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Detailed Table of Contents

Preface ...... xviii

Chapter 1 A Semantics-Based Information Distribution Framework for Large Web-Based Course Forum System ...... 1 Hung Chim, City University of Hong Kong, Hong Kong Xiaotie Deng, City University of Hong Kong, Hong Kong

The authors of this chapter propose a novel data distribution framework for developing a large Web- based course forum system. In the distributed architectural design, each forum server is fully equipped with the ability to support some course forums independently. The forum servers collaborating with each other constitute the whole forum system. Therefore, the workload of the course forums can be shared by a group of the servers. With the secure group communication protocol and fault tolerance design, the new distribution framework provides a robust and scalable distributed architecture for the large course forum system. The forum servers can be settled in anywhere as long as a broadband network connection to Internet is provided. The experimental performance testing results show that the large forum system is a high performance distributed system with very low communication overhead cost. In addition, all course forums are classified by their teaching content relevance. Relevant course forums can be arranged on the same forum server together. Hence this distribution framework also provides a knowledge-based taxonomic storage solution to build a large digital course teaching material library.

Chapter 2 Toward Development of Distance Learning Environment in the Grid ...... 20 Kuan-Ching Li, , Yin-Te Tsai, Providence University, Taiwan Chuan-Ko Tsai, Providence University, Taiwan

In recent years, with the rapid development of communication and network technologies, distance learning has been popularized and it became one of the most well-known teaching methods, due to its practicabil- ity. Over the Internet, learners are free to access new knowledge without restrictions on time or location. However, current distance learning systems still present restrictions, such as support to interconnection of learning systems available in scalable, open, dynamic, and heterogeneous environments. This chap- ter introduces a distance learning platform based on grid technology to support learning in distributed environments, where open source and freely available learning systems can share and exchange their learning and training contents. The authors have envisioned such distance learning platform in hetero- geneous environment using grid technology. A prototype is designed and implemented, to demonstrate its effectiveness and friendly interaction between learner and learner resources used.

Chapter 3 Applying Semantic Agents to Message Communication in E-Learning Environment ...... 32 Ying-Hong Wang, , Taiwan Chih-Hao Lin, , Taiwan

A traditional distance learning system requires supervisors or teachers always available on online to facilitate and monitor a learner’s progress by answering questions and guiding users. This chapter pres- ents an English chat room system in which students discuss course contents and ask questions to and receive from teachers and other students. The mechanism contains an agent that detects syntax errors in sentences written by the online the user and also checks the semantics of a sentence. The agent can thus offer recommendations to the user and, then, analyze the data of the learner corpus. When users query the system, this system will attempt to find the answers from the knowledge ontology that is stored in the records of previous user comments. With the availability of automatic supervisors, messages can be monitored and syntax or semantic mistakes can be corrected to resolve learner-related problems.

Chapter 4 A Computer-Assisted Approach to Conducting Cooperative Learning Process...... 50 Pei-Jin Tsai, National Chiao Tung University, Taiwan Gwo-Jen Hwang, National University of Tainan, Taiwan Judy C.R. Tseng, Chung-Hua University in Hsinchu, Taiwan Gwo-Haur Hwang, , Taiwan

Cooperative learning has been proven to be helpful in enhancing the learning performance of students. The goal of a cooperative learning group is to maximize all members’ learning, which is accomplished via promoting each other’s success, through assisting, sharing, mentoring, explaining, and encouragement. To achieve the goal of cooperative learning, it is very important to organize well-structured cooperative learning groups, in which all group members have the ability to help each other during the learning process. In this chapter, a concept-based approach is proposed to organize cooperative learning groups, such that, for a given course each concept is precisely understood by at least one of the students in each group. An experiment on a computer science course has been conducted in order to evaluate the efficacy of this new approach. From the experimental results, the authors conclude that the novel approach is helpful in enhancing student learning efficacy. Chapter 5 Collaborative E-Learning Using Semantic Course Blog ...... 67 Lai-Chen Lu, , Taiwan Ching-Long Yeh, Tatung University, Taiwan

