www.icvl.eu/2009 www.cniv.ro/2009
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, Research and
Innovation, National Authority for Scientific Research, ROMANIA
Proceedings of the 4th
International Conference
On Virtual Learning
, 2009
ICVL and CNIV Partners:
Grigore Albeanu, Mircea Popovici, Radu Jugureanu, Olimpius Istrate
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
GENERAL CONTENTS
Section M&M
MODELS & METHODOLOGIES .................................................... 23
Sections TECH
TECHNOLOGIES ........................................................................ 179
Sections SOFT
SOFTWARE SOLUTIONS ............................................................. 255
Paper Page
PAPER TITLE AND AUTHOR(S)
No. No.
Section Technologies
Java in Scientific Computation
20 An educational approach 181
Ernest Scheiber
New ways of transforming Drupal from CMS to LCMS
21 189
Liviu Beldiman, Dorin Canepa
Management of Knowledge –Base Systems in
Desktop and Mobile Learning Environments
22 195
Veronica Ştefan, Ion Roceanu, Cătălin Radu,
Ioana Stănescu, Antoniu Ştefan
e-Tutor - An Approach for Integrated e-Learning Solution
23 203
Pradipta Biswas and S. K. Ghosh
10 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
E-literature in E-learning
47 393
Zlatko Nedelko, Carmen Elena Cirnu
Discovering green energy @ portal.moisil.ro
48 401
Mihaela Garabet, Ion Neacşu
Toward A Comprehensive E-Learning Style (CELS)
49 408
Ahmad A. Kardan, Seyedeh Fatemeh Noorani
Social Network Analysis for e-assessment: reliability of formal and
50 informal social reticles 416
Nicolò Antonio Piave
Using of Suitable Software for Students Education in Clothing
51 Technology 424
Magdalena Pavlova
An Approach to the Study of Science for Young Learners
52 430
Daniela Popescu, Flavius Popescu
About ICVL 2009
Conference Organisation
Participate
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.
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
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.
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 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
The development of Research, projects, and software for E-Learning, Software and
Educational Management fields
Thematic Areas/Sections
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
The responsibility for education is nowadays shared: collaborative demarches and
adequate commitment from all stakeholders is very much increasing the effects of
education as a whole, oriented towards preparing competitive human resources
equipped with competences for the 21st Century: cooperation, communication,
critical thinking, creativity, innovation. In Romania, the emergence of a knowledge-
based economy and the need to assure conditions of social inclusion to all for the
21st Century have brought into light the necessity to enhance the continuous
development of the human capital according to a lifelong learning perspective. In
these regards, innovative education strategies aiming to integrate ICT are effective
and viable when supported by several stakeholders: companies, European
institutions, NGOs, schools, teachers, education managers, parents and students
themselves. The present paper focuses on the use of ICT in Romanian education
system, using research data from several reports released in the last year.
Throughout the article, we will be paying consideration to two assumptions: firstly,
introduction of ICT helps students to have access to knowledge and to develop
competencies for the XXI Century: critical thinking, problem solving, creativity, use
of ICT; secondly, the introduction of ICT helps teachers improve the way they
educate, by employing various updated resources, by improving their methods, by
exchanging resources and ideas within larger online communities of professionals.
– How Pupils See the Future of Education [6]. In the United States and also in UNESCO
strategies these are referred to as the 21st Century Skills. The European Union in the
Lisbon framework outlines eight domains of Key Competences for Lifelong Learning.
These 21st Century Skills are critically important to support the challenges of the modern
work-place and the dynamic and rapidly changing knowledge society. Highly structured
and disciplined schooling systems do not necessarily prepare students well for the
dynamics and challenges of the 21st century workplace and society. More self-motivated,
individualized, group and collaborative learning processes, supported by ICT will
contribute significantly to the preparation of a more agile modern workforce.
– 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.
70%
60%
50%
40%
30%
20%
10%
0%
In a regular class,
In the SEI lab, using In a computer lab,
with computer and Other situation
AeL without AeL
videoprojector
Series2 58,70% 4,00% 12,30% 3,70%
Total R U
Sequences when teaching and learning involve the use of
1.036 1.000 1.092
electronic lessons (for my subject)
Tasks when the students work individually using ICT 0.965 0.912 1.051
Tasks when the students work in groups using ICT 0.958 0.929 1.003
Sequences when the students learn to use computer
0.851 0.875 0.836
programmes (editing, computing, Internet browsing)
Sequences when the students use the Internet look for
0.848 0.559 1.026
information
Activities when the students are required to be creative, to
explore and to innovate, using especially ICT resources 0.816 0.682 1.028
and/or the Internet
Activities having as a result a multimedia product (a film, a
0.655 0.539 0.833
web page, a presentation)
On average, a little past half (53.1%) of the students who participate in lessons taking
place in the computer laboratory have access to an individual computer, 34.9% share a
computer with a classmate at the same time, 7.1% share a computer with other two
classmates and 1.3% work together with other three colleagues on the same computer,
and 1.7% of the students work in groups even larger on the same computer.
The 4th International Conference on Virtual Learning ICVL 2009 29
Extending the range of possibilities for using the computers available in the school to
a series of current activities carried out by teachers (Table 3), we find out that the
equipment and the Internet connection are mainly used by teachers for:
– consulting the school legislation or the news on the Internet: 54.4%
– creating worksheets for students, informative materials, sketches, assessments:
50.1%
– searching information to help them prepare the lessons – 46.4%.
At the opposite end, teachers use the new technologies least for creating educational
soft (56.9% saying they don’t use at all a computer for this activity), for communicating
with students after school hours (49.2%) or with their parents (64.7%).
Regarding the continuous professional development, teachers begin to see the value of
the Internet and computers for information and documentation activities, for distance
courses, for exchanges of experience, for learning computer programmes, for publication
of articles etc. The use of the new technologies for professional development looks pretty
much the same in rural and urban areas, teachers being equally aware of the opportunities
of the computerisation process.
However, we can see that the use of ICT is still at the beginning and still far away
from the quality and competitiveness promoted by the Ministry of Education and the
strategy documents and recommendations of the European Commission: in early 2008,
one in five Romanian teachers had never used the new technologies for information and
documentation purposes, and one in four teachers said they had used only once in a
semester a computer or the Internet for such activities.
surprisingly ranked last, although the majority of educational applications are more
suitable for individual learning.
Average
Segment Poz Estimated effects
place
Teacher 1 facilitates the learning objectives 1.856
2 facilitates teacher’s activity (design-teaching-assessment) 1.717
3 encourages innovation/ modernisation of the teaching
process 1.585
Student 1 facilitates understanding of different phenomena 1.973
2 develops computer use skills 1.593
3 improves the learning outcomes/ attracts students, develops 1.534
interest in studying
Didactic 1 favours active, interactive, participative learning 1.787
activity 2 allows cooperative learning, develops team work abilities 1.785
3 allows individualised/ personalised learning 1.501
To what extent do you think that the initial and/or in-service training
programmes in which you participated are appropriate when considering the
practical use of computers for classroom activities?
They are appropriate in a first stage, but I still need more practice 58.3%
They are appropriate and meet the requirements of real use; I don’t need more
other courses so as I can carry out efficient learning activities with the help of 17.2%
ICT
They are inappropriate; the courses I attended are not enough for me to design
7.4%
and carry out learning activities with the help of ICT
I don’t know/ I have no opinion. 11.4%
No answer 5.7%
Total 100.0%
Table 5. Opinions on the usefulness of training programmes for the use of computers in
the classroom
32 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
The introduction of more simulations and practical exercises is one way in which the
teacher training programmes (Table 6) for the use of ICT could be improved (indicated
by 10.8% of them). In addition, the organization of cyclic training activities, in phases
from simple to complex (16.4%), differentiated based on subjects or level of difficulty
(6.5%), supported by adequate teaching materials (7.7%) is considered by teachers an
initiative which would support more efficient training, with real benefits for the
improvement of pedagogical practices in the use of ICT.
Continuing to analyse the usefulness of training courses, one significant difference can
be seen between teachers who attended a specialised training programme and teachers
who didn’t attend such a programme, more teachers from the first category saying that
their use of new technologies in the classroom had a positive impact on their students –
both on highly-achieving students (83.3% compared to 64.5%) and on low achievers
(65.3% compared to 48.2%).
Table 6. Teachers’ opinions on the impact ICT has on school achievement, differentiated
across student categories
participated in the Intel Teach training, 82% of the teachers said that they did innovate
their didactic activities.
Furthermore, participant teachers (Fig. 4) used the ICT firstly with the goal to allow
students create multimedia products (22%), then to encourage cooperative skills and
attitudes (13.7%) and to improve students’ computer skills (12.2%).
