 39-49.
Virtual Enterprise Australia: http://www.anpf.cit.act.edu.au/
FX.php: http://www.iviking.org/FX.php/
FX_charset.php, FX.php Japanese Library: http://msyk.net/fmp/fx_ja/
The 3rd International Conference on Virtual Learning, ICVL 2008 373
Abstract
The learning process enables us to participate successfully in life, work and relevant
communities. In the last decades, most applications that were developed sustained
mainly the formal learning within educational institutions and training centres. As
the core of practice and the place where we test our knowledge is the workplace
environment, the purpose of this paper is to present the virtual learning space within
a company and how learning can sustain and increase its efficiency. While formal
learning is strongly needed as it sets the foundation landmarks of our education,
informal learning builds practical experience, which translates in skills and abilities
adapted to the workplace environment. Informal learning is the unofficial,
unscheduled way people learn to do their work. In a networked economy, companies
need to understand that learning is the competitive advantage. Learning is a
productive adaptation to change. This represents learning with a purpose, learning
that can extract the earning out of learning. EDU.PROJECT developed by
Advanced Technology Systems, sustains the lifelong learning process by creating
new learning spaces with semantic web technologies. In this paper we shall explore
how the Web evolution can make workplace learning adaptable and flexible and
how it has the potential to increase revenues, cut costs, accelerate innovation and
develop the flexibility of a company.
hard-working provider of information that lacks efficiency because it delivers information it cannot
comprehend. The “Semantic Web”, a term coined by Tim Berners-Lee, refers to a vision of the next
dramatic evolution of web technology where intelligence and meaning is being added to the display and
navigational context of the current World Wide Web. Semantic Web developments can be used to
build attractive and more successful educational infrastructures that facilitate access to content.
People are designed to never stop learning and exploring (Medina, 2008). Learning is what
enables people to participate successfully in life and work. It is a knowledge-age survival skill
(Cross, 2006) and companies have to consider the importance of its sustainable development. Most
learning doesn't occur during formal training programs, but through processes not structured or
sponsored by a school or an employer. To truly differentiate between formal and informal, we also
find it valuable to examine what is learned intentionally or accidentally.
Formal learning includes the hierarchically structured school system that runs from primary
school through the university and organized school-like programs created in business for technical
and professional training.
Informal learning describes a lifelong process whereby individuals acquire attitudes, values,
skills and knowledge from daily experience and the educative influences and resources in his or
her environment, from family and neighbours, from work and play, from the market place, the
library and the mass media.
Intentional learning is the process whereby an individual aims to learn something and goes
about achieving that objective.
Accidental learning happens when in everyday activities an individual learns something that
he or she had not intended or expected.
The 3rd International Conference on Virtual Learning, ICVL 2008 375
4% 3%
Experiencing on the job
Networking
Mentoring & coaching
38% 55% Manual & instructions
However, most corporations over-invest in formal training while leaving the more natural,
simple ways we learn to chance.
even daily. The traditional barriers separating training, development, knowledge management,
performance support, informal learning, mentoring, and knowing the latest news have become
obstacles to performance. They are all one thing and for one purpose: performance.
If learning used to focus on obtaining a degree or a certificate, the new learning focuses on
what it takes to do the job right. The workplace is an open-book exam. What worker does not have
a cell phone and an Internet connection? Using one’s lifeline to get help from colleagues and the
Internet to access the world’s information is encouraged. Besides, it’s probably the team that must
perform, not a single individual. The new learning means having great connections sources that
know, advice that helps and alerts to what’s important and ready answers to questions.
Capital Works reported that we learn at work through the following means (Conner 2008)
On-the-job experience
Interaction w/ co-workers
Formal education
Publication
Internet or intranet
Conferences
Knowledge networks
Informal learning is the unofficial, unscheduled way most people learn to do their jobs. It is
like riding a bicycle: the rider chooses the destination and the route. The cyclist can take a detour
at a moment’s notice to admire the scenery or help a fellow rider. Formal learning is like riding a
bus: the driver decides where the bus is going; the passengers are along for the ride. People new to
the territory often ride the bus before hopping on the bike. Traditional training departments put
almost all of their energy into driving busses. For experienced workers, most bus rides are as
inappropriate as kindergarten classes. Mature learners, typically a company’s top performers,
never show up for the bus. They want pointers that enable them to do things for themselves as
executives want execution. They want performance. Informal does not mean unintentional.
Informal learning is a profit strategy.
The 3rd International Conference on Virtual Learning, ICVL 2008 377
Emerging technology has changed the focus of corporate learning systems from task-based,
procedural training to knowledge-intensive problem-solving with deep conceptual learning. The
learning space has to provide a viable construct for making sense of the array of systems designed
to support knowledge management, document management, eLearning and performance support.
A learning environment with a well-defined architecture can guide the convergence of multiple
systems into a seamless environment providing access to content, multimedia learning modules,
elegant access to content, ubiquitous virtual spaces, and authoring tools that enable content
vendors, guilds, and universities to rapidly develop and deliver a wide range of learning artifacts.
Advanced Technology Systems – ATS promotes the development and application of
Semantic Web standards to improve its ability to use data for generating new knowledge to
improve future outcomes. In addition, expressiveness and versatility of formats that can be used
has been leveraged to provide an appropriate terminology and accessible view of data.
EDU.PROJECT addresses the challenge to promote education driven alignment of EU RTD
and Innovation efforts towards fostering Take-up of Semantic Technologies (ST) in business
environments and contribute to a faster and widespread adoption of ST within enterprises by
offering semantic solutions. It aims to provide a clear definition of benefits and opportunities of
ST, i.e.: producing through technology educational content; identifying and understanding drivers
and inhibitors for the uptake and deployment of new solutions in workplace environment and to
facilitate community building, by promoting interdisciplinary exchange of knowledge, as well as
shared visions for future coordination and development of the virtual learning space.
EDU.PROJECT provides new technologies for lifelong learning and creates next-
generation support services to enhance competence building and knowledge creation in
organizational settings. It introduces the notion of computer-aided semantic annotation of
multimedia learning content. Starting from the acknowledgment of the weak points of fully
378 University of Bucharest and Ovidius University of Constanta
automatic annotation, and the observed gap between manual and automated annotation
approaches, this proposal sets the new goal of combining human and machine intelligence to
maximize the performance and benefits in a semi-manual annotation scheme. Therefore, instead of
trying to substitute human intelligence, the machine will complement it. Hence the novelty of
EDU.PROJECT lies in the difficult task of online aggregating human and machine knowledge
with the ultimate target of minimizing human involvement in the annotation procedure.
Much of the Informal Learning content is provided via the Internet. The demand for
accurate content is constantly increasing. We have rapidly become accustomed to a wide network
in which search engines provide potential hits numbering in the tens or hundreds of thousands for
many relevant and important terms. Daily, tens of thousands more web pages of information are
added to the net, yet our capacity to find and retrieve, much less manipulate and organize this
material is only at a very rudimentary state. The Semantic Web deals with this challenge by
allowing content to become aware of itself. This awareness allows humans and agents to query and
infer knowledge from information quickly and in many cases automatically. Through the use of
metadata organized in numerous interrelated ontologies, information is tagged with descriptors
that facilitate its retrieval, analysis, processing and reconfiguration.
Innovation within organisations has been partially affected by the fragmented gathering and
storing of data, reflecting the compartmentalization of science and practice in each domain of
activity. It has also been affected by the programmatic necessity of keeping up with advances,
which has led within every discipline to a multiplicity of special-purpose databases. Another issue
relates to knowledge being expressed in ambiguous, idiosyncratic terminology specific to many
domains. At the moment, knowledge is housed in modules that need to be integrated. Neither
seamless integration nor simple extensibility of data stores is the norm. Without aid of a well-defined,
standardized knowledge representation, the expense of ad hoc integration is formidable to impossible.
Semantic Web technology, and its various engineering specifications, seeks to remove some
of these barriers, by combing a highly-distributable addressing and naming mechanism (Uniform
Resource Identifiers: URIs) with a formal knowledge representation (RDF and OWL), a
mechanism for rendering document dialects in this knowledge representation (GRDDL), and a
common query language (SPARQL).
The multifaceted nature of URIs alleviates some of the accessibility challenges associated
with physically separated components. The common knowledge representation empowers domain
experts with a language for capturing terminology formally and with little ambiguity. Assertions
can be added at a later point with no impact to the organization of physical storage and minimal
impact on existing terminology. SPARQL provides a common query language for accessing
assertions expressed in such terminology. Finally, GRDDL bridges gaps between messaging
dialects and more expressive terminologies.
The Semantic Web is generally built on syntaxes which use URIs to represent data, usually
in triples based structures: i.e. many triples of URI data that can be held in databases, or
interchanged on the World Wide Web using a set of particular syntaxes developed especially for
the task. These syntaxes are called "Resource Description Framework" syntaxes.
The 3rd International Conference on Virtual Learning, ICVL 2008 379
A URI is simply a Web identifier: like the strings starting with "http:" or "ftp:" that we often
find on the World Wide Web. Anyone can create a URI, and the ownership of them is clearly
delegated, so they form an ideal base technology with which to build a global Web on top of. A
triple can simply be described as three URIs. A language which utilises three URIs in such a way
is called RDF. The World Wide Web Consortium (W3C) has developed an XML serialization of
RDF. The RDF XML is considered to be the standard interchange format for RDF on the Semantic
Web, although it is not the only format. For example, Notation3 is an excellent plain text
alternative serialization.
The first layer of the Semantic Web above the syntax is the simple datatyping model. RDF
Schema was designed to be a simple datatyping model for RDF. The three most important
concepts that RDF give us are the “Resource” (rdfs:Resource), the Class (rdfs:Class), and the
“Property”. We can create a class called “Dog”, which contains all the dogs in the world:
:Dog rdf:type rdfs:Class.
Then we can say that “Happy is a type of Dog”:
:Happy edf:type :Dog.
We can also create properties by saying what term is a type of rdf:Property, and then use
those properties in our RDF:
:name rdf:type rdf:Property.
:Happy :name “Happy”.
Why did we have to say that Happy’s name is Happy? Because the term “:Happy” is a URI,
and if people can guess what we refer to the name of a dog, machines cannot.
RDF Schema has other properties we can use. If we want to say that the class “Dog” is a
subclass of the class “Animal”, we simply say:
:Dog rdfs:subClassOf:Animal.
Thus, when we say that Happy is a dog, we are also saying that Happy is an Animal. We
can also say that there are other subclasses of animal:
:Duck rdfs:subClassOf:Animal.
:Bear rdfs:subClassOf:Animal.
Then we can create new instances of those classes:
::Quacky rdfs:type :Duck
And so on. You can see that RDF Schema is very simple, and yet allows one to build up
knowledge bases of data in RDF very very quickly.
The next concepts which RDF Schema provides us, which are important to mention, are
ranges and domains. Ranges and domains allow us to say what classes the subject and object of
each property must belong to. For example, we might want to say that the property ":bookTitle"
must always apply to a book, and have a literal value:-
:Book rdf:type rdfs:Class .
:bookTitle rdf:type rdf:Property .
:bookTitle rdfs:domain :Book .
:bookTitle rdfs:range rdfs:Literal .
:MyBook rdf:type :Book .
:MyBook :bookTitle "My Book" .
rdfs:domain always says what class the subject of a triple using that property belongs to,
and rdfs:range always says what class the object of a triple using that property belongs to.
RDF Schema also contains a set of properties for annotating schemata, providing
comments, labels, and the like. The two properties for doing this are rdfs:label and rdfs:comment,
and an example of their use is:-
:bookTitle rdfs:label "bookTitle";
rdfs:comment "the title of a book" .
