809 resultados para E-Learning Systems


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Since the knowledge-based economy has become a fashion over the last few decades, the concept of the professional learning community (PLC) has started being accepted by educational institutions and governments as an effective framework to improve teachers’ collective work and collaboration. The purpose of this research was to compare and contrast the implementations of PLCs between Beijing schools and Ontario schools from principals’ personal narratives. In order to discover the lessons and widen the scope to understand the PLC, this research applied qualitative design to collect the data from two principal participants in each location by semistructured interviews. Four themes emerged: (a) structure and technology, (b) identity and climate, (c) task and support, and (d) change and challenge. This research found that the root of the characteristics of the PLCs in Beijing and Ontario was the different existing teaching and learning systems as well as the test systems. Teaching Research Groups (TRGs) is one of the systems that help Chinese to organize routine time and input resources to improve teachers’ professional development. However, Canadian schools lack a similar system that guarantees the time and resources. Moreover, standardized test plays different roles in China and Canada. In China, standardized tests, such as the college entrance examination, are regarded as the important purpose of education, whereas Ontario principals saw the Education Quality and Accountability Office (EQAO) as a tool rather than a primary purpose. These two main differences influenced principals’ beliefs, attitudes, strategies, and practices. The implications based on this discovery provide new perspectives for principals, teachers, policy makers, and scholars to widen and deepen the research and practice of the PLC.

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Quand le E-learning a émergé il ya 20 ans, cela consistait simplement en un texte affiché sur un écran d'ordinateur, comme un livre. Avec les changements et les progrès dans la technologie, le E-learning a parcouru un long chemin, maintenant offrant un matériel éducatif personnalisé, interactif et riche en contenu. Aujourd'hui, le E-learning se transforme de nouveau. En effet, avec la prolifération des systèmes d'apprentissage électronique et des outils d'édition de contenu éducatif, ainsi que les normes établies, c’est devenu plus facile de partager et de réutiliser le contenu d'apprentissage. En outre, avec le passage à des méthodes d'enseignement centrées sur l'apprenant, en plus de l'effet des techniques et technologies Web2.0, les apprenants ne sont plus seulement les récipiendaires du contenu d'apprentissage, mais peuvent jouer un rôle plus actif dans l'enrichissement de ce contenu. Par ailleurs, avec la quantité d'informations que les systèmes E-learning peuvent accumuler sur les apprenants, et l'impact que cela peut avoir sur leur vie privée, des préoccupations sont soulevées afin de protéger la vie privée des apprenants. Au meilleur de nos connaissances, il n'existe pas de solutions existantes qui prennent en charge les différents problèmes soulevés par ces changements. Dans ce travail, nous abordons ces questions en présentant Cadmus, SHAREK, et le E-learning préservant la vie privée. Plus précisément, Cadmus est une plateforme web, conforme au standard IMS QTI, offrant un cadre et des outils adéquats pour permettre à des tuteurs de créer et partager des questions de tests et des examens. Plus précisément, Cadmus fournit des modules telles que EQRS (Exam Question Recommender System) pour aider les tuteurs à localiser des questions appropriées pour leur examens, ICE (Identification of Conflits in Exams) pour aider à résoudre les conflits entre les questions contenu dans un même examen, et le Topic Tree, conçu pour aider les tuteurs à mieux organiser leurs questions d'examen et à assurer facilement la couverture des différent sujets contenus dans les examens. D'autre part, SHAREK (Sharing REsources and Knowledge) fournit un cadre pour pouvoir profiter du meilleur des deux mondes : la solidité des systèmes E-learning et la flexibilité de PLE (Personal Learning Environment) tout en permettant aux apprenants d'enrichir le contenu d'apprentissage, et les aider à localiser nouvelles ressources d'apprentissage. Plus précisément, SHAREK combine un système recommandation multicritères, ainsi que des techniques et des technologies Web2.0, tels que le RSS et le web social, pour promouvoir de nouvelles ressources d'apprentissage et aider les apprenants à localiser du contenu adapté. Finalement, afin de répondre aux divers besoins de la vie privée dans le E-learning, nous proposons un cadre avec quatre niveaux de vie privée, ainsi que quatre niveaux de traçabilité. De plus, nous présentons ACES (Anonymous Credentials for E-learning Systems), un ensemble de protocoles, basés sur des techniques cryptographiques bien établies, afin d'aider les apprenants à atteindre leur niveau de vie privée désiré.

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Reinforcement Learning (RL) refers to a class of learning algorithms in which learning system learns which action to take in different situations by using a scalar evaluation received from the environment on performing an action. RL has been successfully applied to many multi stage decision making problem (MDP) where in each stage the learning systems decides which action has to be taken. Economic Dispatch (ED) problem is an important scheduling problem in power systems, which decides the amount of generation to be allocated to each generating unit so that the total cost of generation is minimized without violating system constraints. In this paper we formulate economic dispatch problem as a multi stage decision making problem. In this paper, we also develop RL based algorithm to solve the ED problem. The performance of our algorithm is compared with other recent methods. The main advantage of our method is it can learn the schedule for all possible demands simultaneously.