4,5% 4,5% Students learn curriculum content
Students work on basic skills (such as math and reading)
3,4%
Students express their ideas/opinions by creating multimedia products
23,3%
22,2% Students conduct research
Students gain preparation to succeed in the workforce
Students present information to an audience
5,1% Students improve their computer skills
7,1%
Students learn to work in groups
13,7% 4,7% Students learn to work independently
12,2% None of the above
3,8%
NA
Figure 4. Goal of the computer-assisted lessons held after undertaking ICT course
The roles of the teacher are extending and continuously re-defined, ICT being one of
the influencing factors (Fig. 5):
– ICT contributes to teachers’ professional development through the addition of
new competencies, useful for the activity with students.
– ICT stimulates the communication and collaborative activities within the
teachers’ community.
– ICT helps teachers in accomplishing administrative tasks they have at school.
Strongly Agree Agree No Opinion Disagree Strongly Disagree NA
100%
80%
60%
40%
20%
0%
ICT contibutes to my professional ICT stimulates the communication ICT helps me in accomplishing It would have been useful to have
development through the adition of and collaborative activities within administrative tasks I have at school. such courses within pre-service
new competencies, useful for the the teachers’ community. teacher training programme.
activity with my classes.
young generations, and it is a gain that most of the teachers are becoming aware of this
fact.
Figure 6. The Virtual Lab for science experiments – BETT 2009, London – Olympia Hall
3 Experiences of Universities
Regarding the higher education system, the level of implementation of the new learning
technologies as well as of up-to-date ICT infrastructure is quite high, mainly due to the
involvement of Romanian higher education institutions within European and international
projects in the field of technology enhanced learning, institutional development and other
related fields. Beside the know-how transfer, the higher education institutions benefit of
The 4th International Conference on Virtual Learning ICVL 2009 35
higher funding resources through these programmes that increased substantially the funds
received from the Romanian Government through different national programmes.
Consequently, most of the higher education institutions have set-up a Distance Education
department and some of them Technology Enhanced Education units that deal with the
implementation of the new teaching methodologies within the traditional education
activities.
CREDIS (Centre for Resources, Documentation, Information and Services for Open
Distance Learning)
The Open Distance Learning Department of the University of Bucharest was
established in 1994. It offers various distance courses, either initial, continuous or post
higher education. By the Governmental Decision 944 /29 Aug. 2002 the University of
Bucharest has 15 authorized specializations to function by distance education. The
distance education programs have comparing to the regular study program the same
curriculum, the same specialization, equivalent diplomas, all the rights of the graduates
assured by law. The distance study program offered by CREDIS provides specific
resources, individual learning tutoring, bi-directional communication and self-assessment
facilities. The new ICT used are: CD-ROM, e-books, audio-video tapes, websites, and
virtual laboratory. There is used ongoing evaluation as well as an final examination. The
elearning platform used can be found at http://portal.credis.ro
Romanian-European eUniversity
Politechnica University of Bucharest has different projects in the field of elearning. One
of the biggest impacts is the Socrates /Minerva project “Romanian-European eUniversity”
accessible at the www.reu.pub.ro/re2u. Its aim is to become a major provider of services
to universities as well as to lifelong learning communities based on the development of
state-of-the-art innovative teaching and learning methodologies and emerging ICTs.
The main challenges for the Romanian-European eUniversity in becoming alive are:
– to promote a critical and responsible use of ICT aimed at supporting the
innovation processes within the higher education system;
– to help the Romanian Higher education system to integrate itself in the European
Higher Education Area;
36 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
– opens the universities towards the outside world by promoting the collaboration
between the university and other actors in the economy and society;
– addresses the issues of access to higher education and lifelong learning by
disadvantaged target groups.
– improved quality;
– addresses the issues of organizational and economic sustainability.
Academia Online
Academia Online is a private initiative in the continuous education area, providing online
courses either for free or chargeable. Since 2003, Academia Online stands for the
Romanian model of quality elearning services, being the winner of Education Projects
section of 2004 IT&C Awards of the Government of Romania. The award, along with the
35.000 students enrolled in online continuous courses, were for several years the
Romanian barometer of interest in elearning, in the area of continuous/ adult learning.
The success of Academia Online project is considered to be the result of the close co-
operation between programmers, designers and researchers in pedagogy, as the public-
private partnership (a private company and the Institute for Education Sciences) was
exercised since the design stage.
based learning method, and the other setting-up the theoretical frame and the pedagogical
tools needed by teachers to educate in the 21st Century. The first one is a community of
schools and teachers, the second one prepare teachers to use new ICT tools to co-operate
and to develop collaborative projects with their students. Furthermore, both initiatives are
putting stress on the learner-centred approach and on the transversal competences as a
result of learning: communication and social skills, using new technologies, critical
thinking, collaboration, creativity.
eTwinning
eTwinning has an innovation and creativity dimension, addressing an area of the formal
and non-formal education at the very heart of the on-going reform, allowing
experimentation of new ways of teaching and new ways of performing traditional tasks.
Being part of Life-long Learning Programme, accompanying Comenius action, the main
aim of the eTwinning program is to facilitate communication and cooperation between
schools in EU countries, involving students in new learning activities: creation of various
colaborative educational projects with the use of ICT. So far, around 4000 Romanian
teachers, from both urban and rual areas, initiated and participated in eTwinning projects
together with colleagues from around Europe [1].
The eTwinning projects promote the use of ICT for development, allowing schools to
incorporate innovative practices with impact at students and teachers levels, but also at
institutional level. Participation to eTwinning allows pupils to learn using the new
technologies, to communicate with their peers from other countries, to aknowledge other
cultures’ elements, and to improve their competences of communication in foreign
languages. As indicated by their teachers, the students’ enjoyment and motivation to
accomplish learning tasks is significantly improving when they are involved in such
collaborative projects. The teaching methods are also diversifying, becoming more
efficient and motivating for learners, as a result of experience exchanges between
teachers within eTwinning partnerships and professional development activities. Not
least, the online twinning of schools allows the transfer of information and good practices
at institutional level, having also, in some cases, an impact at community level. As
stressed by the Romanian Minister of Education (March 2008), eTwinning initiative is a
way to capitalise upon the investment in ICT equipments for schools – the Romanian IT-
based Education System program – providing teachers proper pedagogical instruments to
develop significant learning situations for their students.
Intel Teach
The support offered by Intel programs in Romania complements the demarches of
implementing ICT in education, creating the premises for adequate education reform. The
areas of support shows the concern and the added value provided by Intel to Romanian
education system in the last years: development of education policies towards
implementing education solutions for XXI century, teacher training programmes, access
of teachers and students to reliable IT equipments, access to Internet and knowledge,
support for education process through offering pedagogical materials for teachers,
supporting Science education through participation to the International Science and
Engineering Fair (the world's largest pre-college science competition, with more than 4
38 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
5 Conclusion
In Romania, the emergence of a knowledge-based economy and the need to assure
conditions of social inclusion to all for the 21st Century have brought into light the
necessity to enhance the continuous development of the human capital according to a
lifelong learning perspective. In these regards, innovative education strategies aiming to
integrate ICT are effective and viable when supported by several stakeholders:
companies, European institutions, NGOs, schools, teachers, education managers, parents
and students themselves.
REFERENCES
*** (2007) Reflections on eTwinning: Cultural Understanding and Integration. Brussels: European
Schoolnet - eTwinning CSS.
*** Intel Education Knowledge Base – Available Online: www.intel.com/education
*** UE European Commission (2004) Implementation of “Education and Training 2010” work programme,
Key Competences for LifelongLearning, European Commission, Available Online:
http://ec.europa.eu/education/policies/2010/doc/basicframe.pdf.
*** CNIV and ICVL Projects, www.cniv.ro (romanian project), www.icvl.eu (international project)
Făt, Silvia & Adrian Labar (2009) Eficienta utilizarii noilor tehnologii in educatie. EduTIC 2009 (Efficiency
of ICT Use in Education. EduTIC 2009). Bucharest: Centre for Innovation in Education.
Hamilton, Peter & Eileen O’Duffy (2009) Digital education usage models for the classroom of the future. In:
Proceedings of the 4th International Conference on Virtual Learning. Iassy, Romania: Bucharest,
University of Bucharest Publishing House, Available Online: www.icvl.eu/2009/ .
Jugureanu, Radu (2005) Proiectare pedagogica a soft-ului educational. Taxonomia lui Bloom si Bloom-
Anderson (Pedagogical Design of Educational Software. Bloom Taxonomy and Bloom-Anderson). In: e-
Learning Technologies and Virtual Reality. Buc.: Bucharest, University of Bucharest Publishing House.
Jugureanu, Radu et alii (2006) Componente didactice (Didactic Components). In: Virtual learning. Virtual
Reality, Software & Management educaŃional. Bucharest, University of Bucharest Publishing House,
Available Online: www.cniv.ro/2006 .