380 University of Bucharest and Ovidius University of Constanta
Once information is in RDF form, it becomes easy to process it, since RFD is a generic
format, which already has many parsers. With Semantic Web it becomes easier to publish data in a
repurposable form that can be processed by anyone.
3. Conclusion
Although the most valuable learning takes place serendipitously, by random chance, most
companies, however, focus only on formal learning programs, losing valuable opportunities and
outcomes. It is time to consider that informal learning is the driving force of the real learning
culture of the organisation, and if managers can influence this, they will radically change the way
their organisation learns.
To truly understand the learning in an organization we need to recognize the informal
learning already taking place and put in practices to cultivate and capture more of what people
learn. This includes strategies for improving learning opportunities for everyone and tactics for
managing and sharing what you know. Semantic Web developments can be used to build attractive
and more successful educational infrastructures to facilitate access to content.
REFERENCES
COFFIELD, F. (2000), The Necessity of Informal Learning, The Policy Press, Bristol.
COOMBS, P. H. and AHMED, M. (1974), Attacking Rural Poverty. How non-formal education
can help, Johns Hopkins University Press, Baltimore.
CONNER, MARCIA L. (2008), Informal Learning, Ageless Learner, Staunton.
CROSS, J. (2006): Informal Learning: Rediscovering the Natural Pathways That Inspire
Innovation and Performance, Pfeiffer, San Francisco.
DALE, M. and BELL, J. (1999), Informal Learning in the Workplace. DfEE Research Report 134,
Department for Education and Employment, London.
HAMZA-LUP, FELIX G. and ŞTEFAN, V. (2007), Web 3D & Virtual Reality – Based
Applications For Simulation and e-Learning, in Proceedings of The 2nd International
Conference on Virtual Learning, Bucharest University Press, ConstanŃa, 71-80.
MEDINA, J. (2008), Brain Rules: 12 Principles for Surviving and Thriving at Work, Home, and
School, Pear Press, Seattle.
OGBUJI, C., BLACKSTONE, E, and PIERCE, C. (2007), Case Study: A Semantic Web Content
Repository for Clinical Research, Cleveland Clinic, Cleveland.
VLADA, M. and łUGUI, Al. (2006), “Information Society Technologies – The four waves of
information technologies”, in Proceedings of The 1st International Conference on Virtual
Learning, Bucharest University Press, ConstanŃa,, 69-82.
The 3rd International Conference on Virtual Learning, ICVL 2008 381
Abstract
In the e-Learning, the methods of creating the tests are încadreaza in the same
category with the creation of courses. Construction is diferenŃiaza tests through the
creation, support and reporting the tests. The testing will be aimed at students of the
faculties of engineering technical profile, most of the tests presented containing
specific elements of preparing future specialists in the field of technological
equipment for construction.
6. most media e-Learning allow monitoring activities of participants and some simulations
and, working on subgroups, the interaction of audio, video.
e-Learning is a form of distance education, whereas the participants and the teacher can be
in different locations, and the interaction is more or asincrona. Unlike distance education, e-Learning is
highly interactive, interaction is done on the following levels:
– participant – participant,
– participant – material,
– participant – teacher.
e-Learning means access to the latest information, acquire new knowledge, learning
continues, new and effective methods of learning and collaboration.
The goal of online courses is to learn how to learn, to prepare you for learning throughout
life, to gain skills management knowledge, such as search, selection and synthesised information
and solutions.
Those four factors that influence the development of e-Learning to be considered are:
– connectivity – the quality and expansion of Internet infrastructure;
– the capability – the role, instead, to accept e-Learning in education and training in the
country said;
– content – the quality of materials online;
– culture – educational policy, which supports organizations and certify this field.
e-Learning is presenting a series of advantages: access to real-time knowledge, anywhere
and anytime; are not necessary travel expenses, any interruption of current professional activity;
participants collaborate and learn together; learning is a social act and learn better collaborating,
communicating in a group; material is often customized knowledge and experience prior to the
student; offers continuous training; monitoring progress of students, automatic testing.
3. Instructional Design
The methodology used to develop educational programs, instructional design is called.
Instructional design – ID – refers to participants' needs analysis, planning and evaluating the
effectiveness of training programme.
ID is a systematic approach to development course to achieve the objectives.
The 3rd International Conference on Virtual Learning, ICVL 2008 383
Develop an online course materials requires that steps be taken to a design process.
The model most commonly used model is ADDIE:
– Analysis – to determine the objectives of the course, the group which is addressed, the initial
competency necessary discussions with potential participants are given, they learn and analyze as many
similar projects. It should be known facilities and technical particularities of the environment chosen.
– Design – is given structure and interface material, what tools will be used for the material;
– Development – the rate components are produced text, graphics, animation, sound. In parallel,
and testing is done. Are set ways of interaction with the material. It creates planning activities.
– Implementation – putting material online the conduct of course, technical assistance for
the smooth progress.
– Evaluate – in a course to assess the usefulness of course, the involvement of participants,
measuring the course material that generates interaction. Observations resulting course, feedback
from participants lead changes, adaptations of the material, facilitating improvement. ADDIE is a
iterativ process, which requires a continuous evaluation and feedback.
The material of a course must fulfill requirements such as:
– contain useful information, well organized, in news, interactive, motivating;
– to constitute the support necessary to achieve the objectives of the course;
– to use previous experience of the participants;
– to be oriented practice;
– lead to reflection, searches in news;
– to provide a basis for discussion, activities, themes.
The following are some of the most popular tools to create tests. Some are separate products,
others are components of more complex systems, and some of them are based on Web services.
Hot Potatoes – was designed by the company Half-Baked Software for the purpose of creating
tests to be integrated into Web pages. Among the categories of questions that can be created with Hot
Potatoes, are those with special supplement response, producing pairs and mixed sentences with the
384 University of Bucharest and Ovidius University of Constanta
words. The Masher is called, which automatically sets of questions grouped into units, providing a uniform
appearance questions, links for navigating between them and an index page, which is home to the test.
Hot Potatoes are not facilities management too well developed, making excellent
opportunity by sending e-mail results.
Using a template for questions with multiple answers, the author defines a question with the
possible answers and the message displayed when selecting them. The test is saved as a Java
Applet, which can be added in a web page.
Questions can be displayed on one page or all on the same page, is not mandatory their
completion in a certain order, in the version with a single question on there buttons for navigation.
Questionmark Perception – is perhaps the best known program for the tests, there is in two
variants. Perception for Windows allows creating, administering tests, using Windows applications
and a local network. The Web server includes a component which allows creating, editing,
management and use of questionnaires via a web browser.
Perception allows the creation of questions with different formats, called types of questions.
They are true-false type, with multiple answers, with one possible answer, drag-and-drop,
producing pairs or ordering answers.
These questions can be organized in various topic and subtopic-sites can be selected
according to theme, the topic or by a combination of items discussed during the course. Also there
are about choices a design for questions.
Windows applications automatically check registered tests and results in a database created
specially for this purpose.
To use this soft is necessary to install Oracle or SQL Server.
CourseBuilder for Dreamweaver – is a free extension for Macromedia Dreamweaver.
Immediately after installing them in Dreamweaver, you can add questions page created.
Also, there are several types of questions that can be chosen CourseBuilder menu.
It can set an option whereby the results of students can be tracked and sent directly to a
compatible standard LMS AICC (example: Lotus LearningSpace), or you can save the information
in a database, together Microsoft Access, SQL Server or Oracle 9i.
RandomTest Builder Pro – is a Windows application that allows the creation of tests using
questions selected at random from a database Microsoft Access.
There are different types allowed for questions: multiple answers, with a single response
possible, a true-false, with the completion of the lack of words or essay-type answers. The
questions may be used images, animations, sounds.
HostedTest.com – can edit and use tests, such questions can be reused later to the creation
of other tests. And here meet various types of questions. Concentata attention has been more than
other programs on how to display the test. The tests may also be a site on their own or can create
links to them, these being hosted on the site hostested.com
Options for a useful tool for testing are grouped according to the level at which occur:
Creating tests
All tests have a time limit imposed by the teacher (Fig. 1). If that time is short, being about a
quick test, the student can see the precision of a few minutes elapsed time and/or the left. In some
cases it may be necessary to set an item that allows the allocation of time further, if students ask him.
The 3rd International Conference on Virtual Learning, ICVL 2008 385
Figure 1
The number of questions for a test is a problem which depends on the complexity, but
especially the type of course followed.
Some tests may be made of questions selected at random from those already in the database
or just displayed in different order every new call of the questionnaire.
The one who completes the test to be given an opportunity to fix mistakes and in the case of
a failure. Each test should be given multiple times. However, this number încercari be limited.
On display there may be test option to choose the color, size of the text.
Administration
The tests are divided on groups, as well as those studying. Such a test should be assigned to
a group of people.
Security will be done on several levels: for the administrator, teacher and for students (Fig. 2).
386 University of Bucharest and Ovidius University of Constanta
Figure 2
An important property must be the interoperability. The data from the database should be
easily transportable in one or another LMS management system. Also the utility of creating
questionnaires should be able to use communication standards SCORM and AICC to report test
results to LMS, LCMS or another system.
Creation of questions
It is necessary to have the opportunity to more types of questions, such as those mentioned
above, the most important being: true-false, one possible answer (Fig. 3), several possible answers.
The 3rd International Conference on Virtual Learning, ICVL 2008 387
Figure 3
The questions whose answer involves text to be considered all possible synonyms of
response properly searched. You still held account the fact that such an evaluation is not very accurate.
Author questionnaire must be allowed to select a particular type of question that could be used
throughout the test, without the choice of type is required at each step, he was elected by default.
It should be taken into account the possibility of including in question elements audio,
video, display of explanations (feedback). It should be ensured how to display the results in both
situations, or that the answer was correct, or that it was wrong.
It is necessary to find a way to fix errors or by their explanation, either by sending onto the course.
Often, who edits the questions could provide clues in choosing response.
Questionnaire should be integrated into the structure of the course, but it can be placed in
and outside of it.
The tests must be corrected automatically or sent by e-mail to the professor that he was able
to note, in which case it will be at which will record the results, which will then be sent to students.
The results are confidential, being sent by mail or password-protected or public. Should be
considered a way to display that allows the listing.
388 University of Bucharest and Ovidius University of Constanta
5. Conclusions
Checking the level of understanding of information can be presented by means of self-tests
or score. Depending on the results of this mechanism can clean up the courses online.
To become a solution performată, subsequent developments should consider adding features
such as: diversifying the type of questions for questionnaires, including questions to which the
user can reply through completion of a text field and the possibility of working jointly more
teachers to achieve lists of questions.
REFERENCES
Books
Internet Sources
10. http://www.atl.ualberta.ca
11. http://www.elearningcentre.co.uk
12. http://www.halfbakedsoftware.com
13. http://www.icvl.eu
14. http://www.timsoft.ro
15. http://www.unap.ro
The 3rd International Conference on Virtual Learning, ICVL 2008 389
Abstract
Mainly due to the advancement in information and communication technology,
coupled with increased usage of internet, education is not anymore limited to same
place/same time framework. This type (and/or form) of education is known under
common term – distance education. At the early beginning distance education was
organized with help of traditional post, but nowadays it is almost exclusively
supported with modern information and communication technology. Distance education
therefore could be considered as education in virtual environment. In that context,
physical separation of participants in distance education (i.e. students and teacher)
is commonly emphasized obstacle in practice. In that frame are often addressed lack
of face-to-face interaction with other participants and inability to perceive non-
verbal communication. There are many different communication channels, thought
which participants in distance education can communicate/collaborate. One among
most important is videoconferencing. Using a videoconference can help to overcome
obstacles of physical separation among participants in distance education, since it
simulates very closely face-to-face interaction. The main objective of a paper is to
provide an insight into participant’s interest for learning in virtual environment and
in that frame we are focusing on participant’s readiness for using videoconferencing
in distance education. Results from survey among Slovenian and Romanian
undergraduate students are presented.
