957 resultados para XML HTML CSS JavaScript jQuery Cordova Android eLearning mLearning IncidentalLearning eLocal Gamification Geolocalizzazione


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In the current era of eLearning with everything, distance education students have to not only master the intricacies of their discipline but also master sufficient information technology skills to access and use the eLearning environment. This article outlines some technology-relatedproblems that such students have to overcome in order to meet the online requirements of their studies

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Obtaining high quality content in an e-learning portal is critical to maximise the learning experience. For e-learning portals the content specialists are the publishers. Typically, publishers are nominated by portal administrators to make their content available to instructors. Instructors subsequently customise the portal by selecting content according to their requirements. The choice of content is limited to that provided by the publishers. This is a rigid system owing to the fact that instructors do not have access to an exhaustive range of content. We propose a system based on XML Web services which can be adopted by publishers in adherence with a number of emerging Web standards including SOAP and UDDI to disseminate their content. This system can be leveraged by portals to preview and subsequently acquire content which best suits the requirements as determined by instructors.

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Increasingly on the agendas of governments and educational leaders is an impetus to increase the number of computing devices in schools across Australia. There is much expected, promised and hoped for in developing 1:1 eLearning pedagogies, or ubiquitous approaches in ICTs. In 2008, the Intel Classmate PC 1:1 eLearning Project investigated the effects on classroom practices which arose from the provision of low-cost mobile learning devices for each student to use in a collaborative learning environment. The overall goal of the research was to provide evidence and understanding about the impact of 1:1 eLearning on student/teacher and student/student interactions, pedagogical and curriculum practices and student learning. This presentation draws from six primary school case studies, across three States of Australia. Significant successes and challenges were experienced across the diverse sites of these studies. Through these schools’ participation in this pilot study, five key factors have been identified as contributing to, or hindering the adoption and implementation of the devices. These included: ICT infrastructure, connectivity and hardware; Teacher attributes; Pedagogical and curriculum approaches; Teacher professional knowledge, and; School leadership.

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This position paper reflects rapid advances in immersive 2D and 3D eLearning technologies and the expanding pool of ideas and applications in higher education across two professions. Inspiration has been drawn from examples in design learning, and various multidisciplinary collaborative projects through developmental research in Multi-User Virtual Environments (MUVEs). Linden Lab's Second Life (SL) is the most mature and popular of the ‘persistent’ virtual worlds. The study described in this paper aims to increase the authenticity of student learning through a range of SL simulated ‘life experiences’ relating to accessibility and mobility in the built environment. Significantly, the successes of such initiatives lie in several elements: teaching champions with vision and courage; detailed scripting of precise role-play encounters for first-time users to provide supportive ‘blended learning’ contexts; careful and vigilant strategic management of facilities and resources, and a robust design program. This paper focuses on the crucial alignment of these elements to the specific challenges of designing and navigating conception and development processes, to enable the execution and delivery of a tightly defined script for meaningful and memorable learning outcomes. This innovative pedagogical approach lacks time-tested outcomes, but is recognised equally as opportunity and challenge; risk and reward.

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This paper provides a proposal for personal e-learning system (PELS) architecture in the context of social network environment. The main objective of PELS is to develop individual skills on a specific subject and share resources with peers. Our system architecture defines organization and management of personal learning environment that aids in creating, verifying and sharing learning artifacts and making money at the same time. We also focus on in our research one of the most interesting arenas in digital content or document management called Digital Right Management (DRAM) and its application to eLearning.

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This paper provides a proposal for personal e-learning system (vPELS) architecture in the context of social network environment for VLSI Design. The main objective of vPELS is to develop individual skills on a specific subject, say, VLSI and share resources with peers. Our system architecture defines organization and management of personal learning environment that aids in creating, verifying and sharing learning artifacts and making money at the same time. We also focus on in our research one of the most interesting arenas in digital content or document management called Digital Right Management (DRAM) and its application to eLearning.

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Since its establishment, the Android applications market has been infected by a proliferation of malicious applications. Recent studies show that rogue developers are injecting malware into legitimate market applications which are then installed on open source sites for consumer uptake. Often, applications are infected several times. In this paper, we investigate the behavior of malicious Android applications, we present a simple and effective way to safely execute and analyze them. As part of this analysis, we use the Android application sandbox Droidbox to generate behavioral graphs for each sample and these provide the basis of the development of patterns to aid in identifying it. As a result, we are able to determine if family names have been correctly assigned by current anti-virus vendors. Our results indicate that the traditional anti-virus mechanisms are not able to correctly identify malicious Android applications.

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Can E-learning 2.0 provide a platform for improving performance in nonprofit organizations? It is argued that Web 2.0 technologies provide the tools that today’s students rely on in the learning environment. As such they may be the means to attract and retain learners in training and education programs designed to improve performance. E-learning delivered through a blended learning model has proven to be effective in corporate training and higher education. Can the interactive, collaborative model offered in E-learning 2 prove to be as effective? This paper reviews the literature on blended learning and capacity-building as background for a discussion of the potential that e-learning models enhanced by web 2.0 technologies have for expanding access to education and training and facilitating implementation of skills and knowledge gained in the workplace. We suggest that increasing training opportunities for staff and making nonprofit management education more accessible through online programs is not enough to meet the challenge. What is needed at this point is practicable education and training delivered in today’s user’s environment, that is online and “on the go.”

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Google advertises the Android permission framework as one of the core security features present on its innovative and flexible mobile platform. The permissions are a means to control access to restricted AP/s and system resources. However, there are Android applications which do not request permissions at all.In this paper, we analyze the repercussions of installing an Android application that does not include any permission and the types of sensitive information that can be accessed by such an application. We found that even app/icaaons with no permissions are able to access sensitive information (such the device ID) and transmit it to third-parties.

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An increasing number of Android devices are being infected and at risk of becoming part of a botnet. Among all types of botnets, control and cornmand based botnets are very popular. In this paper we introduce an effective and efficient method to ddect SMS-based control commands ftvm infected Android devices. Specifically, we rely on the important radio activities recorded in Android log files. These radio activities are currently overlooked by researchers. We show the effectiveness of our rnethod by using the examples frorn published literature. Our method requires much less user knowledge but is more generic than traditional approaches.