Jugureanu, Radu (2008) Vision 2020 – How Pupils See the Future of Education. The 6th edition of the
National Competition for Educational Software Cupa SIVECO 2008-Vision 2020, Available Online:
http://portal.edu.ro
The 4th International Conference on Virtual Learning ICVL 2009 39
Noveanu, E. & Potolea, D. (coord.) (2008) IT-Based Education System. SEI Programme in Romania.
Bucharest: University of Bucharest.
Noveanu, E. & Potolea, D. (coord.) An evaluation research on the achievements of the Romanian SEI
Programme was conducted by Dr. Eugen Noveanu and Dr. Dan Potolea, from the University of
Bucharest, Faculty of Psychology and Education Sciences. The report is available online:
www.elearning.ro
Osburg, Thomas and Olimpius Istrate (2008) Intel Education initiative. Focus: Roamania. In: Proceedings of
the 3rd International Conference on Virtual Learning. Constatza, Romania: Bucharest, University of
Bucharest Publishing House, Available Online: www.icvl.eu/2008/.
Toma, Steliana et alii (2009) Teaching in the Knowledge Society: The Impact of the Intel Teach Program in
Romania. Bucharest: Agata Publishing House.
UNESCO (2008) ICT Competency Standards for Teachers. Available online: http://cst.unesco-
ci.org/sites/projects/cst/
Velea, Luciana-Simona (2009) Proiectul eTwinning în Romania (eTwinning Project in Romania). In:
Elearning.Romania. Bucharest: TEHNE- Centre for Innovation in Education. Available online:
http://www.elearning.ro.
Vlada, Marin (2009) Utilizarea Tehnologiilor eLearning: cele mai importante 10 initiative si proiecte din
Romania (Using eLearning Technologies: the Most Important 10 Initiatives and Projects in Romania). In:
Elearning.Romania. Bucharest: TEHNE- Centre for Innovation in Education. Available online:
http://www.elearning.ro.
Vlada, Marin, Adascalitei, A. and Jugureanu, R. (2009) Trends of eLearning: Learning - Knowledge -
Development. In eLSE 2009 - The 5th International Scientific Conference ”eLearning and Software for
Education”, BUCHAREST, April 09-10, 2009, "Carol I" National Defense University, Romania,
Available Online: http://adl.unap.ro/else2009/index.php
Scientific Knowledge and Solving Problems
Modelling, Representation and Processing
Marin Vlada
Abstract
This article presents several important topics that show the importance of
knowledge and solving problems in the development of scientific knowledge. At
present the scientific and technical development, solving problems in a different
field (math, science, physics, chemistry etc.) is a creative activity, by building a
reasoning, generation, describing the following activities: demonstration process
(deduction and reasoning) to show the existence of a solution or several solutions
and / or to determine the exact effective solutions; computational process
(algorithm) to codify a demonstration, a method or technique to solve in order to
determine (possibly approximate) exact solutions. In the problem-solving processes
require demonstrative thinking, a algorithms thinking. From the methodological
point of view, we need to recast usual problems explicitly and properly resolve their
mathematical. If the computer should use to develop algorithmic methods. In both
cases you must know the limits of thinking demonstration. You should also know the
limits of performance computing and algorithmic thinking. Every science is based
on the theories, theorems (laws) and hypotheses that have been identified, studied
and demonstrated by the strengthening, development and evolution in time of
sciences. The article presents the problem of Gauss and Green theorem used to
calculate the area of any polygon. Finally, we propose the following meta-model:
problem solution = modelling + processing; modelling = knowledge +
representation; processing = language + interpretation.
Today, one can say with certainty that the Mathematics and Computer Science are
scientists who have contributed to a rapidly developing Information and Communication
Technologies (ICT), in addition to other sciences and areas: Automation, Electronics,
Electrical Engineering, Telecommunications etc. Information technology is the
technology required for processing, in particular electronic computers use to convert,
process and transmit information. Therefore, the computer is only device that theoretical
concepts are implemented. Professor Edsger Dijkstra said: "In Informatics you have to do
with the computer, as you with the telescope in astronomy." Informatics expression is a
word that comes from the word alignment Information and Mathematics.
Computer Science history proceeding the time of occurrence digital computer. Before
1920, the term "computer" referred to a person who performed calculations (an official).
The first researchers in what was to be called Computer Science, such as Kurt Gödel,
Alonzo Church and Alan Turing, were interested in the computational problem.
Computer Science (Informatics) is characterized by the most spectacular evolutions of the
impact on human activity. Computer (Computer System) includes technologies of which
man has never dreamt. Although at the beginning the use of computer was regarded with
reservation, nowadays most of the people are convinced by the performance and utility of
computer in all activities.
At present the scientific and technical development, solving problems in a different
field (math, science, physics, chemistry etc.) is a creative activity, by building a
reasoning, generation, describing the following activities: demonstration process
(deduction and reasoning) and computational process (algorithm). Today, the specialists
working in a certain field face different complex problems, many of these requiring the
use of computer and software products.
(known today-Moisil Lukasiewicz algebras) and it has used in the study of logic and
circuit switching (Vlada, 2005; Vlada and ługui, 2006). For these contributions, post-
mortem in 1996, Gr C. Moisil (O’Connor and Robertson, 2009) received the Computer
Pioneer Award of IEEE (received award for his work "For polyvalent logic switching
circuits."). The example provided by Moisil was followed by generations of
mathematicians and informaticians contributions that have internationally recognized,
both in scientific research and the use of computers for the overall development of the
Romanian society and international.
Gauss’s Problem.
A vessel containing 2000 liters of liquid with a concentration 80% alcohol. Every day
removed from 15-liter vessel and replaced with another 12 liters of a liquid whose
alcohol concentration is only 40%. After how many days the liquid in the vessel reaches
50% ?
algorithm Gauss;
int x;
float a,b,c,y0,yp,yf,z,t;
begin // main
read a,b,c ; //liquid quantities
read y0,yp,yf; //concentrations
// initializations
x←1; z←(a-b)*y0+c*yp; t←a-b+c
while yf < z/t do
begin
x←x+1; y0← z/t; //concentration
z←(t-b)*y0+c*yp; t←t-b+c;
end
write x; // solution
end
a y0-final x (days)
2000 0.5004515 195
5000 0.5001438 488
10000 0.5000983 976
100000 0.5000064 9763
Table 1. Solutions of program: some cases
• the various technologies used to create and manipulate such pictorial data;
• the sub-field of computer science, which studies methods for digitally synthesizing
and manipulating visual content.
The field of computer graphics developed with the emergence of computer graphics
hardware. In 1953 has invented the graphical display (Graphic Display) and so switched
to a new stage in the development and spread of the computer. Possibility of modeling the
spatial output (OUTPUT device) could not be achieved by using only bits of memory.
Early projects like the Whirlwind (The Whirlwind computer was developed at the
Massachusetts Institute of Technology; the project's budget was $1 million a year)
introduced the CRT (cathode ray tube) as a viable display and interaction interface and
introduced the light pen as an input device. A light pen could be used to draw sketches on
the computer using Ivan Sutherland's revolutionary (1963, PhD thesis) Sketchpad
software (Sketchpad is considered to be the ancestor of modern Computer-Aided Drafting
(CAD) programs).
At first graphical representations made on paper using characters (letters and numbers)
for images. A plotter is a vector graphics-printing device to print graphical plots that
connects to a computer. Graphical representations using character (numeric or
alphanumeric) was not a solution to achieve a faithful representation of real objects. The
period 1960-1980 after it was invented hardware support; it took research and
experiments, models, algorithms and software to use the lighting of a "pixel" (indivisible
unit graphics provide a graphical display). Computer displays are made up from small
dots called pixels. The word "pixel" was first published in 1965 by Frederic C.
Billingsley. Each pixel intensity and colour offering, and their crowd formed a structure
of graphic representation (resolution). The intensity of each pixel is variable. This
structure is in computer science, which is the calculation in mathematical analysis
(Newton, Riemann, Darboux, Leibniz, etc.). System division (discrete process) from the
calculation is entirely analogous to the resolution (pixel matrix) provided a graphic
display (Vlada 2008; Vlada, Posea, Nistor, Constantinescu, 1992). From that moment was
born on Computer Graphics (2D and 3D): drawing a straight segment (Bresenham
algorithm), and drawing the circle ellipse, drawing curves and approximation, algorithms
for clipping (algorithm Cohen - Sutherland, Hodgman algorithm-Sutherland, Weiler-
Atherton algorithm) techniques for 2D and 3D, models of illumination and reflection,
raster graphics, vector graphics, texture techniques. Thus were laid the foundations for
integrated software solutions and hardware for design, analysis and computer-aided
manufacturing (CAD / CAM / CAE). By involving computer use in solving problems in
many areas have been defined and solved various requirements and projects in the past
were unthinkable.