1. Introduction
Distance education (DE) has been in existence for more than a century (Keegan, 1996). At
the early beginning it was supported with traditional post, but nowadays is mainly supported with
modern information and communication technology (ICT) (Keegan, 1996; Ponzurick, et al, 2000;
Lee et al, 2007). This type (and/or form) of education is often addressed also with term e-learning.
A simple definition defines DE as any education where the learning group (e.g. learners and
teachers) is separated geographically (i.e. participants are not at same place at same time) (Keegan,
390 University of Bucharest and Ovidius University of Constanta
1996; Lee et al, 2007). Therefore DE could be considered as education which takes place in virtual
environment (VE) (see: Shekhar, 2006).
In comparison to traditional (i.e. face-to-face) learning, where participants are at same place
at same time, DE represents a radical change in education process (Lee et al, 2007). Therefore
several issues arise (Sherry, 1996; LaBay and Comm, 2003; Gonc, 2007; Nedelko, 2008): lack of
face-to-face contact, participant’s readiness for participation in DE, materials and electronic
literature, skills for using computers, technology and software for supporting DE. In the framework of
selected problematic is very commonly addressed obstacle in DE lack of face-to-face contact and
inability to perceive non-verbal communication of participants in DE process.
There are many different ways (i.e. communication channels) through which participants in
DE process can communicate (See: Daft, 2000). Those channels differ significantly in many
aspects (e.g. ability to perceive non-verbal communication, amount of information transmission,
feed back possibility, record keeping).
For the purpose of our discussion we are focusing on videoconferencing, which could be
considered as one among most important communication channel. Videoconferencing stimulates
very close face-to-face interaction. Its usage could help eliminate (and/or reduce) obstacles of physical
separation among participants in DE. In that frame, videoconferencing enable (and/or make)
communication among participants in DE more like (and close) to face-to-face communication.
According to above presented starting points and in the frame of selected problematic, is the
main purpose of paper to provide an insight into the participant’s interest for learning in VE (i.e.
DE) and in that frame usage of videoconferencing in DE. For the purpose of our discussion we
have done a survey among Slovenian and Romanian undergraduate students.
The body of literature about virtuality is large and growing, but a great proportion of
discussions about virtuality have dealt separately with different facets of virtuality (Davidow and
Malone, 1995; Chudoba et al, 2005). Most common facets of virtuality in practice are ((Drüeke,
2005; Shekhar, 2006): (1) outsourcing the partner relationship; (2) relationships with supply chain
partners; (3) e-business; (4) DE; (5) virtual communities; (6) telework; (7) distributed teams (i.e.
virtual teams); and (8) off-shoring. Since, different authors have discussed about different
manifestations independently (e.g. DE, e-business) there is no clear definition of VE (see:
Chudoba et al, 2005; Shekhar, 2006).
Therefore for the purpose of our paper, we define VE as any environment in which
collaboration among entities (i.e. peoples) is enabled and supported with the modern ICT.
Therefore VE is comprehended form all previously mentioned facets of virtuality (See: (Drüeke,
2005; Shekhar, 2006).
Several key characteristics of VE are mainly (Dawidow and Malone, 1995; Chudoba et al,
2005; Shekhar, 2006): (1) Collaboration occurs between people at different locations (e.g. work at
home, distance education) and there is no need to relocation; (2) Collaboration with people who
speak different native languages and from different cultural backgrounds; (3) Collaboration (i.e.
work, learning) is enabled and supported by modern ICT; (4) Differences in access to ICT could
affect interactions among different entities (e.g. organizations, individuals) in virtual environment;
and (5) Often emphasized (main) obstacle in virtual environment is lack of face-to-face
communication among people who collaborate with support of ICT and inability to perceive non-
verbal communication.
In that frame most commonly emphasized problems in DE are mainly (Sherry, 1996; LaBay
and Comm, 2003; Gonc, 2007; Nedelko, 2008): lack of facial contact and eye contact, felling of
isolation, destroyed work-life balance, communication problems, inability to perceive non-verbal
communication, readiness for learning at distance, additional stress and inappropriately selected
communication channel.
For the purpose of our discussion is most important cognition that communication among
participant in DE occurs outside traditional (i.e. face-to-face) communication, using technologies
such as electronic mail or a videoconferencing system (Ponzurick et al, 2000; Ohlhorst, 2002;
Nedelko, 2006).
Therefore several different communication channels exist thorough which participant in DE
can communicate (for details see: Daft, 2000; Nedelko, 2006): (1) formal reports, bulletins,
(2) electronic mail; (3) telephone; and (4) videoconference.
Based on above presented cognitions, we can assume that using videoconferencing in DE
process could help eliminate (and/or reduce) above mentioned problems, especially lack of face-to-face
communication and ability to perceive non-verbal communication, since videoconferencing closely
simulates face-to-face talk. In next section we will examine videoconferencing more closely.
3. Videoconferencing
Videoconferencing is an interactive tool that uses video, computing, and communication
technologies in order to enable people in different locations to meet almost face-to-face and
perform tasks in the same manner as they would perform them if all participants were in the same
room or at the same site (Purdue, 2007). Videoconferencing transmits audio and video
simultaneously between two or more sites in both directions. Therefore participants in
videoconferencing can hear, speak, and interact with people scatted around the globe.
Videoconferences are most commonly used for meetings. Other possibilities include telemedicine,
392 University of Bucharest and Ovidius University of Constanta
telecommuting, teleEducation (e.g. DE), judicial applications, remote laboratories, and emergency
response applications (Purdue, 2007; Picturephone, 2007).
In the literature about videoconferencing there exist various typologies proposed by
different authors according to different criterions (PennState, 2007). Most common typology
distinguishes videoconferencing between two sites and between three or more sites. Each type of
videoconference can then choose between these two additional options (see: Ohlhorst, 2002;
PennState, 2007; Texas State Library, 2007; Purdue, 2007): (1) Desktop videoconferencing (a
camera is attached to personal computer) and (2) Room-based videoconferencing, where
videoconferencing takes place in room.
Traditionally, room-based videoconferencing has dominated the videoconferencing set-up.
However, advances in technology – especially transmission over IP – have enabled
videoconferencing from one personal desktop computer to another (desktop videoconferencing).
This type of videoconferencing is now becoming more widely used in companies as well as in DE
(Texas State Library, 2007).
Several important issues about videoconferencing are also issues dealing with (Nedelko,
2006; Purdue, 2007): (1) needed equipment for videoconferencing; (2) requirements for
connecting sites involved in videoconferencing; and (3) protocols used for videoconferencing.
Using videoconferencing can result in several key benefits (Ohlhorst, 2002; Picturephone,
2007): (1) reduced travel costs and associated accommodations expenditures since participants in
DE do not have to be at same palace at same time; (2) reduced time spent for commuting;
(3) participants morale can be enhanced, due to the less commuting and consequently more time
for other obligations (e.g. family, job); (4) videoconferencing equipment has become more mature
and affordable; (5) videoconferencing closely simulates face-to-face meetings as participants can
see facial expressions and body language of other team members, gaining the benefits often
acquired from non-verbal communication.
However, videoconferencing has also several disadvantages that must be addressed
(Picturephone, 2007; Purdue, 2007): (1) participants in DE may feel uncomfortable in
videoconferencing situations because they do not like speaking in front of a camera; (2) slow
internet connection and requirement for basic equipment at all involved sites; (3) compatibility of
systems protocols; (4) participants in DE are not familiar with using modern ICT, computers and
videoconference software; (5) establishing session with multiple sites involved could be very time
consuming; and (5) low-quality images can be a serious obstacle for videoconferencing.
According to above presented cognitions we can conclude that videoconferencing closely
simulates face-to-face collaboration and brings participants in DE the benefits of non-verbal
communication. Therefore videoconferencing could be considered as most suitable (and/or appropriate)
tool, which could make DE (held in VE) more close to traditional (the face-to-face) education.
Due to the limited size of a paper and according to the purpose of our paper, we are
focusing on participant’s readiness for using videoconferencing in DE. For that purpose we
conduct a survey.
females. On the other hand Romanian participants are mainly students of 1st and 2nd year in
undergraduate study program, with average age of 27.52 years. 55 % of Romanian participants in
sample are females.
According to questions related to information literacy in our research, we can conclude that
an average participant in research is relatively good prepared for working with modern ICT and
computers and have sufficient level of skills for working with computers. Skills were assessed on
Likert’s scale from 0 to 5. Average value for Slovenian participants is 3.66 and for Romanian 3.46
(See for details: Nedelko, 2008).
Romanian students are already incorporated in DE. Fully online DE is now in its early
stages at Romanian university. On the other hand Slovenian students are involved in highly
developed web-supported DE. Practically means that Romanian students do not have any
traditional (face-to-face) lectures, on the other hand Slovenian students have regularly lectures.
For testing significant differences we are using commonly used chi-square test since our
data are categorical and Cramer’s V test for association between variables (see: Cramer, 1998).
Only some results are presented, due to the limited paper length.
Participants were asked about their interest for working/learning in VE. 73.5 % of
Slovenian participants, in comparison to 78.8 % of Romanian participants, are willing to
work/learn in VE. On the other hand 26.5 % Slovenian participants and 21.2 % Romanian
participants are not willing to work/learn in VE.
Perceived differences among Slovenian and Romanian participants in their willingness to
work/learn in VE, are not statistically significant (Chi-Square result = 1.165, significance level = 0.280).
Therefore we can conclude that a little higher interest for working/learning in VE among
Romanian participants is not a consequence of participant’s nationality.
Participants were asked what is in their opinion main (and/or most important) obstacle for
more mass usage of virtual work/learn in practice. Findings are summarized in table 1.
Table 1
Obstacles for more mass usage of Virtual work/learning by Country
From table 1 is seen that for majority of Slovenian participants is most important obstacle
for more mass usage of DE lack of face-to-face contact and inability to perceive non-verbal
communication. On the other hand, for Romanian participants is most important obstacle new and
394 University of Bucharest and Ovidius University of Constanta
also changed way of study. Almost 30 % of Romanian participants perceive needed equipment as
an important obstacle for more mass usage of DE.
According to above presented general findings from a survey we can suggest, that
difference exists also due to the level of involvement and experiences with DE classes, age of
participants and their readiness for working with modern ICT and computers.
Table 1 shows, that there are differences between Slovenian and Romanian participants
concerning the issues about most important obstacle for more mass virtual work/learning. Differences
are statistically significant since Chi-square result of 90.447 has a significance level of 0.000.
There also exists fairly moderate association between participant’s opinion what is most important
obstacle for more mass virtual work/learning and participant’s nationality (Cramer’s V test is 0.544).
Next we examined the issue about felling of loneliness when work/learn in VE. Students
were asked if they (will) fell lonely when they (will) study at distance, therefore in VE. Results are
summarized in table 2.
Table 2
Felling of loneliness in DE
Probably the differences in student’s perceptions about felling of loneliness are mainly
(also) due to the different experiences with DE. Slovenian participants are involved in web
supported DE, on the other hand Romanian participants are involved in fully online DE courses.
Mean value for Slovenian participants is 3.15 and for Romanian 1.92. This lead to conclusion that
Slovenian participant will miss social interaction, face-to-face contacts in greater extent then
Romanian counterparts.