Collaborative e-learning delivers many enhancements to e-learning technology; it enables students to collaborate with each other and improves their learning efficiency. Semantic blog combines semantic Web and blog technology that users can import, export, view, navigate, and query the blog. The authors of this chapter developed a semantic course blog for collaborative e-learning. Using this semantic course blog, instructors can import the lecture course. Students can team up for projects, ask questions, mutually discuss problems, take the comments, support answers, and query the blog information. This semantic course blog provided a platform for collaborative e-learning framework. This chapter described some collaborative e-learning and semantic blog technology, and then introduced functions, implementation and how collaborative e-learning appears in semantic course blog.

Chapter 6 A Virtual Laboratory on Natural Computing: A Learning Experiment ...... 77 Leandro Nunes de Castro, Catholic University of Santos, Brazil Yupanqui Julho Muñoz, Catholic University of Santos, Brazil Leandro Rubim de Freitas, Catholic University of Santos, Brazil Charbel Niño El-Hani, Federal University of Bahia, Brazil

Natural computing is a terminology used to describe computational algorithms developed by taking in- spiration from information processing mechanisms in nature, methods to synthesize natural phenomena in computers, and novel computational approaches based on natural materials. The virtual laboratory on natural computing (LVCoN) is a Web environment to support the teaching and learning of natural computing, and whose goal is to provide didactic contents about the main themes in natural computing, in addition to interactive simulations, videos, exercises, links for related sites, forum, and other materials. This chapter describes an experiment with LVCoN during a School of Computing in Brazil. The results are presented in four parts: Self-Evaluation, Evaluation of LVCoN, Evaluation of the Simulations (Ap- plets), and Interviews. The results allowed the authors to positively evaluate the structure and contents of LVCoN, in the sense that most students were satisfied with the environment. Besides, most students liked the experience of working with a virtual laboratory, and considered a hybrid teaching approach; that is, one mixing lectures with virtual learning, very appropriate and productive.

Chapter 7 Online Learning of Electrical Circuits Through a Virtual Laboratory ...... 94 J.A. Gómez-Tejedor, Polytechnic University of Valencia, Spain G. Moltó, Polytechnic University of Valencia, Spain

This work describes a Java-based virtual laboratory accessible via the Internet by means of a Web browser. This remote laboratory enables the students to build both direct and alternating current circuits. The program includes a graphical user interface which resembles the connection board, and also the electrical components and tools that are used in a real laboratory to build electrical circuits. Emphasis has been placed on designing access patterns to the virtual tools as if they were real ones. The virtual laboratory developed in this study allows the lecturer to adapt the behaviour and the principal layout of the different practical sessions during a course. This flexibility enables the tool to guide the student during each practical lesson, thus enhancing self-motivation. This study is an application of new technologies for active learning methodologies, in order to increase both the self-learning and comprehension of the students. This virtual laboratory is currently accessible at the following URL: http://personales.upv.es/ jogomez/labvir/ (in Spanish).

Chapter 8 A Case Study on Scaffolding Adaptive Feedback within Virtual Learning Environments ...... 108 Mehdi Najjar, Interdisciplinary Research Center on Emerging Technologies, University of Montreal, Canada

This chapter proposes a knowledge representation model which judiciously serves the remediation process to students’ errors during learning activities via a virtual laboratory. The chapter also presents a domain knowledge generator authoring tool which attempts to offer a user-friendly environment that allows modelling graphically any subject-matter domain knowledge according to the proposed knowl- edge representation and remediation approach. The model is inspired by artificial intelligence research on the computational representation of the knowledge and by cognitive psychology theories that pro- vide a fine description of the human memory subsystems and offer a refined modelling of the human learning processes. Experimental results, obtained thanks to practical tests, show that the knowledge representation and remediation model facilitates the planning of a tailored sequence of feedbacks that considerably help the learner.