Road open Computer Graphics was continued for Computational Geometry: polygonal
domains, spatial orientation problems and algorithms, triangulation, covering convex 2D
and 3D (Quick Hull algorithm, Graham algorithm, the algorithm Jarfis involution, Chan's
algorithm), monotonous polygons, Voronoi Diagrams (Fortune algorithm), Delaunay
triangulation algorithm, Graph visibility, Dijkstra's algorithm, problems and intersection
algorithms, dynamic movement of objects in space, causing the points belonging to a
domain (O'Rourke, 1998; Goodman and O'Rourke, 2004).
48 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
George Green (1793-1841) English mathematician and physicist is known for its
contributions through mathematical analysis with applications in the theory of electricity
and magnetism. (“An Essay on the Application of Mathematical Analysis to the Theories
of Electricity and Magnetism”, George Green, 1828).
Green's theorem gives the relationship between a line integral around a simple closed
curve C and a double integral over the plane region D ⊆ R2 bounded by C. In a cartesian
system of axes XOY is considered domain D ⊆ R2 which has the border curve C (D be the
region bounded by C) consists of the meeting closed curves C1, C2, C3, C4 (where C2
and C4 are vertical lines).
The curve C1 is given by parametric equations: x = x, y = g1(x), a ≤ x ≤ b.
The curve C3 is given by parametric equations: x = x, y = g2(x), a ≤ x ≤ b.
It is considered L and M are functions (class C1) of (x, y) defined on an open region
containing D and have continuous partial derivatives. Define
D = {( x, y ) | a ≤ x ≤ b, g1 ( x) ≤ y ≤ g 2 ( x)}
where g1(x) and g2(x) are continuous functions on [a,b].
Green's formula establishes the relationship between curves integral and double integral.
Theorem 1.
If a plane region D ⊆ R2 bounded by γ , where γ is path of class C1 and FrD =
Im γ ,
1
2 ∫γ ∫∫
m( D ) = ( xdy − ydx) ≡ dxdy ,
D
Proof. Because the assumptions are valid Green theorem, mainly considering L(x,y)=
- y/2, M(x,y)= x/2 and apply Green’s theorem.
Theorem 2.
If a plane region D ⊆ R2 bounded by γ , where γ is path of class C1 upon portions
and FrD = Im γ , then
γ = γ 1 ∪ γ 2 ∪ ... ∪ γ n ⇒
1
1 n
m( D ) = ∑ ∫ ( xdy − ydx ) ,
2 i =1 0
where γ is path of class C1 upon portions, and m(D) is Jordan measure (area of D).
Proof.
Let γ : [0,1] → R 2 , 0 ≤ t ≤ 1 and
γ i : [0,1] → R 2
,1≤i≤n
γ i (t ) = ( x(t ), y (t ))
Using γ = γ 1 ∪ γ 2 ∪ ... ∪ γ n ⇒
1 1 n
m( D) =
2 ∫γ
( xdy − ydx) = ∑ ( xdy − ydx) .
2 i =0 γ∫i
Corolary.
Let the polygon line P=P1…Pn, Pi(xi, yi), 1 ≤ i ≤ n, then area of polygon P is
1 n xi yi
S= ∑
2 i =1 x i +1 y i +1
,
whereas
x(t) = xi + t (xi+1 - xi), y(t) = yi + t (yi+1 - yi), 1 ≤ i ≤ n-1
noting that for the last path, γn parametric equations are
x(t) = xn + t (x1 – xn), y(t) = yn + t (y1 – yn).
5 Conclusions
Languages exist therefore, not for communication purposes alone, but particularly for
knowledge. Develop programs to solve problems with a computer led to the development
and evolution of all sciences. Results and performance obtained through the use of
computers have boosted the development of all sciences. Today, information and
knowledge are represented differently, shaped and processed. Also, troubleshooting took
new dimensions through the use of algorithmic methods. Many issues would have
remained unsolved if not using the methods and performance offered by computer. The
concepts of language and algorithm were reviewed. Were invented artificial languages
used by computer. These languages are not only used to communicate information, but
also for processing information and knowledge. Today, all benefit from this science
invention. Weight consists of representation and interpretation. Therefore, scientists need
to think both in natural environments, but also in virtual environments.
According to the above considerations we conclude with the followingremarks:
1) Problem solving is based on models of knowledge representation and processing
paradigms;
2) Processing can be described using some language under a specific interpretation.
Finally, we propose the following meta-model:
• PROBLEM SOLUTION = MODELLING + PROCESSING
• MODELLING = KNOWLEDGE + REPRESENTATION
• PROCESSING = LANGUAGE + INTERPRETATION
6 Acknowledgement
The author would like to express their gratitude to Prof. Grigore Albeanu for their
invaluable input and suggestions in this research.
REFERENCES
CGAL (2009): Computational Geometry Algorithms Library, Open Project, http://www.cgal.org/, access may
2009
Davis, T (2006).: Practical calculation of Polygonal Areas, http://www.geometer.org/ mathcircles/
polyarea.pdf, access 2009.
The 4th International Conference on Virtual Learning ICVL 2009 51
Goodman, J.E. and O'Rourke, J. (eds) (2004): Handbook of Discrete and Computational Geometry (2nd
Ed.), CRC Press.
Hales, T. C. (2007): Univ. of Pittsburgh, http://mizar.org/trybulec65/4.pdf, access 2009.
von Neumann, J. L. (1945): von Neumann Architecture of Computer Systems. John von Neumann's EDVAC
Report 1945, http://www.wps.com/projects/EDVAC/, access 2009.
von Neumann, J. L.: Ehistory - John von Neumann, http://ei.cs.vt.edu/%7Ehistory/VonNeumann.html, access
2009.
O’Connor, J. and Robertson, E. (2009): The MacTutor History of Mathematics archive, http://www-
history.mcs.st-and.ac.uk/, access 2009.
O'Rourke, J. (1998): Computational Geometry in C (2nd Ed.). Cambridge University Press, ISBN 0-521-
64976-5.
Toussaint, G. T. (1997): Computational Geometry Student Projects Canada, http://cgm.cs.mcgill.ca/
~godfried/, access 2009.
Vlada, M., Posea, A., Nistor, I., Constantinescu, C. (1992): Computer graphics using Pascal and C
languages, vol. I, II, Technical Publishing House, Bucharest
Vlada, M. (2005): Role of Language in processing Information and Knowledge. In Proceedings of The
International Scientific Conference – eLearning and Software for Education, eLSE 2005, “Carol I”
National Defence University, Bucharest, University Publishing House, pp 165-178.
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, ICVL 2006,
Bucharest University Press, pp 69-82.
Vlada, M. (2008): SVG Language (Scalable Vector Graphics) For 2D Graphics in XML and Applications. In
Proceedings of The 3rd International Conference on Virtual Learning, ICVL 2008, Bucharest University
Press, pp 297-306.
Vlada, M. (2008a): Personal communication, From CNIV 2003 to CNIV 2008: Learning – Knowledge -
Development. The 6th National Conference on Virtual Learning, CNIV 2008, “Ovidius” University of
Constanta, Romania, http://www.cniv.ro/2008/ , access 2009
Vlada, M. and Sarah Nica, A. (2009): Languages and Knowledge versus Modeling and Processing. ECKM
2009, 3-4 Sept. 2009, University of Padua, Italy, Proceedings of 10th European Conference on
Knowledge Management, http://academic-conferences.org/
Towards virtual learning grid developments
Grigore Albeanu
Abstract
Virtual learning has opened new vistas in meta-information handling. Large
collections of portfolios and e-books, large communities of e-people and processes
over widespread virtual campuses impose a new management strategy. The most
appropriate solution for a global university is to use a grid architecture based on
distributed warehouses in order to use its distributed processing power. This paper
describes the state of the art in grid computing methodologies and reviews grid
models to support the global university paradigm.
1 Introduction
Virtual learning becomes an important topic not only for business entities, but also for
academic institutions and for researchers. Recently, a great interest in using advanced
ICT methodologies like grid computing proved the validity of the globalisation theory
related to business, research and education.
According to (Albeanu, 2007), virtual learning “is a subset of technology-based
learning using Virtual Reality Technologies or/and Virtual Environments”. Virtual reality
applications for education ask for powerful computing resources, mainly for simulation
and visualization. A solution for managing costs consists of using the grid paradigm.
Created by UNESCO, the United Nations University, and the Technical University of
Catalonia, in 1999, the Global University Network for Innovation - GUNI is composed of
the UNESCO Chairs in Higher Education, higher education institutions, research centres
and networks related to innovation and the social commitment of higher education”,
according to GUNI. This is an idea to think about a global university. Another thought
comes from distance learning based on ICT methodologies. Finally, an entrepreneurial
characteristic of the global university should be considered due to the current nature of
globalisation phenomena in business, research and education.