Table 2 shows that there exist differences between Slovenian and Romanian participants,
regarding perceived felling of loneliness in DE. Only a small proportion of Romanian students fell
very lonely when learning in VE.
Participants were asked which tool (and/or technology) used in DE process will make it
more similar to traditional learning. Results are summarized in table 3.
Table 3
Making DE in VE more similar to traditional education
From table 3 is seen that a great proportion of participants in both countries consider
videoconferencing as tool, which could make learning in VE more similar (and like) traditional,
face-to-face education. One third of Romanian participants consider also electronic mail as a tool
which could makes DE more close to traditional education.
Table 3 shows, that there are some differences between Slovenian and Romanian
participants concerning about most appropriate tool for making learning in virtual environment
alike traditional, face-to-face learning. Differences are statistically significant since a Chi-square
The 3rd International Conference on Virtual Learning, ICVL 2008 395
result of 38.566 has a significance level of 0.000. There also exists a weak association between
participant’s opinion which tools will make DE in virtual environment more similar to traditional
learning and participant’s nationality (Cramer’s V test is 0.355).
REFERENCES
CHUDOBA, K., WYNN, E., LU, M., and WATSON-MANHEIM, M. (2005), How virtual are
we? Measuring virtuality and understanding its impact in a global organization, Info
Systems Journal, 15, 4, 279-306.
CRAMER, D. (1998), Fundamental statistics fro social research, Routledge, London.
DAFT, R. L. (2000), Management – fifth edition, The Dryden Press, Orlando.
DAVIDOW, H. and MALONE, S. (1995), The Virtual Corporation, Harper Business, New York.
DRÜEKE, R. (2005), Review: CyberMedienWirklichkeit:Virtuelle Welterschließungen, International
Review of Information Ethics, 3, 6, 62-64.
GONC, V. (2007), E-education and Its Role in Higher Education (in Slovene), in Proceedings of
the 26th International Conference on Organizational Science Development, Faculty of
organizational sciences, Portorož, Slovenia, 518-524.
KEEGAN, D. (1996), Foundations of distance education, Routledge, London.
LABAY, D. and COMM, C. L. (2003,: A case study using gap analysis to asses distance learning
versus traditional course delivery, The International Journal of Educational Management,
17, 7, 312-317.
LEE, Y., TSENG, S. and LIU, F. (2007), Antecedents of Learner Satisfaction toward E-learning,
The Journal of American Academy of Business, 11, 2, 161-168.
NEDELKO, Z. (2006), Virtual organization and virtual teams : thesis (in Slovene), Faculty of
Economics and Business, Maribor.
396 University of Bucharest and Ovidius University of Constanta
Contents
TECHNOLOGIES & SOFTWARE SOLUTIONS
No Paper and Authors Page
Learning Distributed Activities Inside 3D Virtual Spaces
(1) OVIDIUS University of ConstanŃa 124, Mamaia Bd, 900527, ConstanŃa, ROMÂNIA
E-mail: dmpopovici@univ-ovidius.ro, norinapopovici@yahoo.fr,
1 mythalic@gmail.com, rzagan@univ-ovidius.ro 289
(2) European Virtual Reality Center, Brest, France
E-mail: popovici@enib.fr
(3) Institut Superieur de l’Electronique et du Numerique – Brest
20 rue Cuirassé Bretagne – CS 42807 – 29228 BREST cedex 2 – FRANCE
E-mail: jean-pierre.gerval@isen.fr
(4) Computer Science, Armstrong Atlantic State University Savannah, GA 31419, USA
E-mail: Felix.Hamza-Lup@armstrong.edu
SVG Language (Scalable Vector Graphics)
For 2D Graphics in XML and Applications
(1) Faculty of Economics and Business, University of Maribor Razlagova 14, 2000
13 Maribor, Slovenia 389
E-mail: zlatko.nedelko@uni-mb.si
(2) Focşani Regional Distance Learning Centre Distance Learning Department
Spiru Haret University Bucharest
Dimitrie Cantemir 14, 620094 Focşani, Romania
E-mail: enecarmenelena@yahoo.com, ushct_vn@spiruharet.ro
The 3rd International Conference on Virtual Learning, ICVL 2008 401
Section
"Intel® Education" –
Learning, Technology, Science
(IntelEdu)
Abstract
Most of the world states recognise the importance of education for social and
economic development. Examples offered by countries such as Japan, Finland,
Ireland or United States constitute the best reason to properly appreciate the
benefits of long-term, thoughtful and coherent investment in human resources
development towards an authentic Knowledge Society. Responsibility for education
is a share responsibility. Therefore, complementing governmental and other
corporate initiatives, Intel Education programmes are set to help teachers teach,
students learn and universities around the world innovate. Since recently, Intel
initiative has start bringing added value for education in Romania. The pedagogical
use of new technologies in education gained therefore a strong and committed supporter.
1.1. Improving teaching and learning through the effective use of technology
• Schools receive grants of USD 10-25,000 from the Intel Foundation as well as additional prizes.
2.1. Background
In the early 1990s, independent research revealed that U.S. teachers were struggling to
understand how best to incorporate technology into their classrooms. Intel and other technology
companies worked together to address this gap between available technology and its application in
the classroom. In 1998, the Intel program reached more than 1,200 teachers in six U.S. states; in
1999 the program expanded to three more states and 2,400 more teachers. By the time the
program concluded in 2000, Intel’s program had trained nearly 4,300 teachers.
The training worked: 97 percent of participants said they developed new skills that would
help them incorporate technology into their curricula; 94 percent thought the training would
benefit their students [2].
In 2000, Intel decided to significantly expand its teacher training program – and Intel Teach
was born. Based on research and developed by teachers with expertise in curriculum development
for teachers, Intel Teach is provided at no cost to elementary and secondary school teachers around
the world.
By 2011, Intel Teach will have reached 13 million teachers in more than 40 countries – and
their 1 billion students.
406 University of Bucharest and Ovidius University of Constanta
Intel Teach uses a “train the trainer” model to provide both face-to-face and online
instruction to help teachers around the world integrate technology into their classrooms. Teachers
create lesson plans that can be immediately implemented and that meet local and national
education goals and standards.
Working with governments – national, regional or local – worldwide, Intel introduces the
program in interested countries and communities, which are selected based on the strength of their
commitment to the program. Intel then works with an initial group of teachers to help them
become Intel Teach trainers themselves. These trainers in turn are responsible for sharing their
new skills with other teachers in their region.
To ensure that program curriculum maintains relevancy and reflects lessons learned from feedback
and research, Intel regularly provides updated material to the Intel Teach trainers. Supporting
material to supplement classroom courses is available at www.intel.com/education for all teachers.
Reviewed by the International Society for Technology in Education (ISTE), Intel Teach was
found to “clearly support implementation of the ISTE National Educational Technology
Standards” by providing objective, third-party validation of the program’s value and impact.
Intel Teach has so far provided professional development to more than four million teachers
in more than 40 countries and is committed to reaching 13 million teachers by 2011.
3.1. Background
of the education system and to complement the governmental steps towards developing an
authentic Romanian Knowledge Society.
REFERENCE
Abstract
SEI programme is a national-wide initiative whose objective is to implement ICT in
the education system by providing schools with the necessary equipment, by
developing a wide range of computer applications meant to ensure the interaction
between students and curricular contents, by training teachers in using ICT for
education, and by establishing the premises of a IT-based network in support of
modern management. The present paper present the results of a recent evaluation
research on SEI programme, developed by the University of Bucharest in
collaboration with research institutions and education NGOs.
1. SEI Programme
Launched in 2001, the SEI governmental programme (from Sistem Educational
Computerizat – IT-Based Education System) is a national-wide initiative whose objective is to
integrate ICT into the education system by providing schools with the necessary equipment, by
developing a wide range of computer applications to ensure the interaction between students and
curricular contents, by re-professionalising teachers from a psychological and pedagogical point of
view in a student-centred vision, and by establishing the premises of a IT-based network in support
of modern management [1] [4].
SEI is not an alternative solution to traditional teaching (teacher-centred); it is rather a
complementary one, with teachers making the decision on the educational process – strategy/method,
resources – so as to enable as many students as possible to meet curricular objectives [3].
AeL is an integrated teaching/learning and content management system that facilitates the
activities of the actors involved in the educational process and its design – teachers, students,
content developers, evaluators, managers etc. The system has a flexible knowledge centre, which
plays the role of a content and management solutions storage device. The knowledge base offers
the following possibilities to its users:
content creation: HTML editors incorporated; mathematical formulas editors incorporated;
test and tutorial editors; glossary/dictionary editors;
text import and export from files, archives/resource folders, format based on such
standards as SCORM, MathML, SVG, ChemML;
content adaptation and modification;
content organisation in courses;
creating new lessons from standard content components;
directed teaching and monitoring of educational content;
student testing.
AeL offers HTML editors, mathematical formulas editors, editors for chemistry, geometry,
physics, and tutorials for the on-line content. The educational software is designed so as to respect
a methodology which is continuously improved based on data obtained from school practice.
410 University of Bucharest and Ovidius University of Constanta
For the Romanian education system, the educational portal http://portal.edu.ro was
established within the project. The portal has different components for students, teachers and
parents, as well as elements of connection with higher education. The portal has over 80.000
registered users and a collection of incorporated web sites.
These are the stages in the SEI implementation:
SEI-1 (2001-2002): the pilot period – design and experimental use of the main components,
adjustments at different levels based on the data that were obtained.
SEI-2 and SEI-3 (2003-2004): the transition period – the communication lines and technical
support were established, the general methodology for implementation was developed and the
favourable area was covered at high-school level; the methodology for construction, approval and
distribution of multimedia educational contents.
SEI-4 (2005-2008): period of the construction and generalisation of ICT in the education system.
The results of this process are presented here in a synthetic form (data from December 2006):
a) equipment: 76.000 computers and servers; 4.780 laboratories, auxiliary equipment included;
b) IT labs at the Ministry of Education and the 42 county school inspectorates and teacher centres;
c) computers for administrative use,
d) educational software in every laboratory for teaching, testing and assessment, school
management, educational content management.
The multimedia educational content distributed in each school includes 1650 lessons for
grades 5-8 (gimnaziu) and for 9-12 (high-school), 8500 RLOs for: Biology, Mathematics,
Computer science, Languages, History, Geography, Chemistry, Physics, Technologies etc.;
encyclopaedias, dictionaries, glossaries [3]. Some 25.000 high-school teachers and 40.000 lower
secondary teachers have been trained in the use of ICT.
The results of the 4th stage: 3.270 laboratories in schools; 42 laboratories for the teacher
centres; updates for the laboratories established in 2001; 1.255 multimedia lessons; multimedia
English lessons for grades 1-8; 40.000 teachers included in the training programmes.
The SEI programme will continue to support the development of education in Romania, to
contribute to the democratisation of the education system trying to meet the objectives for the
rural, vocational and primary areas, to support the consolidation of the e-learning community
developed through SEI, the complex pedagogical re-professionalization for teachers and the
provision of modern technologies to the Romanian schools.
2. Investigation
A comprehensive evaluation research was developed by the University of Bucharest in
collaboration with the Institute for Education, with TEHNE – Centre for Innovation and
Development in Education, and with Association for Education Sciences (ASTED) during May
2007-June 2008. The research was designed by Prof.Dr. Dan Potolea and by Dr. Eugen Noveanu,
from the University of Bucharest.