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Babies are born with simple manipulation capabilities such as reflexes to perceived stimuli. Initial discoveries by babies are accidental until they become coordinated and curious enough to actively investigate their surroundings. This thesis explores the development of such primitive learning systems using an embodied light-weight hand with three fingers and a thumb. It is self-contained having four motors and 36 exteroceptor and proprioceptor sensors controlled by an on-palm microcontroller. Primitive manipulation is learned from sensory inputs using competitive learning, back-propagation algorithm and reinforcement learning strategies. This hand will be used for a humanoid being developed at the MIT Artificial Intelligence Laboratory.

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If we are to understand how we can build machines capable of broad purpose learning and reasoning, we must first aim to build systems that can represent, acquire, and reason about the kinds of commonsense knowledge that we humans have about the world. This endeavor suggests steps such as identifying the kinds of knowledge people commonly have about the world, constructing suitable knowledge representations, and exploring the mechanisms that people use to make judgments about the everyday world. In this work, I contribute to these goals by proposing an architecture for a system that can learn commonsense knowledge about the properties and behavior of objects in the world. The architecture described here augments previous machine learning systems in four ways: (1) it relies on a seven dimensional notion of context, built from information recently given to the system, to learn and reason about objects' properties; (2) it has multiple methods that it can use to reason about objects, so that when one method fails, it can fall back on others; (3) it illustrates the usefulness of reasoning about objects by thinking about their similarity to other, better known objects, and by inferring properties of objects from the categories that they belong to; and (4) it represents an attempt to build an autonomous learner and reasoner, that sets its own goals for learning about the world and deduces new facts by reflecting on its acquired knowledge. This thesis describes this architecture, as well as a first implementation, that can learn from sentences such as ``A blue bird flew to the tree'' and ``The small bird flew to the cage'' that birds can fly. One of the main contributions of this work lies in suggesting a further set of salient ideas about how we can build broader purpose commonsense artificial learners and reasoners.

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Current e-learning systems are increasing their importance in higher education. However, the state of the art of e-learning applications, besides the state of the practice, does not achieve the level of interactivity that current learning theories advocate. In this paper, the possibility of enhancing e-learning systems to achieve deep learning has been studied by replicating an experiment in which students had to learn basic software engineering principles. One group learned these principles using a static approach, while the other group learned the same principles using a system-dynamics-based approach, which provided interactivity and feedback. The results show that, quantitatively, the latter group achieved a better understanding of the principles; furthermore, qualitatively, they enjoyed the learning experience

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Many communication signal processing applications involve modelling and inverting complex-valued (CV) Hammerstein systems. We develops a new CV B-spline neural network approach for efficient identification of the CV Hammerstein system and effective inversion of the estimated CV Hammerstein model. Specifically, the CV nonlinear static function in the Hammerstein system is represented using the tensor product from two univariate B-spline neural networks. An efficient alternating least squares estimation method is adopted for identifying the CV linear dynamic model’s coefficients and the CV B-spline neural network’s weights, which yields the closed-form solutions for both the linear dynamic model’s coefficients and the B-spline neural network’s weights, and this estimation process is guaranteed to converge very fast to a unique minimum solution. Furthermore, an accurate inversion of the CV Hammerstein system can readily be obtained using the estimated model. In particular, the inversion of the CV nonlinear static function in the Hammerstein system can be calculated effectively using a Gaussian-Newton algorithm, which naturally incorporates the efficient De Boor algorithm with both the B-spline curve and first order derivative recursions. The effectiveness of our approach is demonstrated using the application to equalisation of Hammerstein channels.

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Promoting the inclusion of students with disabilities in e-learning systems has brought many challenges for researchers and educators. The use of synchronous communication tools such as interactive whiteboards has been regarded as an obstacle for inclusive education. In this paper, we present the proposal of an inclusive approach to provide blind students with the possibility to participate in live learning sessions with whiteboard software. The approach is based on the provision of accessible textual descriptions by a live mediator. With the accessible descriptions, students are able to navigate through the elements and explore the content of the class using screen readers. The method used for this study consisted of the implementation of a software prototype within a virtual learning environment and a case study with the participation of a blind student in a live distance class. The results from the case study have shown that this approach can be very effective, and may be a starting point to provide blind students with resources they had previously been deprived from. The proof of concept implemented has shown that many further possibilities may be explored to enhance the interaction of blind users with educational content in whiteboards, and further pedagogical approaches can be investigated from this proposal. (C) 2009 Elsevier Ltd. All rights reserved.