There are universities which already added the slogan “global university”. Only one
search using the global searching machine will identify them. However, in our opinion, a
global university represents more when taking into account a global infrastructure, not
only based on some internet services offered by one server or a cluster of servers.
The aim of this paper is to describe the state of the art in grid computing methodologies
suitable for developing powerful virtual learning applications for global universities.
The 4th International Conference on Virtual Learning ICVL 2009 53
(Distributed File System), GPFS (General Parallel File System), AFS (Andrew File
System), or the generic GFS (Grid File System) assuring distributed replication, and
distributed data request/fulfilment.
Depending on the grid size, the implementation can use the cluster approach (the
machines have the same architecture and operating system), the intragrid solution
(heterogeneous machines but a networked file system; for single organizations, no partner
integration support, a single cluster, with a static set of resources), and the intergrid
approach (intragrids are extended with dedicated grid machines and dedicated
communications’ connections; providing support for many organizations, multiple
partners, and based on many multiple clusters). As already established by scientists, and
stated in the IBM Red Book, written by Jacob et al (2005), “the primary characteristics of
an intragrid are a single security provider, bandwidth on the private network is high and
always available, and there is a single environment within a single network”.
An intermediate grid architecture model is called the extragrid. An extragrid brings
together two or more intragrids, and involves more than one security provider. Following
(Jacobs et al, 2005), “the primary characteristics of an extragrid are dispersed security,
multiple organizations, and remote/Wide Area Network connectivity”.
Any application asking for peer-to-peer computing, serving a collaborative
computing community, or based on end-to-end processes will be designed in the
framework of an intergrid architecture. This is the case of global universities or networks
of universities virtual learning solutions.
A particular machine can be enrolled in the grid by installing the grid software and
declaring the machine role (passive or donor). As (Jacob et al, 2005) mentioned, the
enrolling requires authentication for user/machine. Logging onto the grid depends on the
grid solution adopted (ID, grid login, proxy login); once logged on, the user can sent
different queries (grid status, the submitted jobs’ status, etc), and can submit jobs. A
possible software solution is GSI-OpenSSH being also used to remotely create a shell on
a remote system to run scripts or sent shell commands interactively. The grid application
developer will use special functions provided by the grid system software application
programming interfaces in order to automate the monitoring and recovery from fail of
subjobs (processes, threads).
A special grid user is the administrator with special tasks in managing the grid: grid
configuration, software customization, the members’ management, controlling the rights
of the users/machines, removing the users/machines, communication with the
administrator of the donor machine (about user ID, software, access rights, policy
restrictions, etc.), setting permissions for grid users to access resources (usage tracking,
billing reports generation), job priority assignment and data grid maintenance (creating
backup copies and replicas).
The highest level of security it is assured using a Certificate authority having the
following responsibilities: a) to identify the entities requesting certificates; b) certificates
management (issuing, removing, archiving); c) names management (by a namespace of
unique names for certificate owners); d) the Certificate Authority server protection; e) to
manage the signed certificates, and f) to assure the login/logout activities. Currently, the
public key encryption system is used.
The 4th International Conference on Virtual Learning ICVL 2009 55
Developing a grid application requests the usage of open solutions like OGSA (Open
Grid Service Architecture), OGSI (Open Grid Service Interface), OGSA-DAI (Data
Access and Integration), GridFTP, WSRF (Web Services Framework), XML, WSDL,
SOAP, and standards related to Web Services Interoperability.
OGSA is the general model for grid computing environments defining all
requirements related to resource models, interfaces, expected behaviours, and run-time
bindings. The creation of new instances of resources, global naming and references
management, lifetime management, registration and discovery operations, clients
notification, authorization and concurrency control are some of the key capabilities of
OGSA. OGSI can be used to implement OGSA-compliant services, and deals with
mechanisms for creating, managing, and exchanging information for Grid services using
an extension of the WSDL (Web Service Definition Language), called GWSDL. OGSA-
DAI provides the basis for “access and integration of data from separate data sources via
the grid”, according to the mentioned reference. Data transfer across the grid network is
supported by GridFTP. Parallel transfers and partial file transfers can be realized secure
and reliable. The developers can implement high level services on top of GridFTP.
Before discussing WSRF it is important to mention that Grid services are implemented
using Web-services technology. However a fundamental difference among them there
exists: Web services deal with persistent services, while grid services are transient, being
created/destroyed dynamically. Other considerations can be found in (Berman et al,
2003).
WSRF, also, can be used to implement OGSA-compliant grid services. The Web
Service Resource definitions are described using WSDL (XML style) and presents the
properties of the resource (called stateful resources). Any stateful resource “is known to
and accessed by one or more Web services”, and can be implemented as a file, a record in
a database, or a data structure stored in memory. Its life-cycle is well defined and the data
about its state is described using XML.
An OGSA-compliant middleware is Globus Toolkit (Foster, 2005), an open source
software useful for building computational grids and grid applications. Binary packages
of GT4 are available for Linux environments and Solaris. However, by compiling the
source packages or making use of Java-based components, the GT4 can be used on other
operating systems. The major components of the version 4 (GT4) address: runtime
processing, security, data management, information services and execution management.
There available Web service based components (as Java WS Core, C WS Core, Python
WS Core, Reliable File Transfer, OGSA-DAI, RLS , WS GRAM, WebMDS, etc.), and
non Web service based components (like GridFTP, C-common libraries, etc.). Java WS
Core, C WS Core, or Python WS Core, consists of APIs implementing WSRF, and other
grid services with Java, C, or Python. The RFT provides a Web service interface useful
for transferring, and deletion of files, and is built in top of GridFTP. The RLS (Replica
Location Service) provides information about the physical location s of replicated data.
MDS (Monitoring and Discovering Services) is responsible with the collection, indexing,
archival, distribution of information about the state of resources, services, and
configurations. WebMDS is a Web-based interface to WSRF information. WS GRAM
provides the remote execution and status management of the jobs.
56 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
For computing intensive jobs the Condor software which incorporates many of the
emerging Grid-based computing methodologies and protocols is an important solution.
Condor-G is fully interoperable with resources managed by GT4. Previous information
about Condor was published by Berman et al (2003). Recent information about the last
version of Condor is available on the Condor website. A powerful system for automated
installation, configuration and management of clusters and farms is Quattor. A positive
experience using Quator for Grid-Ireland and Irish e-Research is reported in (Gerdelan,
2008).
In the following, we describe the most valuable characteristics of the grid
methodologies to be use in virtual learning solutions.
(Role Based Access Control model) and uses the Web Ontology Language for describing
web services. Also, semantic grids were used for the SELF project (Abbas et al, 2005),
and for Mobile Learning (Woukeu, 2005). Positive experience concerning the remote
access and programming of robots was reviewed by (Albeanu et al, 2008) proving that a
collaboration between engineering laboratories is possible.
4 Conclusions
Taking into account the interconnection of specialized laboratories to the grid
infrastructure, it is only a small step to create large scale virtual learning applications
supported by the grid infrastructure. The global university will use not only e-learning
platforms, but also virtual learning platforms integrating virtual reality laboratories.
REFERENCES
Abbas Z., Umer M., Odeh M., McClatchey R., Ali A, and Ahmad F. (2005): A Semantic Grid-based E-
Learning Framework (SELF), IEEE International Symposium on Cluster Computing and the Grid,
CCGrid 2005, 1, pp. 11-18.
Albeanu G., Tarca C.R., Popentiu-Vladicescu F., and Ildiko P. (2008): Interfacing a robot control application
with a remote user, Annals of Spiru Haret University, Mathematics-Informatics Series, 2008.
Albeanu G. (2007): E-Learning metrics, In The 2nd International Conference on Virtual Learning ICVL
2007, Constanta, Romania.
Allison C. (2003): Quality of Service Requirements for the e-learning Grid, 2nd International LeGE-WG
Workshop on e-Learning and Grid Technologies: a fundamental challenge for Europe.
Allison C., Cerri S.A., Ritrovato P., and Gaeta M. (2005): Services, Semantics and Standards: Elements of a
Learning Grid Infrastructure, ELEGI Project (IST-002205).
Arns L., Wernert E., and Cruz-Neira C. (2006): The Access Grid in a Multi-Campus Live Lecture
Environment: Collaborative Graduate Courses at Purdue University, Iowa State University and Indiana
University, In T. Reeves & S. Yamashita (Eds.), Proceedings of World Conference on E-Learning in
Corporate, Government, Healthcare, and Higher Education, pp. 331-338.
Assuncão M.D., Buyya R., and Venugopal S. (2008): InterGrid: A case for Internetworking Islands of Grids,
Grids, Concurrency and Computation: Practice and Experience (CCPE) 20, 8, pp. 997–1024.