The investigation reveals the following aspects: (a) to what degree different types of
schools are provided with computers and other equipment, (b) students’ and teachers’ access to the
new technologies, (c) to what degree these technologies are used (d) the impact the use of the new
technologies had in the beneficiaries’ view (managers, teachers, students), including different kinds of
problems which require interventions/ solutions, as well as human/technological/ financial resources.
From a methodological point of view, the investigation was carried out with the help of
specific questionnaires for each of the main three categories of beneficiaries (students, teachers
and school managers), that were applied to a representative sample in each category.
1. School manager’s questionnaire – 195 valid questionnaires;
2. Teacher’s questionnaire – 1588 valid questionnaires;
3. Student’s questionnaire – 3953 valid questionnaires.
The 3rd International Conference on Virtual Learning, ICVL 2008 411
administrators or by a specialist firm – should be re-evaluated, opting either for a unitary solution,
or for differentiated solutions based on local conditions.
2. Access to new technologies is differentiated according to the specific categories of the
“beneficiaries” in the system.
For the category of “teachers”, the first important issue in point of “access” is the
“technical” training – the initiation courses for the use of AeL. Although the number of teachers
who can use a computer has significantly grown in the last years (approximately 50%, with
explicable differences between high-school and gimnaziu), the large number of teachers who still
cannot use a computer is concerning. The same conclusion is valid for the number of teachers who
have not participated in ICT training courses, although the data show an increase in teachers’
participation in such courses.
Students’ access to ICT is stimulated by the special interest of this category of beneficiaries,
the overwhelming majority (95%) saying that they would like more lessons in which they use ICT.
This affirmation is supported by the significant percentage of students who use a computer at
home (83%) or in other places outside school (21.5%), with a difference between urban and rural
as main location.
The most frequent independent use of computers by students is for communication purposes
(chat, forum, email), but knowledge building activities (learning for school subjects, computerised
initiation, information/research) have a greater share in the total of activities included in the questionnaire.
Students’ access to ICT is ensured most during the school hours, but there are already many
schools where students have unlimited access outside school hours or based on a schedule (for
classes), high-schools and the urban areas being advantaged.
The educational software for school subjects is mostly obtained through the SEI Programme
(free of charge), being completed by software downloaded from the Internet or bought with the
school’s funds. These are completed by software created by teachers and students, a stimulating
action supported through the competitions organised by SIVECO at a national level. In this
process, the teachers from urban areas are advantaged compared to the teachers from rural areas
due to the greater number of those who own a computer (85.1% U compared to 69.4% R), the
difference remaining also for the access to the Internet.
3. The extent to which teachers are familiar with ICT and their use in the educational
process is confirmed by the following findings: a) more than 95% of the teachers in high-school
and gimnaziu education, as well as almost 70% of the teachers in primary education use the SEI
laboratories; b) 17% of the teachers organise more than 6 lessons per semester in the laboratory,
the most frequent situation being that of the lesson (in gimnaziu) in a SEI laboratory with AeL installed.
With regard to the number of students per a computer, the situations vary a lot: if a little
past half of high-school students work one on a computer at a time, approximately 35% of them
work in groups of 2, 7% in groups of 3, and approximately 1.3% in groups of 4. Obviously, this
situation (with smaller indicators in gimnazii and SACs) justifies the insistence of the headteachers
who are asking for supplementary provision for the SEI laboratories.
The order of the first 5 “advantaged subjects” with regard to the use of AeL, except for the
computer science, remains that revealed also in the 2004 Report: biology, physics, chemistry,
geography, and mathematics. This situation is determined on one hand by the quantity and the
quality of available software and on the other hand by the “local” conditions – the teacher’s
capacity and interest in designing and creating software, his ability of looking on the Internet for
educational resources, and to engage his school in projects, collaboration, partnerships.
The types of learning activities carried out in the SEI laboratories cover a more large and
diverse area than in the traditional teaching system, especially with regard to the development of
skills required by the guidelines of education for the knowledge society. Therefore, there are many
sequences of individual work, cooperative and collaborative activities, problem-solving tasks,
tasks for editing, Internet browsing, exploring and creation, product/document presentation, report etc.
This extremely large range of curricular activities offers new possibilities for teachers to
know better their students, and to involve them in stimulating extra-curricular activities: projects,
collaboration with other schools, participation in competitions, publications, initiating contacts
with the issues of local communities. This openness of the horizon beyond the limits of the formal
curriculum may be a valuable starting point for school counselling and students’ professional pre-orientation.
The 3rd International Conference on Virtual Learning, ICVL 2008 413
4. The school managers’ and teachers’ opinions converge, although with some minor
differences, with regard to the impact of ICT on beneficiaries. They think that the main beneficial
effects of using the SEI laboratories are the facilitation of the design activities and of the
educational process, the assessment of learning outcomes (for students) and the cooperative
learning/the development of team work abilities (for students). We should mention the impression
of headteachers’ optimism with regard to the potential of the new technologies for attracting
students, developing their interest in studying and, implicitly, improving school achievement, as a
counterpart to the main argument formulated by teachers – the facilitation of the understanding of
subject contents.
Underlying the positive impact of ICT on school achievement, more than 50% of the
teachers included in the sample consider that ICT has a substantial contribution to differentiated
education, mentioning also that more effort is needed for the development of appropriate tools. At
the same time, we should say that more than one tenth of the students encounter difficulties when
interacting with subject specific software due mostly to their low training level. We also remark
the opinion (expressed by almost as many students as for the one before) that working/interacting
with the software not only does not help weak students at all, but it rather confuse them.
Among the difficulties encountered by teachers during lessons in the SEI laboratories,
besides the main, general problem of “insufficient computers/ laboratories”, there are also in order:
a) insufficient time for preparing the lesson/ test;
b) insufficient educational software;
c) specific training in the use of ICT.
In students’ view, the inconveniences with these lessons are ranked as follows:
a) insufficient time for interacting with the computer/software;
b) more students working on a computer;
c) the characteristics of some work tasks;
d) some software graphics (low clarity of pictures, inappropriate colours and fonts).
4.2. Recommendations
The integrating elements (synthesised in the Conclusions) and the anecdotic sequences
(detailed in the Annexes) can represent landmarks for different solutions based on the concrete
characteristics of each situation.
Considering that the SEI Programme is a product of the education policy promoted by the
Ministry of Education, Research and Youth, we think that the recommendations resulting from the
investigation into the implementation of the programme should be placed at the same level,
offering to the ministry suggestions for measures/actions which will open new ways/ opportunities
for increasing the efficiency of the education process and linking up Romanian education with the
European reference framework.
1. The development of a coherent strategy for the computerisation of education – under
debate organised by the Ministry of Education – the most urgent action at the moment, can be
successful only if the reference framework is clearly formulated, and suitable to be translated in
operational measures, without ambiguities and without labile limits of its scope. This means that
the main document of educational policy should define in a clear way the goals to pursue, the
strategies and the resources which will be used in order to meet the established objectives. The
computerisation of education being one of the strategies for reaching the goals, any major
decision should be guided by the essential elements of the education policy.
This is particularly important in this difficult period, when the education system is
confronted on one hand with the shift in the educational paradigm from teacher/teaching-
focused to student/learning-focused, and on the other hand with the linking up with the EU
education coordinates.
A detailed formulation of a fundamental document of education policy would allow the re-thinking
of syllabuses and curricular documents following an appropriate vision both with regard to
subject contents, and the typology of student-content-teacher interaction, also outlining the
ICT mission in the knowledge-building process.
414 University of Bucharest and Ovidius University of Constanta
The development of a complex strategy for the computerisation of the education system can
be done only in congruence with the positions/principles formulated in these documents.
2. The second urgent action at the moment is the pedagogical re-professionalization of
teachers. Besides the general initiation in the use of computers and the specific one for the use of
the SEI laboratories, which involved a large number of educators, their experience being visible in
the various ways they adjust the educational software to the particularities of their school/classes,
the new strategies determined by the requirements of student-centred education which should
facilitate students’ building of their own knowledge as well as trans-disciplinary or social skills
(such as collaborative abilities), imply a new vision of the educator’s roles, roles for which they
are not ready yet. Only when teachers are aware of the difference between teaching-focused and
learning-focused education and only when they will design a strategy for the student-content-
resources interaction based on a validated position for knowledge-building, the potential of
information and communications technologies will be achieved.
In order to reach this desired state, there is a need to develop (by an expert group – pedagogues,
psychologists, sociologists, computer science specialists, and teachers) a hierarchical structure for
the issues, actions and necessary resources for solving each problem. A public debate will bring us
closer to possible solutions.
3. With regard to the pre-service teacher training, it’s necessary that all institutions that
train education staff – kindergarten teachers, primary and secondary education teachers, school
managers – include in their syllabuses sufficient courses related to the issues of the change in the
educational paradigm, the use of ICT and the new roles of educators. The best solution would
be a common curriculum (with the EU documents as reference for the skills to be developed),
with particular versions for 3-4 types/levels of institutions.
Reconsidering the entire range of education issues at a national level and the development
of fundamental documents of education policy based on the realities of the present and the
requirements of the future could provide a coherent framework for investigative actions
(particularly for research & development), for the experimentation, validation and
implementation of specific solutions for the student population.
At the same time, the coherent framework of education policy fundamental documents
could be a landmark and a criterion for solutions, initiatives, local actions, facilitating the
establishment of development strategies by school managers.
REFERENCES
[1] ILIA, F. (2003), AeL – O tehnologie de vârf a sistemului educaŃional românesc (AeL – A Top Technology
in the Romanian Education System), în CNIV, Noi tehnologii de eLearning (New eLearning
Technologies), University of Bucharest.
[2] JUGUREANU, R. (2005), Proiectarea pedagogică a soft-ului educaŃional. Taxonomia lui Bloom şi
Bloom-Anderson (Pedagogical Design of Educational Software. Bloom Taxonomy and Bloom-
Anderson), în: e-Learning Technologies and Virtual Reality. University of Bucharest Publishing House,
Bucharest.
[3] JUGUREANU, R. et al, Componente didactice (Didactic Components), în Virtual learning. Virtual
Reality, Software & Management educaŃional, University of Bucharest Publishing House, Bucharest.
[4] Ministry of Education and Research (2006), Programul SEI, Sistem EducaŃional Informatizat – De la
reformă la dezvoltare 2001-2008 (The SEI Programme – From Reform to Development 2001-2008),
Bucharest.
[5] NOVEANU, E., ISTRATE, O.. (2004), Impactul formativ al utilizării AEL în educaŃie (The Formative
Impact of AEL in Education), TEHNE, Bucharest.
[6] Potolea, D., Noveanu E. (coord.) (2008), Informatizarea sistemului de învăŃământ: Programul S.E.I.
(Using ICT in the Romanian Education System: SEI Programme), Agata Publishing House, Bucharest,
available online: http://www.elearning.ro/resurse/EvalSEI_raport_2008.pdf
The 3rd International Conference on Virtual Learning, ICVL 2008 415
Abstract
Our modern society requires a new vision of pedagogical use of ICT, which can
radically change the development of the modern process of e-Learning methods. The
Intel® Teach Program proposes an innovative concept, providing an authentic and
real-world context for connecting learning activities and incorporating higher-order
thinking skills to promote a student-centred learning environment. This paper
proposes concrete solutions, new methods and technologies promoted by Intel®
Teach Essential Course that allows to raise the level of excellence in the classroom,
encouraging the understanding of important concepts and developing essential skills
for 21st century.
1. Introduction
Developed since 2000, in more than 40 countries, the Intel® Teach Program proposes an
innovative concept in e-Learning solutions, being “a worldwide initiative to provide teachers with
the skills to effectively integrate technology into existing curriculum to improve student
learning”(http://educate.intel.com/en/ProjectDesign) [1] .