Chapter 9 Multipoint Multimedia Conferencing System for Efficient and Effective Remote Collaboration ..... 126 Noritaka Osawa, Chiba University, Japan Kikuo Asai, The Open University of Japan, Japan

A multipoint, multimedia conferencing system called FocusShare is described. It uses IPv6/IPv4 mul- ticasting for real-time collaboration, enabling video, audio, and group-awareness and attention-sharing information to be shared. Multiple telepointers provide group-awareness information and make it easy to share attention and intention. In addition to pointing with the telepointers, users can add graphical an- notations to video streams and share them with one another. The system also supports attention-sharing using video processing techniques.

Chapter 10 Enhanced Speech-Enabled Tools for Intelligent and Mobile E-Learning Applications ...... 147 S- A. Selouani, Université de Moncton, Canada T-H. Lê, Université de Moncton, Canada Y. Benahmed, Université de Moncton, Canada D. O’Shaughnessy, Institut National de Recherche Scientifique-Énergie-Matériaux- Télécommunications, Canada This chapter presents systems that use speech technology to emulate the one-on-one interaction a student can get from a virtual instructor. A Web-based learning tool, the Learn IN Context (LINC+) system, designed and used in a real mixed-mode learning context for a computer (C++ language) programming course taught at the Université de Moncton (Canada) is described here. It integrates an Internet Voice Searching and Navigating (IVSN) system that helps learners to search and navigate both the web and their desktop environment through voice commands and dictation. LINC+ also incorporates an Automatic User Profile Building and Training (AUPB&T) module that allows users to increase speech recognition performance without having to go through the long and fastidious manual training process. New Auto- mated Service Agents based on the Artificial Intelligence Markup Language (AIML) are used to provide naturalness to the dialogs between users and machines. The portability of the e-learning system across a mobile platform is also investigated. The findings show that when the learning material is delivered in the form of a collaborative and voice-enabled presentation, the majority of learners seem to be satisfied with this new media, and confirm that it does not negatively affect their cognitive load.

Chapter 11 WEBCAP: Web Scheduler for Distance Learning Multimedia Documents with Web Workload Considerations ...... 166 Sami Habib, Kuwait University, Kuwait Maytham Safar, Kuwait University, Kuwait

In many Web applications, such as the distance learning, the frequency of refreshing multimedia web documents places a heavy burden on the WWW resources. Moreover, the updated web documents may encounter inordinate delays, which make it difficult to retrieve web documents in time. This chapter presents an Internet tool called WEBCAP that can schedule the retrieval of multimedia web documents in time while considering the workloads on the WWW resources by applying capacity planning techniques. The authors have modeled a multimedia web document as a 4-level hierarchy (object, operation, timing, and precedence.) The transformations between levels are performed automatically, followed by the ap- plication of Bellman-Ford’s algorithm on the precedence graph to schedule all operations (fetch, transmit, process, and render) while satisfying the in time retrieval and all workload resources constraints. Results demonstrate how effective WEBCAP is in scheduling the refreshing of multimedia web documents.

Chapter 12 Quasi-Facial Communication for Online Learning Using 3D Modeling Techniques ...... 181 Yushun Wang, Zhejiang University, China Yueting Zhuang, Zhejiang University, China

Online interaction with 3D facial animation is an alternative way of face-to-face communication for distance education. 3D facial modeling is essential for virtual educational environments establishment. This chapter presents a novel 3D facial modeling solution that facilitates quasi-facial communication for online learning. This algorithm builds 3D facial models from a single image, with support of a 3D face database. First from the image, the authors extract a set of feature points, which are then used to automatically estimate the head pose parameters using the 3D mean face in their database as a reference model. After the pose recovery, a similarity measurement function is proposed to locate the neighborhood for the given image in the 3D face database. The scope of neighborhood can be determined adaptively using the authors’ cross-validation algorithm. Furthermore, the individual 3D shape is synthesized by neighborhood interpolation. Texture mapping is achieved based on feature points. The experimental results show that the authors’ algorithm can robustly produce 3D facial models from images captured in various scenarios to enhance the lifelikeness in distant learning.