Bachler M., Schum S.B., Chen-Burger J., Dalton J., Roure D., Eisenstadt M., Komzak J., Michaelides D.,
Page K., Potter S., Shadbolt N. and Tate A. (2004): Collaboration in the Semantic Grid: a Basis for e-
Learning, Workshop: Semantic Grid Applications at GGF11, Honolulu, Hawaii, USA, In (eds. D
Michaelides, L Moreau): Proceedings of GGF11 Semantic Grid Applications Workshop.
Bardeen M., Gilbert E., Jordan T., Nepywoda P., Quigg E., Wilde M., and Zhao Y. (2006): The
QuarkNet/Grid Collaborative Learning e-Lab, FGCS. Future generations computer systems, 22(6), pp.
700-708.
Berman F., Hey A. J.G., and Fox G.C. (2003): Grid Computing. Making the Global Infrastructure a Reality,
Wiley.
Boldyreff C., Kyaw P., Lavery J., Nutter D., and Rank S. (2002): Towards Collaborative Learning via Shared
Artefacts over the Grid, The 1st LEGE-WG International Workshop on e-Learning and Grid
Technologies: Educational models for Grid based services.
Cerri S.A. (2008): Human and Artificial Agent’s Conversations on the GRID, 1st LEGE-WG International
workshop on e-Learning and Grid Technologies: Educational models for GRID based services.
58 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Cerri S.A., Eisenstadt M., Jonquet C. (2008): Dynamic Learning Agents and Enhanced Presence on the Grid,
LeGE-WG’03: 3rd International WorkshopGRID Infrastructure to Support Future Technology Enhanced
Learning, Berlin.
Dolenc M., Katranuschkov P, Gehre A., Kurowski K., and Turk Z. (2007): The Intelligrid Platform for
Virtual Organisations Interoperability, ITcon, Vol. 12, pp. 459-477.
Edwards R. (2006): The Learning Grid at the University of Warwick: a library innovation to support learning
in higher education, SCONUL Focus 38 Summer, pp. 4-7.
Ferreira L., Bertstis V., et al. (2003): Introduction to Grid Computing with Globus, IBM.
Foster I., & Kesselman, C. (1998): Computational Grids. Morgan Kaufmann.
Foster I. (2005): Globus Toolkit Version 4: Software for Service-Oriented Systems, IFIP International
Conference on Network and Parallel Computing, Springer-Verlag LNCS 3779, pp 2-13, 2005.
Galstyan A., Czajkowski K., and Lerman K. (2004): Resource Allocation in the Grid Using Reinforcement
Learning, AAMAS’04, July 19-23, 2004, New York, ACM.
Gerdeland A.P. (2008): Grid-Ireland and Irish e-Research Strategy. A Review for KAREN and BeSTGRID,
Massey University, http://www.karen.net.nz/assets/Uploads/ CommunityReports/GRID-Ireland-
KAREN08.pdf
Jacob B., Brown M., Fukui K., and Trivedi N. (2005): Introduction to Grid Computing, IBM.
Joseph J., Fellenstein C. (2003): Grid Computing, Prentice Hall PTR.
Juhász Z., Kacsuk P., and Kranzlmüler D. (2005): Distributed and Parallel Systems. Cluster and Grid
Computing, Springer.
Kashfi H., and Razzazi M.R. (2006): A distributed service oriented e-learning environment based on grid
technology, 18th National Computer Conference, Saudi Computer Society.
Li M., and Hadjinicolaou M. (2008): Curriculum development on grid computing, International Journal of
Education and Information Technologies, 1(2), 71-78.
Li Y., Yang S., Jiang J., and Shi M. (2006): Build grid-enabled large-scale collaboration environment in e-
Learning grid, Expert Systems with Applications 31, 742-754.
Low B., Fergusson D., and MacColl J. (2006): Resource Discovery Services for Grid Computing Training,
The 5th International Conference on Web-based Learning.
Merceron A., Capuano N., Orciuoli F., and Ritrovato (2007) : Scenarios for a Learning Grid, SWEL
Workshop of Ontologies and Semantic Web Services for IES, AIED 2007, pp. 74-79.
Millard D.E., Woukeu A., Tao F., and Davis H.C. (2005): The Potential for Mobile e-Learning, In
Proceedings of The 4th World Conference on Mobile Learning (MLEARN 2005), Cape Town, South
Africa.
Morillo P., Fernández M., and Pelechano N. (2003): A Grid Representation for Distributed Virtual
Environments, Proceedings of 1st European Across Grids Conference, volume 2970 of Springer LNCS,
pp. 182-189. Santiago de Compostela, Spain. February, 2003. Springer Verlag.
Nassiry A., and Kardan A. (2009): Grid Learning; Computer Grid Joins to e-Learning, Proceedings of World
Academy of Science, Engineering and Technology, Vol 37 (Jan):116.
Navarro L.I., Diaz A.S., Such M.M., Martin D.M., and Peco P.P. (2005): Learning Units Design based in
Grid Computing, ICALT 2005. Fifth IEEE International Conference on Advanced Learning Technologies,
5-8 July 2005, pp. 562- 566.
Olumuyiwa B.A., Alfred O.F., and Olalere A.A. (2008): Implementing E-learning System Through Grid-
network, Asian Journal of Information Technology 7(8), pp. 356-361.
Page K.R., Michaelides D.T., Shum S.J.B., Chen-Burger Y-H., Dalton J., Roure D.C., Eisenstadt M., Potter
S., Shadbolt N.R., Tate A., Bachler M., and Komzak J. (2005): Collaboration in the Semantic Grid: a
Basis for e-Learning, Applied Artificial Intelligence, 19, 9-10, pp. 881-904, Taylor and Francis.
Pankratius V. and Vossen G. (2003): Towards E-Learning Grids: Using Grid Computing in Electronic
Learning, Proc. IEEE Workshop on Knowledge Grid and Grid Intelligence (in conjunction with 2003
IEEC/WIC International Conference on Web Intelligence/Intelligent Agent Technology), Saint Mary’s
University, Halifax, Nova Scotia, Canada, pp. 4-15.
The 4th International Conference on Virtual Learning ICVL 2009 59
Reklaitis V., Baniulis K., and Maseviciuc A. (2002): Towards e-learning application architecture based on
GLOBUS framework, Euroweb Conference, December 17-18, 2002, Oxford, UK.
Rosenberg D., Lievonen M., Contreras P., Murtagh F., Kuehn G., and Doerner R. (2008) : Application
Design of Learning Grid in Computer-Mediated Communication, In Salerno et al. (eds) The Learning
Grid Handbook, pp. 107-123. IOS Press.
Tsai C-K. (2006): Toward Design and Implementation of an e-Learning Platform in Grid Environments,
Master Thesis, Providence University.
Wang M., Fox G., and Pierce M. (2005): Instantiation of Shared Event Model in Grid-based Collaboration,
The Ninth World Multi-Conference on Systemics, Cybernetics and Informatics, Orlando, FL.
Woukeu A., Millard D.E., Tao F., and Davis H.C. (2005): Challenges for Semantic Grid based Mobile
Learning, IEEE SITIS’05, pp. 162-168.
Yang C-T., and Ho H-C. (2005): An e-Learning Platform Based on Grid Architectures, Journal of
Information Science and Engineering 21, 911-928.
Zillman M.P. (2009): Grid, Distributed and Cloud Computing Resources, http://whitepapers.
virtualprivatelibrary. net/Grid%20Resources.pdf.
***, GUNI - Global University Network for Innovation, http://www.guni-rmies.net/info/default.php?id=1.
***, Condor, http://www.cs.wisc.edu/condor/description.html
***, Quattor, http://sourceforge.net/apps/mediawiki/quattor/index.php? title=Main_Page.
***, AGTk 3.0, http://www-new.mcs.anl.gov/fl/research/accessgrid/software/releases/3.0/
How to Model the Design Efficiency of the VLE?
Patrick Wessa
Abstract
This article discusses the use of a predictive decision model about a new type of
statistical learning technology which is based on Reproducible Computing. The
model predicts discretized exam outcomes based on objectively measured learning
activities that are embedded within the pedagogical paradigm of social
constructivism. However, the main contribution of this study is based on a quasi-
experiment in which the pedagogical efficiency of two competing software design
models are compared. In the first system, all learning features are a function of the
classical Virtual Learning Environment (VLE). In contrast, the second system is
designed from the perspective that learning features are a function of the course's
core content (c.q. statistical results). The ceteris paribus effect of the design change
(from VLE-based to Content-based) is shown to substantially increase the efficiency
of constructivist, computer-assisted learning activities for all cohorts of the student
population under investigation. These results may, if confirmed in other
circumstances, have important repercussions for the design of future learning
environments.