The Intel® Teach Program encourages students to pursue advanced technical degrees and
offers in the same time innovative technological tools that help them to develop their creative potential.
In today’s knowledge society, the digital technology is the key of global competitiveness.
So, the goal of the Intel® Teach Essential Course (http://educate.intel.com/en/ProjectDesign/Design/)
is “to help classroom teachers develop student-centered learning through technology integration
and project-based approaches” [2].
Thanks to inclusion of information and communication technologies in education, the
students and the teachers have today the opportunity to access a lot of resources and most of the
information from wherever they are. The new technologies propose by the Essential Course have
changed our classes because the students are building their own knowledge, enjoying the school
more; in the same time, the teachers have the opportunity to integrate technology into their
teaching – learning process, designing modern and attractive lessons.
416 University of Bucharest and Ovidius University of Constanta
3.1. Not to stop questioning: Curriculum-Framing Questions – Strategy for Engaging All
Learners in Classroom
“The important thing is not to stop questioning. Curiosity has its own reason for existing”
[7], said Einstein.
"I know you won't believe me, but the highest form of Human Excellence is to question
oneself and others” [8], said Socrates (www.philipcoppens.com/socrates).
One of the most important key of the Essential Course are the Curriculum-Framing
Questions. The dialect method of inquiry, known as the Socratic Method or method of '"elenchus"
is a very important concept of this course, because this is a better way to stimulate the curiosity,
the critical thinking and the creativity. The students learn to think, considering multiple
perspectives, developing their thinking skills and communicating their opinions to others. So, a
few good questions can transform a classroom into a truly thinking classroom :”Creating this kind
of environment is the biggest challenge teachers face, but teaching in such an atmosphere is not
only rewarding, but enjoyable for students and teachers alike” [9].
But what means a very good question? For example, questions like “why” and “how” may
help students to improve their thinking abilities much better that classical questions “what” and
“when”. Or maybe so-called deeper questions, asking from students a subjective judgment; for
example: “What did you think about…?”, “What reasons do you have?”, “What about this other
point of view?” etc. This kind of questions help the students to understand a really connection
between the subject matter and their own lives, encouraging the research, discussions, inquiry.
Around this good questions who encourage thinking skills, the teachers can build a thoughtful
classroom and the students shift from passive to active learning, developing a new understanding.
418 University of Bucharest and Ovidius University of Constanta
So, integrating the Curriculum-Framing Questions, teachers can help their students to become
more motivated and self-directed: “Curriculum-Framing Questions provide a structure for
organizing questioning throughout projects and promote thinking at all levels. They give projects a
balance between content understanding and exploration of intriguing and enduring ideas that make
learning relevant to students”.
The Essential Course proposes three classes of Curriculum-Framing Questions:
• Essential Questions
• Unit Questions
• Content Questions
The Essential Questions are open questions, with many answers, introducing big ideas who
capture students’ attention and requiring high-order thinking skills. They are moral, philosophical
questions and cross many units and subject areas.
The Unit Questions engage also the critical thinking, promoting curiosity, but they are
specific to a topic or unit of study, requiring creative answers. They encourage exploration and
promote curiosity.
The Content Questions are closed questions, because requires specific answers, knowledge
and comprehension skills. Content Questions and Unit Questions support Essential Questions.
For example:
Table1
Curriculum-Framing Questions, Examples selected from
http://educate.intel.com/en/ProjectDesign/
because this is the better way to promote student inquiry, but targeting higher-order thinking:
“Essential and Unit Questions provide the rationale for learning. They help students to recognize
the "why" and "how" and encourage inquiry, discussion, and research. They involve students in
personalizing their learning and developing insights into a topic. Good Essential and Unit Questions
engage students in critical thinking, promote curiosity, and develop a questioning approach to the
curriculum. In order to answer such questions, students must examine topics in depth and construct
their own meaning and answers from the information they have gathered” [10].
How it’s looking the process of learning from a student perspective? Are the requirements
of the final project appropriate for the students? How will the teachers ensure that the final project
will show that students have thought deeply about the Curriculum-Framing Questions? How can
the teachers know that the students will achieve the learning objectives when creating their projects?
The Essential Course has the answer to these questions: samples of learning, created by
teacher, but from a student perspective. The student sample is one of the most important concept-key
of the Essential Course. The student sample must answers to the unit’s Curriculum-Framing
Questions, demonstrating in the same time understanding of knowledge, concepts and skills, but
which real world-connections: the student sample must be authentic, representative of different
kinds of work in real life. The student sample must offer to the student the possibility to
demonstrate higher-order 21st century skills, connections concepts across varied disciplines, using
the technology appropriately (the technology must help students to analyze, evaluate or synthesized the
information, showing them understands of concepts and making meaningful connections). The
student sample must meet the learning objectives and expectations for student learning,
For creating the student sample, teachers might choose one of the following tools:
• Presentations Power-Point
• Publications (brochures, newsletters, newspaper, posters)
• Web-based Resources: Wikis, Blogs
For example:
“The first decade of the 21st century started by the consolidation of the great achievements
in ITC” [11] (Marin Vlada, Alexandru ługui, Information Society Technologies – The four waves
of information technologies, The 1st International Conference on Virtual Learning, ICVL 2006):
• the appearance of the operating system Windows XP – the version from 2001has brought
important facilities regarding Internet, multimedia, USB services;
• the diversification of technologies for creating and maintaining Websites – CGI (Common
Gateway Interface) programs, ASP platform (Active Server Page), PHP (Hypertext PreProcessor)
platform; Languages XML (eXtensible MarkupLanguage), Perl, TCL, VBScript, JavaScript, My SQL;
graphical editors for Web pages development (Netscape Composer, Macromedia Dreamweaver/Flash,
Adobe GoLive, ContentWare, Content Management Server), Oracle9i platform;
• significant achievements regarding Virtual Reality, e-Learning and educational software
technologies, electronic trade, electronic libraries” . [12]
The 3rd International Conference on Virtual Learning, ICVL 2008 421
Technology can play a big part in project-based units, because it offers students many
resources to find information ant to create work products. Due to Internet‘s flexibility, students can
access many on-line resources for research, but they also can use Internet for communication and
collaboration. Including the Internet resources in our units, the students can meet much better the
learning goals and standards.
For discussions and sharing ideas, very useful are Internet communication tools: E-mail,
Online Chats, Instant Messaging, Voice Over Internet Protocol (VoIP) who allow students to
communicate with people all over the world. To support communication and to encourage
student’s collaboration, it can be also used online tools: wikis and blogs. Using the Online
Collaborative Web Sites (for example, www.google.docs ) the students can also work together on
documents, spreadsheets and presentations.
All this resources help us to building an authentic cognitive process of thoughtful learning
process: the online thinking tools support collaborative student-centred learning because they are
places where students discuss, investigate, analyze and solve problems:
"With the help of technology, teachers will be leaders in the transformation of education
around the world." – Craig R. Barrett – Chairman, Intel Corporation [13]
Essential Course proposes a special modern vision about student-centred assessment. Focus
on content of the unit as well on 21st century skills, the strategies instruction and formative
assessment have the power to motivate students to become engaged in their own learning. All the
assessments are student-centred, providing information to help improve the teaching and the
students’ learning. The assessments must also match all the targeted standards and objectives.
Effectively integrating a variety of kinds of assessment into everyday classroom activities, teachers
are possibility to gauge student needs, encourage self-direction and collaboration, monitor the
students’ progress and encourage metacognition.
422 University of Bucharest and Ovidius University of Constanta
• Strategies for Gauging Student Needs: Graphic Organizers , Concept Maps, Sequencing
Activities, Classification Charts, Prioritized Lists, Know-Wonder-Learn (K-W-L) Charts, Question
or prompt , Form for recording summaries and questions etc, such as samples of products or
assessments from different students
• Strategies for Encouraging Self-Direction and Collaboration: Checklists, Prompts or
Forms for self-assessment and reflection or for peer feedback, Questions, Reflections, Checklists
for observation of groups.
• Strategies for Monitoring Progress: checklists with milestones, due dates, and approval
stages or to help focus expected behaviours, notes collected in individual or group folders.
• Strategies for Checking for Understanding and Encouraging Metacognition: Journal,
Conference Questions, Observation by teacher, observation by students, Oral Tests, Quizzes
• Strategies for Demonstrating Understanding and Skill: Rubrics, Scoring Guides,
Checklists, Reflection Questions, Forms, Prompts.
All this tools and assessment strategies help both the teachers and the student to shift on a
modern learning process: “In the past, standards were taught through activities, learning was
assessed with tests and exams, and teaching was geared to standardized tests. With this shift,
standards are used to help design the project, assessment is planned ahead of time and embedded
throughout, and tests are just one of many types of assessment. Performance tasks, rubrics,
checklists, and tests are used as assessment tools. These multiple forms of assessment,
implemented throughout learning, account for learning as a process, instead of a single event.
Through ongoing assessment, teachers can feel confident that they have reached their objectives
and that students understand the content”. [15]
4. Conclusion
For building a knowledge society, we must believe in innovation: the Project-Based
Learning- promoted by Intel® Teach Essential Course gives us an innovative, modern and
competitive solution.
REFERENCES
[11], [12] VLADA, MARIN, ALEXANDRU łUGUI, Information Society Technologies – The four waves of
information technologies, (2006), in Proceedings of The The 1st International Conference on Virtual
Learning, ICVL 2006, Faculty of Mathematics and Computer Science, University of Bucharest,
Romania, 69-82.
[1], [3], [13]. www.intel.com/education/teach
[14], [15] http://educate.intel.com/en/AssessingProjects
[2], [4,] [5], [6], [9], [10] http://educate.intel.com/en/ProjectDesign
[8] www.philipcoppens.com/socrates
[7] www.citate.ro , http://commons.wikimedia.org/wiki/Image:Sanzio_01_Socrates.jpg
The 3rd International Conference on Virtual Learning, ICVL 2008 423
Abstract
A few months ago, the Theoretical High School Grigore Moisil from Bucharest won
a Grant Competition for scholar development, with the goal to pilot a Microsoft
Learning Gateway application for educational use, in order to facilitate the
communication between all the educational actors: students, teachers, managers,
parents, local community. Our main goal is to promote experimental teaching of
Science as a way of improving in-school scientific education and Science literacy in
our society. That’s why we are developing and using hands-on experiments in our
classrooms so that students “do” science rather than merely being “exposed” to it.
We have also prepared a set of data acquisition experiments that could be performed
from distance by logging on our computers and work in our lab.
1. Introduction or portal.moisil.ro
A few months ago, the Theoretical High School Grigore Moisil from Bucharest won a
Grant Competition for scholar development, with the goal to pilot a Microsoft Learning Gateway
application for educational use, in order to facilitate the communication between all the
educational actors: students, teachers, managers, parents, local community.
It can be accessed at: http://portal.moisil.ro, username: vizitator, password: vizitator. In the
figure 1, you can see the homepage of the portal.
424 University of Bucharest and Ovidius University of Constanta
Table 1
MLG benefits
We will try to illustrate all of these features using the description of the Science e-portfolio.
acquisition experiments which are described in the tutorial and all the registered signals are given
in xls format for free. Any visitor can download and use them for processing.
Figure 6
And an example of a result of a project developed by a student from 9A: the study of car
moving down an inclined, using a camera for register the movie, Movie Maker for analyzing the
movement frame by frame and Microsoft Excel for making the graph you can see in the figure 7.