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Developing successful navigation and mapping strategies is an essential part of autonomous robot research. However, hardware limitations often make for inaccurate systems. This project serves to investigate efficient alternatives to mapping an environment, by first creating a mobile robot, and then applying machine learning to the robot and controlling systems to increase the robustness of the robot system. My mapping system consists of a semi-autonomous robot drone in communication with a stationary Linux computer system. There are learning systems running on both the robot and the more powerful Linux system. The first stage of this project was devoted to designing and building an inexpensive robot. Utilizing my prior experience from independent studies in robotics, I designed a small mobile robot that was well suited for simple navigation and mapping research. When the major components of the robot base were designed, I began to implement my design. This involved physically constructing the base of the robot, as well as researching and acquiring components such as sensors. Implementing the more complex sensors became a time-consuming task, involving much research and assistance from a variety of sources. A concurrent stage of the project involved researching and experimenting with different types of machine learning systems. I finally settled on using neural networks as the machine learning system to incorporate into my project. Neural nets can be thought of as a structure of interconnected nodes, through which information filters. The type of neural net that I chose to use is a type that requires a known set of data that serves to train the net to produce the desired output. Neural nets are particularly well suited for use with robotic systems as they can handle cases that lie at the extreme edges of the training set, such as may be produced by "noisy" sensor data. Through experimenting with available neural net code, I became familiar with the code and its function, and modified it to be more generic and reusable for multiple applications of neural nets.

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E-learning, which refers to the use of Internet-related technologies to improve knowledge and learning, has emerged as a complementary form of education, bringing advantages such as increased accessibility to information, personalized learning, democratization of education and ease of update, distribution and standardization of the content. In this sense, this paper aims to develop a tool, named ISE-SPL, whose purpose is the automatic generation of E-learning systems for medical education, making use of concepts of Software Product Lines. It consists of an innovative methodology for medical education that aims to assist professors of healthcare in their teaching through the use of educational technologies, all based on computing applied to healthcare (Informatics in Health). The tests performed to validate the ISE-SPL were divided into two stages: the first was made by using a software analysis tool similar to ISE-SPL, called SPLOT and the second was performed through usability questionnaires to healthcare professors who used ISESPL. Both tests showed positive results, proving it to be an efficient tool for generation of E-learning software and useful for professors in healthcare

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This paper describes the development of a multimedia educational system to teach and learn robotic systems. Multimedia resources have been used to build a virtual laboratory where users are able to utilize functions of a robotic arm, by moving and clicking the mouse without worrying about the detailed robot internal operation. The multimedia system is integrated with a real robotic arm, which was also developed at the university. Through robotic topic presentations and interactive capabilities provided by this system and its tools, students can devote themselves on the learning process just as they do in the traditional face-to-face classes. and the target public of this system are the engineering students themselves.

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To enhance the global search ability of Population Based Incremental Learning (PBIL) methods, It Is proposed that multiple probability vectors are to be Included on available PBIL algorithms. As a result, the strategy for updating those probability vectors and the negative learning and mutation operators are redefined as reported. Numerical examples are reported to demonstrate the pros and cons of the newly Implemented algorithm. ©2006 IEEE.

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One of the most important characteristics of intelligent activity is the ability to change behaviour according to many forms of feedback. Through learning an agent can interact with its environment to improve its performance over time. However, most of the techniques known that involves learning are time expensive, i.e., once the agent is supposed to learn over time by experimentation, the task has to be executed many times. Hence, high fidelity simulators can save a lot of time. In this context, this paper describes the framework designed to allow a team of real RoboNova-I humanoids robots to be simulated under USARSim environment. Details about the complete process of modeling and programming the robot are given, as well as the learning methodology proposed to improve robot's performance. Due to the use of a high fidelity model, the learning algorithms can be widely explored in simulation before adapted to real robots. © 2008 Springer-Verlag Berlin Heidelberg.

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Plant phenology has gained importance in the context of global change research, stimulating the development of new technologies for phenological observation. Digital cameras have been successfully used as multi-channel imaging sensors, providing measures of leaf color change information (RGB channels), or leafing phenological changes in plants. We monitored leaf-changing patterns of a cerrado-savanna vegetation by taken daily digital images. We extract RGB channels from digital images and correlated with phenological changes. Our first goals were: (1) to test if the color change information is able to characterize the phenological pattern of a group of species; and (2) to test if individuals from the same functional group may be automatically identified using digital images. In this paper, we present a machine learning approach to detect phenological patterns in the digital images. Our preliminary results indicate that: (1) extreme hours (morning and afternoon) are the best for identifying plant species; and (2) different plant species present a different behavior with respect to the color change information. Based on those results, we suggest that individuals from the same functional group might be identified using digital images, and introduce a new tool to help phenology experts in the species identification and location on-the-ground. ©2012 IEEE.

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The correct classification of sugar according to its physico-chemical characteristics directly influences the value of the product and its acceptance by the market. This study shows that using an electronic tongue system along with established techniques of supervised learning leads to the correct classification of sugar samples according to their qualities. In this paper, we offer two new real, public and non-encoded sugar datasets whose attributes were automatically collected using an electronic tongue, with and without pH controlling. Moreover, we compare the performance achieved by several established machine learning methods. Our experiments were diligently designed to ensure statistically sound results and they indicate that k-nearest neighbors method outperforms other evaluated classifiers and, hence, it can be used as a good baseline for further comparison. © 2012 IEEE.