Introduction
Beyond any doubt, there has been a growing interest in Computer Assisted Learning
(CAL) in the academic community. Most pedagogical studies however take the system
design of the Virtual Learning Environment (VLE) for granted. This is surprising because
the efficiency of CAL may be strongly influenced by the VLE's design which is typically
beyond the control of the educator.
This study aims to demonstrate that - within the context of undergraduate statistics
education - the design effect is measurable and potentially substantial. In order to achieve
this goal, a two-year quasi-experiment was setup within the context of an undergraduate
statistics course which is embedded in a socially constructivist setting.
The typical, modern VLE integrates a wide variety of general-purpose CAL
techniques which are clustered around a course. In this sense the VLE is supposed to be
of a generic and course-oriented nature. While there may exist many reasons why such a
design is beneficial, there are no guarantees that such VLEs are well-suited to build
effective and efficient learning environments in the field of statistics. One of the reasons
for this is the fact that most statistics courses involve statistical computing which is not
The 4th International Conference on Virtual Learning ICVL 2009 61
Design
The investigation was based on an experimental, undergraduate statistics course for
business students with a strong emphasis on social constructivism. The course contained
a wide variety of statistical techniques and methods. For each technique, students had one
or several web-based software modules available which are based on the R Framework.
In order to implement this course within a setting of social constructivism for large
student populations, it was necessary to impose a strict assignment-review mechanism.
This is illustrated in figure 1 which shows a series of weekly events (lectures,
assignments, reviews) during a thirteen-week semester. The semester ended with a final
(open book) examination about a series of objective multiple choice questions. The
examination was intended to test understanding of statistical concepts rather than rote
memorization.
The main sections of the statistics course were built around a series of research-based
workshops (WS1, WS2, ...) that require students to reflect and communicate about a
variety of statistical problems, at various levels of difficulty. The workshops have been
carefully designed and tested over a period of six years. Each workshop contained
questions about “common datasets” and questions about individual data series - this dual
62 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
structure of the workshops promoted both, collaboration between students, and individual
work. The top (blue) puzzle pieces in figure 1 represent threaded communication
(between students) about each workshop.
Each week there was a lecture (L1, L2, ...) which was held in a large lecture hall that
was equipped with computer screen projection and internet facilities. During each week,
students were required to work on their workshop assignment and - at the same time -
perform peer reviews (Rev1, Rev2, ...) about six assignments that were submitted by
peers. Each review was based on a rubric of a minimum of three criteria and involved
students to submit a workshop score and an extended feedback message (yellow puzzle
pieces). The grades that were generated by the peer review process did not count towards
the final score of students. Instead, the educator graded the quality of the verbal feedback
messages that were submitted to other students. The grading was performed based on a
semi-random sampling technique which allowed the educator to grade the quality of a
relatively small - but fairly representative - number of submitted feedback messages from
each student.
This feedback-oriented process
is similar to the peer review
procedure of an article that is
submitted to a scientific journal.
The key idea behind this
constructivist environment is that
students are empowered to interact
with reproducible computations
from peers and the educator.
Students are required to play the Figure 1 Schedule of learning activities - Year 0
role of an active scientist who
investigates problems, presents solutions, and reviews the work of peers. Obviously,
Reproducible Computing is a conditio sine qua non that allows students to engage in such
peer review activities.
• read review messages that are submitted by other students about their own work
unless they use the VLE and their own Compendium simultaneously
• compare review messages of computations that preceded the ones that are
currently under review
• discuss or review statistical analyses across courses or semesters - as soon as the
course is closed, all communications contained therein are lost forever
In addition, the collaborative communications about the workshops (blue puzzle
pieces in fig. 1) and the feedback messages of the peer reviews (yellow puzzle pieces)
were completely separated which implies that working on assignments and learning
through peer review were completely detached activities. Finally, and notwithstanding the
fact that sequential workshops were related in various ways, there was no structural
information about the dynamics of collaborative and review-based communications
across workshops. For instance, if students were required to test a certain statistical
assumption in an early workshop that was an essential condition to perform some type of
analysis in a subsequent workshop, then there was no link between the communications
of both. The only way that could have been used to solve this problem (within the current
design) was to repeat previous analyses in all related, subsequent workshops.
Unfortunately, such an approach would have been highly inefficient and unfeasible
because of many practical limitations.
Methodology
Measurements
The empirical data was collected through an experimental undergraduate statistics course
which was provided during two consecutive years. In each year, the conditions that are
under the control of the educator (and the institution) were kept equal except for the
system design. The (quasi) experiment is not under perfect control but given the fact that
the characteristics of the student population did not change, it is fair to assume that
The 4th International Conference on Virtual Learning ICVL 2009 65
conditions were equal in both years. Therefore it is fair to attribute any changes in
learning efficiency (ceteris paribus) to the change in system design.
The measurements were obtained from a Business Studies department in Belgium
during two consecutive years (labeled “year 0” and “year 1”). In each year there were two
cohorts: bachelor students, and students from the preparatory program which allows
graduates from a professional bachelor program to switch to an academic master. In
general, bachelor students have better prior understanding of mathematical concepts than
prep-students. However, prep-students tend to have a higher degree of maturity and self-
motivation than bachelor students.
Year 0 Year 1
Female Male Female Male
Bachelor 58 53 41 42
Prep. 53 76 45 74
Total 240 202
Regression Trees
For the purpose of computing a rule-based regression tree, the endogenous variable must
be discretized. Therefore, three categories are defined which are called “guess”, “fail”,
and “pass” respectively. The “guess” category represents the lowest exam scores which
can be attributed to chance (or guessing). Exam scores in the “fail” category are lower
than what is needed to pass the exam but higher than what can be (reasonably) explained
by chance. The “pass” category contains scores that are sufficiently high to be considered
satisfactory even if the numerical value is below 50% of the maximum attainable score.
The reason for this is the fact that the exam questions had varying degrees of difficulty
66 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
and were (overall) designed to be much more difficult than what could be reasonably
expected from undergraduate students in business studies.
Introducing a high degree of difficulty in the exam questions is necessary in order to
ensure that:
• rote learners are not likely to pass the exam
• we are able to identify the maximum level of understanding
• students are unable to quickly find answers in printed resources that are allowed
during the exam
The exam in the second year was slightly more difficult than in the first year (the
transformed exam scores in year 1 were slightly lower than in year 0). Therefore it is not
possible to simply use identical threshold values for the categories in the transformed
exam scores from both years - an objective benchmark is need to generate fair and
comparable categories.
The threshold values that define the categories are not arbitrarily chosen but depend
on exam score statistics of the previous four years (with exams of similar difficulty). On
average the proportion of lowest scores (which fall in the “guess” category) was little less
than 10%. The proportion of “guess and fail” scores was approximately one third of all
exam scores. These proportions had been quite stable over the time frame of those four
years. Therefore it is fair to assume that they represent appropriate, “unconditional”
probabilities to pass or fail the exam. As a consequence the threshold values that define
the three categories (for each year) are computed as the 1/10 and 1/3 quantiles of the
(optimally weighted) exam scores in year 0 and 1.
Even if we wouldn't believe that the threshold values are adequate there is another
justification of using the same quantiles (rather than identical exam scores) to determine
the categories. The rationale is simply that we want to predict if students fall in the
“high”, “low”, or “extremely low” proportion of all students in the same year (who took
the same exam). The parameters in the rule-based regression trees quantify the amount of
learning efforts (number of peer review messages, and number of computations) that are
required to achieve an exam score that falls within the top 2/3 of all scores.
The rule-based regression trees were computed with the statistical engine called Weka
which is available from within the R Framework through the RWeka interface (Hornik et
al., 2009).
Empirical Results
Table 2 shows the exogenous variables that were chosen to create rule-based
regression trees. The first three variables are positive, numeric integers. The last two
variables are binaries that indicate to which cohort the student belongs. Note that the
same exogenous variables were used in the objective exam score transformations based
on the three-stage regression approach and with all possible interaction effects included.
The first rule-based regression tree (fig. 5) displays the situation for year 0 in which
the traditional VLE design is used. The most important rule that determines success (c.q.
falling into the top 2/3 proportion of all students in year 0) is the number of submitted
feedback messages (related to peer review). It can be clearly seen that students pass if
nnzfg > 118 which means that they need to submit more than 118 feedback messages in
order to pass the exam. The other students (with nnzfg ≤ 118) fall into two categories,
depending on the number of reproducible computations they generated. Students with
nnzfg ≤ 118 and Bcount > 10 are predicted to pass the exam - in other words, students
who did not engage sufficiently in feedback activities could compensate this by
reproducing more than 10 archived computations. However, the accuracy of this
particular prediction is not very good because there where only 37 cases correctly
attributed to the “pass” category whereas 15 cases were incorrectly predicted (the number
of in/correctly classified cases can be seen in the gray boxes).