Another collaborative Science project started in 2006 because the students from 10th have
discovered that the Earth has a great problem: the phenomenon called Global Warming. It
happened during a documentary project proposed by the Physics Teacher Mihaela Garabet: the
students had to illustrate the phase transitions in a PowerPoint presentation. After that, the
students, helped by the teacher and the technician engineer, Ion Neacsu are projecting and
developing experiments to investigate the way we contribute to the Earth warming. The Center for
Science Education and Training gave them last generation instruments for data acquisition. They
have tested the role of carbon dioxide in Earth’s atmosphere warming, the role of the oceans in
carbon dioxide consumption, the role of the plants and trees in maintaining the atmosphere
equilibrium. After a brainstorming they formulated some ideas for reducing Global Warming. The
students want to sensitize the people to fight with Global warming, so in June 2007 they organized
a poster exposition named Message for Terra. A team of 3 students created Message to ourselves
witch is an electronic self statement about what to do in order to slower the Global Warming and
to protect the environment. This statement was posted, in 2007 on the school web page and
everybody was asked to sign the self agree for respecting it for ever! This section of the portfolio,
The 3rd International Conference on Virtual Learning, ICVL 2008 429
named Against Global Warming, was presented at the Innovative Teachers Forum, held in
Zagreb, on 6-8 Mars, 2008.
You can find more about it by searching the tab Against Global Warming!
We hope our students will learn a lot in this project because the manner of developing the
activities is very different from the classic lessons of Science, now they can integrate their
knowledge and they can act like the adults in the real life.
The experimental set-up is shown in the figure 8: the bulb, the current probe and the
conductors for registering the bulb’s applied voltage from the AO of the data acquisition board.
The last one is connected to the computer and works together with LabVIEW 7. In this experiment
the user will manually modify (from the distance), the apply voltage to the bulb and register the
current and the voltage on different channels (Analog Input) of the data acquisition board. The
user can plot the graph I = I(U) directly in the VI (Virtual Instrument) he is using or he can save
the registered data in a xls datasheet.
I am at home. I will authentify myself to grant access on PC21 Physics Moisil Laboratory,
where I can only use the VI for the study of the electric bulb. In the figure 9 you can see theVI for
the bulb characteristic I=I(U) and an web-cam image of the experimental set-up.
In the future, a student from anywhere (in Romania) could be able to do the same. And
many other experiments we are hoping now!
REFERENCES
Internet Sources
http://www.microsoft.com/education/LearningGateway.mspx
http://education.inflpr.ro
http://www.ni.com
The 3rd International Conference on Virtual Learning, ICVL 2008 431
http://www.vernier.com
432 University of Bucharest and Ovidius University of Constanta
ABSTRACT:
“We are evolving more and more towards a universe where the television describes-
prescribes the social world while the cultural world is ruled by information and
communication technologies. The internet is turning into the referee of the access to
existence for culture. These complex systems of communication set in motion
enormous sums, sophisticated technical equipment, tremendous human resources
and benefits billions of people offering them a vital position in the political,
economic and social realms of any society.”[1]
The first suggestion pursuant to the analysis of the accumulated experience points to the
necessity of giving priority to researching all problems related to introducing the computer in
education and of the emphasis falling on forming and recycling the teachers. In "DeclaraŃia"
(Statement) at Stanford [2], the essential element of the relationship between education and new
informational technologies is the fact that citizens must be formed to live in an informational society.
The extensions brought by the technological environment, insufficiently explored and used,
refer to centring on the student by personalizing the forming stages (differently elaborating the
educational objectives depending on the requirements of each beneficiary), by individualizing the
formation (the non-linear structure of information, with the possibility of returning to more
difficult content when lacks are automatically identified), autonomy (eluding a set rhythm), special
independence and asynchronous seminars.
They also refer to the distributed resources, by using/integrating/accessing electronic
libraries and multi-media materials, by engaging specialists in student talks and smoothing the
roles via a continuous balance of the teacher-student role in the learning group ("symmetric
knowledge advancement" – Scardamalia, 1995), by on-going restructuring of the learning teams
depending on the interests or efficiency criteria. Starting from the e-learning definition – as the
totality of educational situations where informational and communicational technology means are
significantly used – we can talk about the characteristics of electronic learning.
E-learning is a generic term which does not have a universally accepted definition but
which is broadly accepted as covering an extensive array of applications and processes supported
by the information technology and are used in the educational practice. This term identifies both
aspects related to the form and content of the didactic process and the methods and organization of
transmitting knowledge.
At the concrete level of the transformations produced by the new technologies of
information and communication, multiple and interesting transformations take place, as follows.
Mutations in the social realm are determined by the complexity of the phenomena in the
modern society which demand ever more extensive knowledge, by the speed information travels in
bulk and by the capacity of the receptor to interpret it in due time and by the current demand for
information which needs to be analyzed and semi-processed. Because of the new communication
media, the relevant realm is extended to the “global status” level. In between us and the world, a
mediator emerges, an institution which collects information, selects it, breaks it into accessible
forms and distributes it facilitating, by its very mediating effort, our access to reality. Each
technology of transmitting information has its own way of structuring our perception and
understanding of the surrounding world [3].
The informational flow is rapid, builds up considerably in volume and diversifies its
sources. Individuals comprehend easier messages, transform them into cultural concepts about the
world, and create new interdependencies and solidarities. The step to the real “global
communities” is done by the digital media integrated in the world web. The information becomes
ubiquitous and gains new characteristics. The knowledge sent is structured on efficiency criteria
(Lyotard); the truth is no longer taken as explicit criterion and reason for producing and storing
information, as in the case of the Gutenberg product. Presenting and covering content is done
linearly and the causality simple, which makes way for a multi-structural organization of
knowledge with profound implications on the psyche.
The implications for education relate to the fact that its issues are changing deeply, the
alternative to the strategies of an insufficient and costly knowledge being the identification of
approaches that enable learners to have unlimited access to culture. From another point of view,
one can say that countless ways of representing information, of simulating interactions, and
expressing ideas are being developed, thereby extending the implications of intelligence, and
434 University of Bucharest and Ovidius University of Constanta
altering the requirements of the participation to culture. Therefore, educators will find it more and
more difficult to favour the use of the verbal language at the expense of other ways of expression.
Nowadays, people are converting various current abilities, e.g. computing, writing
correctly, memorizing, visualizing, comparing, selecting, etc. into digital tools with which they
operate, thus acquiring excellent command of skills that used to be the result off education. In
conclusion, one can say that the digital technologies foster one’s own potentialities. Education, as
an essential activity in the development of a society, cannot remain outside the reach of the
technological phenomena: it will undergo essential changes, resulting in the new methods,
patterns, and paradigms of modern education.
Access to the internet removes geographical and time barriers, enabling collaboration of
users far away from each other, speeding up the pace of getting and sharing ideas and results. The
new educational technologies yield different result and propagate through the internet in order to
be used in teaching. Most of the well-known universities have made it compulsory to introduce
courses on the web, i.e. the topics, contents, and bibliography, providing on-line all of the course
materials within their own intranet. Specialized program products have been drawn up and are
being developed to help achieve electronic interactive courses.
In this context, the Romanian market exhibits a remarkable openness. Apart from the large
number of universities and organizations adopting such a solution, the internet infrastructure is
promising a spectacular development, and beyond the technological support, the key factor is the
psychological aspect involved, i.e. by applying a clear and professional approach, the implemented
projects will be widely welcomed by users.
The new requirements of becoming a professional consist in the fact that the information
and communication technology, in particular the computer, will become tools of universal use,
leading to the development of a new way of thinking and behaving, which will enable us to cope
with these new challenges. Each educator will have to acquire basic training in the field, which
involves a series of objectives, such as:
• Acquiring the common principles governing the implementation of information,
knowledge of its nature, information structure and properties;
• Developing a general view of the scope and impact of implementing computer science
and its social and economic effects on the individual and the community;
• Developing the skill of identifying the situations in which the use of computer science is
advisable and designing adequate solutions, with particularization in drawing up curricular strategies;
• Developing the skill of implementing the new technologies in such activities as storing
and searching for information, processing it for communication, supervising and controlling it;
• Knowing the current means of communication with a computer;
• Establishing co-operation relations with teams working in the field but in other countries;
• Retrieving the latest information from world wide information networks.
The implementation of the latest information technology in the educational systems entails
a change of focus as regards setting target priorities and allocating resources. We can say that new
priorities are being considered, such as the one of learning how to learn and using this competence
one’s entire life, the one of learning to experiment, correct and solve problems, the one of learning
to cope with an enormous and diversified amount of information and to display discernment in
selecting it, the one of learning to live in an environment of change and to co-operate with others
in carrying out research tasks.
Distance learning has as its main characteristics the available resources and means of
contact between tutor and student or among students. These characteristics require that both
educators, i.e. tutors and course authors, and students have specific communication competences
in writing and in using the means for transmitting the information used in the program. The
requirements for efficient communication, which enable users to understand a written message
The 3rd International Conference on Virtual Learning, ICVL 2008 435
without difficulty, focus on the following aspects that will be taken into account in acquiring
and/or using the communicative competence [4]:
• Noticing the different levels of abstract use of the various types of language varieties;
• Understanding the relationships between the lexical and syntagmatic values of words;
• Knowing and acknowledging the value of punctuation marks, and of the other graphic means;
• Knowing and acknowledging the contextual meaning correctly;
• Distinguishing the essential information from the non-essential one, in a written text;
• Acquiring the work methods used in written information, i.e. dictionaries, books, graphs, cards, etc.;
• Having a good command of the proper way of asking questions, starting from a piece of information;
• Being able to summarize and draw a conclusion;
• Integrating in one’s own experience the knowledge acquired from written information.
The efficiency of the instructor is closely connected with his/her ability to use all the
possible forms of interaction in the context of distance learning, together with a good command of
the technological means involved.
He/she should change the way of approaching courses, adopting a deeper approach. With
this type of educational process, students and teachers should cope with numerous challenges,
such as: acknowledging each other’s strengths and weaknesses; gaining, keeping, and even
increasing one’s self-confidence; learning to communicate with colleagues that cannot be met face
to face; making clear what has and what has not been learnt.
In the e-learning system there ought to be created a well-suited educational framework,
which should involve both instructors and students. Three subsystems have been identified: the
individual who studies (student), teacher (instructor) and the communication method.
The relationship student-instructor is accomplished through new information and
communication technologies – especially through the Internet. Internet fulfils two roles: it
represents both the appropriate environment for supply of information as well as the channel of
communication among the involved actors. Nevertheless it seems to be an unexpected opportunity
for poor and small nations and for the research and discovery situated outside the main academic
centres. The internship permits the rapid building and breaking of some research teams,
irrespective of the place where partners act.
Let us analyse the involved actors in this type of instruction. The first, and the most
important ones, are the educated people – taken as individuals – who can benefit from the virtual
educational resources kept at distance, by signing up to diverse means of instruction.
Learning groups, made up by taking into account the various motivations, represent the
second actor involved in the e-learning process (I refer to thematic groups, projects that are
achieved by the group, open or closed groups). E-learning allows the students to access on-line the
information without being present in a study room and, on the other hand, it permits students
accessing the information by using existing modern instruments in a study room. Of course, by
working at distance students should be more selective and more focused on the learning process in
order to master the new information.
Instructors – the teachers or the resources suppliers as well as other different groups of
individuals situated beyond the school’s perimeter (study engineers, experts, tutors, study mates),
represent other categories that evolve in this framework of virtual education. From the point of
view of the contents, their essential elements will be introduced in the virtual system at different
levels: lessons, study units or chains of linked lessons and adjacent, complementary and optional
contents are used so that the educated people will be able to access them. Pedagogical materials
will be guided mostly towards single cases, individual study biographies, referential texts or
projects, and regarding the instruction courses one could say that they will be individualised or
created by having in mind a target audience.