Chapter 13 Enhancing Skills of Application Software via Web-Enabled Problem-Based Learning and Self-Regulated Learning: An Exploratory Study ...... 192 Pei-Di Shen, Ming Chuan University, Taiwan Tsang-Hsiung Lee, National Chengchi University, Taiwan Chia-Wen Tsai, Ming Chuan University, Taiwan

The computer software education in vocational schools in Taiwan can hardly be deemed as effective. To increase students’ learning motivation and develop practical skills, innovative learning designs such as problem-based learning (PBL) and self-regulated learning (SRL) are on trial in this specific context. The authors conducted a series of quasi-experiments to examine effects of these designs mediated by a web-based learning environment. Two classes of 106 freshmen in a semester course at Institute of Tech- nology in Taiwan were chosen for this empirical study. Results reveal that effects of web-enabled PBL, web-enabled SRL, and their combinations, on students’ skills of application software have significant differences. The implications of this study are also discussed.

Chapter 14 Constructivist Learning Through Computer Gaming ...... 207 Morris S. Y. Jong, Centre for the Advancement of Information Technology in Education, The Chinese University of Hong Kong, Hong Kong Junjie Shang, Graduate School of Education, Peking University, Beijing, China Fong-lok Lee, Centre for the Advancement of Information Technology in Education, The Chinese University of Hong Kong, Hong Kong Jimmy H. M. Lee, Centre for the Advancement of Information Technology in Education, The Chinese University of Hong Kong, Hong Kong

This chapter is aimed at giving an introduction to computer game-based learning. Besides discussing computer games’ intrinsic educational traits favouring constructivist learning from different perspectives, the authors also review a number of instances of two recent foci in the game-based learning domain. The first one is education in games that involves the adoption of existing recreational games in the commercial market for educational use. The second is games in education that entails designing and developing educational games articulated with different constructivist learning paradigms or pedagogi- cal approaches. Chapter 15 Stimulating Learners Motivation in a Web-Based E-Learning System ...... 223 Keita Matsuo, Fukuoka Institute of Technology, Japan Leonard Barolli, Fukuoka Institute of Technology, Japan Fatos Xhafa, Polytechnic University of Catalonia, Spain Akio Koyama, , Japan Arjan Durresi, Indiana University Purdue University at Indianapolis, USA

The authors of this chapter designed and implemented new functions such as: a new ranking function, automatic interface change function, vibration function, room light control function and sound emis- sion function in order to improve the performance of their Web-based e-learning system. By using these new functions, the proposed e-learning system can increase learner’s efficiency by stimulating learner’s motivation. The experimental results showed that the implemented system has better performance than previous systems.

Chapter 16 Using a User-Interactive QA System for Personalized E-Learning ...... 239 Dawei Hu, University of Science and Technology of China, China Wei Chen, City University of Hong Kong, China Qingtian Zeng, Shandong University of Science and Technology, China Tianyong Hao, City University of Hong Kong, China Feng Min, City University of Hong Kong, China Liu Wenyin, City University of Hong Kong, China

A personalized e-learning framework based on a user-interactive question-answering (QA) system is proposed, in which a user-modeling approach is used to capture personal information of students and a personalized answer extraction algorithm is proposed for personalized automatic answering. In this approach, a topic ontology (or concept hierarchy) of course content defined by an instructor is used for the system to generate the corresponding structure of boards for holding relevant questions. Students can interactively post questions, and also browse, select, and answer others’ questions in their interested boards. A knowledge base is accumulated using historical question/answer (Q/A) pairs for knowledge reuse. The students’ log data are used to build an association space to compute the interest and authority of the students for each board and each topic. The personal information of students can help instructors design suitable teaching materials to enhance instruction efficiency, be used to implement the personal- ized automatic answering and distribute unsolved questions to relevant students to enhance the learning efficiency. The experiment results show the efficacy of this user-modeling approach.

Chapter 17 Distance-Learning for Advanced Military Education: Using Wargame Simulation Course as an Example ...... 258 Huan-Chao Keh, Tamkang University, Taiwan Kuei-Min Wang, , Taiwan Shu-Shen Wai, Tamkang University, Taiwan Jiung-yao Huang, National University, Taiwan Lin Hui, Tamkang University, Taiwan Ji-Jen Wu, Tamkang University, Taiwan Distance learning in advanced military education can assist officers around the world to become more skilled and qualified for future challenges. Through well-chosen technology, the efficiency of distance- learning can be improved significantly. This chapter presents the architecture of Advanced Military Education – Distance Learning (AME-DL) prototype for advanced military distance-learning, it com- bines advanced e-learning tool, simulation technology, and Web technology to provide a set of military learning and training subjects that can be accessed easily anywhere, anytime through a Web browser. The major goal of AME-DL is to provide a common standard framework for military training program, and the major contribution for such a prototype is to reduce training cost while providing high quality learning experience.

Chapter 18 Virtual On-Line Classroom for Mobile E-Learning over Next Generation Learning Environment .. 268 Tin-Yu Wu, Tamkang University, Taipei, Taiwan, ROC

This chapter develops an environment for mobile e-Learning with interactive courses, virtual online labs, interactive online test, lab-exercise training platform and the identification of learning information by next generation tag on the 4th generation mobile communication system. The term that the Next Generation Learning Environment (NeGL) promotes is “knowledge economy”. At present, inter-networking has become one of the most popular technologies in Mobile e-Learning for the Next Generation Networks (NGN) environment. This system uses various computer embedded devices to ubiquitously access mul- timedia information like smart phones and PDAs; and the most important feature is its greater available bandwidth. The future learning mode will include an immediate, virtual, interactive classroom with personal identification that enables learners to learn and interact. (Wu et al. 2008)

Chapter 19 A Methodology for Developing Learning Objects for Web Course Delivery ...... 280 Karen Stauffer, Athabasca University, Canada Fuhua Lin, Athabasca University, Canada Marguerite Koole, Athabasca University, Canada

This chapter presents a methodology for developing learning objects for web-based courses using the IMS Learning Design (IMS LD) specification. The authors first investigated the IMS LD specification, determining how to use it with online courses and the student delivery model, and then applied this to a Unit of Learning (UOL) for online computer science courses. The authors developed an editor and runtime environment to apply the IMS LD to a UOL. The authors then explored the prospect for advancement of the basic IMS LD UOL. Finally, the chapter discusses how to construct ontology-based software agents to use with the learning objects created with the IMS LD Units of Learning.

Chapter 20 A Chinese Interactive Feedback System for a Virtual Campus ...... 290 Jui-Fa Chen, Tamkang University, Taiwan Wei-Chuan Lin, Tak Ming College, Taiwan Chih-Yu Jian, Tamkang University, Taiwan Ching-Chung Hung, Tamkang University, Taiwan Considering the popularity of the Internet, an automatic interactive feedback system for Elearning websites is becoming increasingly desirable. However, computers still have problems understanding natural languages, especially the Chinese language, firstly because the Chinese language has no space to segment lexical entries (its segmentation method is more difficult than that of English) and secondly because of the lack of a complete grammar in the Chinese language, making parsing more difficult and complicated. Building an automated Chinese feedback system for special application domains could solve these problems. This chapter proposes an interactive feedback mechanism in a virtual campus that can parse, understand and respond to Chinese sentences. This mechanism utilizes a specific lexical database according to the particular application. In this way, a virtual campus website can implement a special application domain that chooses the proper response in a user friendly, accurate and timely manner.

Compilation of References ...... 317

About the Contributors ...... 340

Index ...... 346