436 University of Bucharest and Ovidius University of Constanta
New instruments of formative evaluation have been imposed, they ensure and stimulate
learning. Here we can mention exercises, tests, questionnaires, reflective activities or even topic-
based questions. Of course, virtual examinations, essays and portfolios have been imposed too, as
well as the online information evaluation.
Functional only at the high education level and in adult education, the teaching system
through the Internet replies and adapts the traditional educational components/face to face:
planning, specific content and methodology, interaction, support and evaluation. By comparing the
two systems, some advantages of the distance education through the Internet can be underlined,
considering it applicable to, at least for now, high education and in permanent education, following
the open universities and at distance pattern with complete technological development.
The learning at one’s own rhythm is facilitated in this system, in one’s own style, thus the
covering or the courses’ audition can be made step by step and repeatedly. At the same time, the
course resources can be effortlessly accessed to. Computers have in their composition various
software programs that can be run easily; thus the student is in charge of the information’s
contents. The technologies are interactive, allowing the student to get complete feed-back in real
time, and also formative or concise evaluations, quantitative or qualitative ones given smoothly by
the most suitable evaluators. The displayed information is modular and permits the students to
learn progressively, one the one hand, and the large stocking capacity permits users to access to
more products, on the other; thus being able to see introduction slides for a series of courses from
which they can choose at least one.
The curriculum’s aim will be more comprising than the present one; it will offer manifold
possibilities of acquiring the highest level in all cultural fields. The access to local, regional and
national networks link the students coming from different social, cultural and economic
background each of them having accumulated diverse experiences; these are students that cannot
take part in courses in the traditional system. What is to be underlined here is the possibility of
building a pedagogical group (team teaching) in order to transmit the knowledge in one specific
field and to get instructors involved, instructors that normally are not available because of various reasons.
The high costs of the system’s development, the difficulty in supporting its implementation
by paying consistent and unceasing effort on the students’, instructors’, the administrative
personnel’s and agents’ part, the last ones are the those who offer technical support, and the
necessity of having computing skills are only some of the limits of this educational system.
The e-learning education has become the common vision of more and more analysts and
professionals of the educational domain, a relevant way of increasing one’s knowledge. We
witness a phenomenon of dissemination of the education worldwide (especially the high
education) by putting into practice as many values as we can from the point of view of structure,
process and action. Universities have become "pioneers" of globalization by adjusting some
convergences concerning knowledge, by enlarging an organizational structure inspired by the
business setting, by absorbing in the educational system the information and communication
technologies and by increasing the degree of changeableness and the connections among the actors
involved in training and teaching. The main problem of the system remains change. The control
over this change process, its guidance, the assurance that the new concept embracing is a clean
process is the factor that provides the success of this change process. On-line education does not
represent only technology; this is merely the instrument that facilitates the objectives’ attainability,
a simpler means of communication, more efficient having in mind the durable development of the organization.
The 3rd International Conference on Virtual Learning, ICVL 2008 437
BIBLIOGRAPHY
[1] COMAN, M., Introducere în sistemul mass-media, Iaşi, Editura Polirom, 1999.
[2] CARNOY, M., LOOP, L., Informatique et education: quel est la role de la recherche
internationale?, Rapport sur le Colloque Stanford – UNESCO, 10-13 mars 1989, Stanford
University School of Education.
[3] BOURDIEU, P., Despre televiziune, Bucureşti, Editura Meridiane, 1998, p. 22.
CERGHIT, I., Metode de învăŃământ, ediŃia a III-a, Bucureşti, Editura Didactică şi Pedagogică,
1997.
[4] NEACŞU, I., Metode şi tehnici de învăŃare eficientă, Bucureşti, Editura Militară, 1990, pp.
276-277.
CUCOŞ, C., Informatizarea în educaŃie, Bucureşti, Editura Polirom, 2006.
EURYDICE – ReŃeaua de Informare despre EducaŃie în Comunitatea Europeană. Formarea
continuă a cadrelor didactice în Uniunea Europeană şi în statele AELS/SEE, Bucureşti,
Editura Alternative, 1997.
ISTRATE, O., Pregătirea educatorului pentru şcoala de mâine. Impactul noilor tehnologii în
educaŃie.
[online] http://pedagogica.gq.nu/resurse/ppd/nti.htm, POL, 1999.
438 University of Bucharest and Ovidius University of Constanta
Contents
Intel® Education" – Learning, Technology, Science
No Paper and Authors Page
Intel Education Initiative. Focus: Romania
September 2, 2008
• Review Process – Accepted papers: 1a, 1b, 2, 3, 4, 5, 8, 9, 11, 12, 13, 14, 15, 16, 17, 19,
20, 21, 22, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36, 38, 40, 41, 42, 43, 46, 47, 48, 49, 53, 56,
57, 59, 60, 62 (Total = 44 from 64 received)
• WSEAS – The World Scientific and Engineering Academy and Society – http://www.wseas.org |
Journals | Books | Conferences
• World Scientific – The World Scientific Publishing – http://www.worldscientific.com |
eBooks | Innovation
• HR4 Europe – World : Contact – http://www.hr4europe.com/
• News – please visit Keynote Speakers | Dr. Jean-Pierre GERVAL, European INTUITION
Consortium member - Brest, FRANCE | Wessa P., (2008), ICVL 2008 (v1.0.0) in Free
Statistics Software (v1.1.23-r1), Office for Research Development and Education
The 3rd International Conference on Virtual Learning, ICVL 2008 441
• WRI – The World Research Institutes (WRI): Promoting Global Innovation and
Networking | http://world-research-institutes.org/
• UB-RO – University of Bucharest (Romania) has 144 years (Wednesday, July 16). This
is Established by Decree no. 756, 4 / 16 July 1864 of Prince Alexandru Ioan Cuza, as the
successor to higher education structures dating back to the Princely Academy founded in
1694. In the 144 of existence here have taught outstanding personalities of science and
culture in Romania, which have enjoyed a wide international recognition and appreciation
in the fields of basic science. | http://www.unibuc.ro
• Did You Know 2.0 – For more information, or to join the conversation, please visit
http://shifthappens.wikispaces.com – Content by Karl Fisch and Scott McLeod, design
and development by XPLANE | http://www.youtube.com/
• Education Today and Tomorrow – This video was created by Tom Woodward of
Henrico County schools in Virginia | http://www.youtube.com/
• FaceySpacey.com Web 2.0 – http://www.youtube.com/
• Web 2.0 Mentor – http://www.web2mentor.com
• The list of accepted abstracts – The list contains about 58 selected proposals from 74
received ( LINK ); We invite you to complete and to send the full version paper no later
than July 30, 2008; All submissions will be reviewed on the basis of relevance,
originality, significance, soundness and clarity; [read more][ EVALUATION REPORT
FOR PAPER (.pdf, The report file for authors)]
• NEWS – ICVL Speakers – LINK | ICVL Awards | ICVL Workshop
• RoboCup 2008 – Pittsburgh, May 24-27, 2008 at the Carnegie Science Center | LINK
• News – ICVL Speakers - LINK | ICVL Awards | ICVL Workshop
• EPISTEP – EPISTEP is an innovative project supported by the EU "Research and Innovation"
(FP6,FP7) – www.epistep.org | European Technology Platforms (ETP) – eMobility,
ARTEMIS, ENIAC, NEM | Networked and electronic media platform – http://www.nem-
initiative.org/
• ICPC 2008 – The 32nd ACM International Collegiate Programming Contest | University
of Alberta's 2008 World Finals
• eLSE 2008 – The 4th International Scientific Conference "eLearning and Software for Education",
BUCHAREST, April 17-18, 2008 | Advanced Distributed Learning Department – http://adl.unap.ro/
• SITE 2008 – Society for Information Technology & Teacher Education | Association for
the Advancement of Computing in Education (AACE) - http://www.aace.org/ | AACE
(founded in 1981) is an international, educational, and professional organization
dedicated to the advancement of the knowledge, theory and quality of learning and
teaching at all levels with information technology
• Learning World 2008 – Advanced Learning Solutios, 19 June 2008 Berlin Germany |
http://www.imc-learningworld.com/
• ICALT 2008 – The 8th IEEE International Conference on Advanced Learning Technologies |
http://www.ask4research.info/icalt/2008/
• EdITLib – Digital Library for Information Technology and Education | http://www.editlib.org
• AACTE – The American Association of Colleges for Teacher Education | http://www.aacte.org |
To promote the learning of all PK-12 students through high-quality, evidence-based
preparation and continuing education for all school personnel
http://cinderella.de
• ActiveMath – The ActiveMath group works at the frontiers of e-Learning and intelligent
learning environments | http://www.activemath.org/
• Cabri 3D – A simple and comprehensive software to understand 3D geometry in the
classroom | http://www.cabri.com/
• WIRIS – WIRIS is a software family of products dedicated to mathematical calculation and
formulas designing mostly used as education tools for learning mathematics | http://www.wiris.com/
• Virtual Museum – Virtual Math Museum (Fractels&Chaos, Curves, Surfaces ...)|
http://virtualmathmuseum.org
• 3D-Xplor Math – 3D-XplorMath is a Mathematical Visualization program (projects by
The National Science Foundation-NSF)| http://3d-xplormath.org | Consortium
• Xah Lee Web – Computer Graphics Toy Surfaces, Images and Surface, A Visual
Dictionary of Special Plane Curves | http://xahlee.org/
• News at ICVL 2008 – ICVL Awards (sponsored by Inel Corporation); ICVL Workshop
(EMULACTION Project)
• EeLS 2008 – The European eLearning Summit | www.elearningsummit.eu/
• ECEL 2008 – The 7th European Conference on e-Learning | ECEL08
• CGVR '08 – The 2008 International Conference on Computer Graphics and Virtual
Reality | CGVR08
• SWWS '08 – The 2008 International Conference on Semantic Web and Web Services SWWS08
March 7, 2008
March 2, 2008
• ICVL Project – ICVL 2008 (www.icvl.eu) | The ICVL site have been actualised
(www.icvl.eu/2008/) | Location: OVIDIUS University of Constanta, Faculty of Mathematics
and Computer Science, ROMANIA
• First Call for Papers – ICVL 2008 | http://atlas-conferences.com | http://www.
conferencealerts.com | Link
446 University of Bucharest and Ovidius University of Constanta
Sponsors
• Main Sponsor University of Bucharest – www.unibuc.ro
• Main Sponsor SIVECO Romania SA – www.siveco.ro
• Main Sponsor Intel Corporatiuon – www.intelcom
• Main Sponsor M.Ed.R. – National Authority for Scientific Research – www.mct.ro/
• Media Partners:
o Agora Media – www.agora.ro
o The International Journal of Computers, Communications & Control – http://www.
journal.univagora.ro/
o Market Watch – IT&C. Informational solutions for management – www.
marketwatch.ro
o Modern professor's portal – www.didactic.ro
o MEdC – SEI educational portal – portal.edu.ro
o CNCSIS – http://www.cncsis.ro/
SIVECO Romania S.A. - www.siveco.ro
INTEL Corporation – www.intel.com
http://www.intuition-eunetwork.org
GENERAL OBJECTIVES
• The development of Research, projects, and software for E-Learning, Software and
Educational Management fields
• To promote and develop scientific research for E-Learning, Educational Software and
Virtual Reality
• To assist the teaching staff and IT&C professionals in the usage of the modern
technologies for teaching both in the initial and adult education
• To improve the cooperation among students, teachers, pedagogues, psychologists
and IT professionals in specification, design, coding, and testing of the educational
software
CONFERENCE TOPICS