There are two specific rules in the regression tree that cause concern. The first one, is
the rule that states that male students who did not spend a sufficient amount of effort in
terms of feedback and reproducing computations (nnzfg ≤ 118 and Bcount ≤ 10 and
Gender = 1) either fall into the “guess” or “fail” category (depending on the Pop cohort
they belong to). The second rule that causes concern is the one that states that female
students may pass the exam, even if they have only between 52 and 118 submitted
feedback messages (nnzfg ≤ 118 and Bcount ≤ 10 and Gender = 0 and nnzfg > 51).
The bottom line is that both rules imply that the VLE/SLE system in year 0 favors
female students and discriminates against males. This may be surprising because it is
often believed that male students have “better” attitudes towards computing than females.
68 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
In this situation however, it is shown that female students are better able to cope with the
detached structure between collaborative and review-based communication on the one
hand, and reproducible computing on the other hand. This phenomenon may have
psychological causes that are related to the fact that there are gender differences in how
students use communication in learning. Within the context of this study, such an
explanation remains speculative and unanswered. However, and more importantly, it is
clear that the design of the VLE and SLE is not optimal - at least for an important part of
the student population.
Figure 6 shows the rule-based regression tree for year 1 (in which the new VLE/SLE
design was implemented). It can be easily observed that the structure is fundamentally
different from the previous situation. By far, the most important property of this
regression tree is the root rule which states that students pass if they submit more than 57
meaningful feedback messages. This is less than half the amount that was necessary with
the previous system design and demonstrates a spectacular increase in review-based
learning efficiency. More importantly, the discrimination effect has completely
disappeared which implies that males are now equally well able to make good use of the
learning environment. Students who did not submit a sufficient number of feedback
messages and only received 16 messages (or less) fall into the “guess” category. This
makes a lot of sense because students who don't submit workshop papers, don't get
reviews.
There is a striking resemblance between female prep-students and male bachelor
students (fig. 6): they both pass the exam when a sufficient number of computations have
been reproduced. In addition, the female bachelor students and male prep-students are
also similar with respect to the number of received feedback messages: if this number is
too high, then the student does not pass because it indicates that they are making too
many mistakes or are not making good use of inbound messages.
As explained before the overall predictability (of both rule-based regression trees) is
not an important aspect which determines if the design effect had any impact on learning
efficiency. Nevertheless, an overview of within and out-of-sample prediction
performance is provided in table 3 because it is important to show that the models do not
suffer from severe “over-fitting” which might invalidate all conclusions made on the
basis of the regression tree's parameters.
The results in table 3 clearly illustrate that the out-of-sample prediction quality is
adequate. In case of over-fitting, one would observe high percentages of correctly
The 4th International Conference on Virtual Learning ICVL 2009 69
classified instances within sample and a (very) low percentage out-of-sample. The out-of-
sample prediction quality is computed by applying a so-called Cross Validation technique
which randomly divides the data set into a large training subset and a testing subset. The
parameters are estimated, based on the training sample and the prediction is computed for
the testing subset. This procedure is repeated 10 times (10-fold Cross Validation) to
obtain an average measure of out-of-sample prediction quality.
Conclusions
The empirical analysis has clearly shown that the change in VLE/SLE design had a very
beneficial effect in terms of increasing the learning efficiency of submitting peer review
messages. More importantly, the design change has resulted in the elimination of a
discrimination effect which was embedded in the original design where communication
and computation was separated. In any case, the methodology that was outlined can be
used to test for any software-related or content-based aspect as long as it is controllable
by the educator or designer of the learning system. However, one should take care to take
into account that exam scores are properly treated in order to avoid the pitfalls that are
associated with exam questions.
Obviously, this study is limited to the case of our undergraduate statistics course for
business students. Also, there was a strong focus on one specific type of constructivist
learning activity (peer review) which implies that other pedagogical approaches might
have resulted to other conclusions.
Nevertheless, it is interesting to formulate a general conjecture about a fundamental
principle of good VLE design. The proposed conjecture states that good VLE design
requires the developer to define a single subject-based, core object instead of using the
traditional, educator-centered course object. In simple words, it is better to integrate
learning features (forums, messaging, peer review, etc...) into the software that treats the
subject under study than to build general-purpose VLEs. If this conjecture would turn out
to be true, it would have important repercussions for the design of VLEs in general and
specific-purpose software (such as: statistical software, wikis, CAD/CAM applications,
programming environments, etc...) in particular.
REFERENCES
HORNIK K., ZEILEIS A., HOTHORN T., BUCHTA C. (2009). RWeka: An R Interface to Weka. R package
version 0.3-16. URL http://CRAN.R-project.org/package=RWeka
ROMERO C., VENTURA S., GARCIA E. (2008), Data mining in course management systems: Moodle case
study and tutorial, Computers & Education, 51, 368-384
WESSA, P. (2009a), Quality Control of Statistical Learning Environments and Prediction of Learning
Outcomes through Reproducible Computing, International Journal of Computers, Communications &
Control 4(2)
WESSA, P. (2009b), Reproducible Computing: a new Technology for Statistics Education and Educational
Research, IAENG Transactions on Engineering Technologies, American Institute of Physics, Eds: Rieger,
Burghard, Amouzegar, Mahyar A., and Ao, Sio-Iong
WESSA, P. (2009c), How Reproducible Computing Leads to Non-Rote Learning Within Socially
Constructivist Statistics Education, Electronic Journal of e-Learning 7(2)
A model for the evaluation of learning styles design effectiveness
G. Bruno Ronsivalle1, Massimo Conte2
1
La Sapienza University of Rome, Italian Banking Association
E-mail: sprsricercasviluppo@abiformazione.it
2
Label Formazione
E-mail: mconte@labelformazione.it
Abstract
Assessing the customized system of a formative path, on the basis of cognitive styles,
needs two fundamental requirements:
a) the choice of a strong learning design model, built on conceptual maps, didactic
objective trees and observable behaviours taxonomies (Bloom, Anderson,
Romiszowski and Marzano);
b) the utilisation of the Kolb Learning Style Inventory to evaluate the preferences
individuals show in the learning context.
In the micro design phase each learning style is related to a different didactic strategy
to manage the cognitive dissonance:
- Diverging: the negative case;
- Assimilating: the Quaestio;
- Converging: the Reductio ad absurdum;
- Accommodating: the linear simulation.
The activities performed to evaluate a traditional class sample compared to an on line
course sample (WBT) are:
- the administration of the Kolb Learning Style Inventory to identify students learning
styles;
- the class delivery based on the learning styles (differentiated according to the
population sample of traditional and on line courses);
- the assessment of the I, II and III level learning effectiveness index in relation to the
two kinds of course and the four learning styles;
- the administration of a Satisfaction Questionnaire;
- the calculation of the learning time (in traditional class and on line course as well);
- the efficiency calculation;
- the comparison between effectiveness and efficiency.
The research goal is verifying how the customisation of formative paths, based on
students learning styles, can affect not only the formative effectiveness but also the
efficiency in the learning design and the cost impact.
Just in relation with the micro design phase, an experimental hypothesis will be here
introduced: an applicative model has been designed to optimize and standardize
decisional processes in order to define single strategies for several courses didactic units.
Such model summarizes former design method – based on cognitive dissonance – and
learning styles Kolb theories. Main goal is defining a micro design method, a reference
theoretical frame and a precise procedure to assess the model itself and get the best
formative quality.
Educ
ation
Learning Style Characteristics Strengths al Scheme Function
Strat
egy
Ability to take in information through Involving
Brainstorming
concrete experience and processing it Case Negative through
Diverging , feeling-
through observation. Imaginative ability study case dissonant
oriented
to generate many alternative ideas factors
Ability to abstractly take in new
Tutori Involving
information and process disparate Systematic
al/ through slightly
Assimilating observations into an integrated rational planning, goal Quaestio
induct dissonant
explanation. Good at inductive reasoning setting
ive factors
and the creation of models and theories
Ability to take in new information in the
Solving Tutori Reductio
abstract and process it into a concrete Defining the
problems and al/ ad
Converging solution. Hypothetical deductive theoretical
making deduc absurdu
reasoning get the best solution to a scenario
decisions tive m
question or problem
Simulating an
Carrying out interaction
Ability to concretely take in new tasks, learning Linear context, in
Simul
Accommodating information and actively transform it, through simulati order to get
ation
considering circumstances changes practical on operative tools
experience to reproduce
the real world
Table 4 Learning Style-Didactic strategies Matrix
As subjects learn how to identify their personal learning styles, the hypothesis we
bring forward is the customisation of the cognitive dissonance management, considering
learning styles features.
Identifying learning styles can help manage cognitive dissonance and the resistance to
learning: specific algorithms can actually optimize the learning effectiveness.
The underlying didactic objectives tree structure granted a unitary path, even if four
didactic strategies were used as design modalities to get storyboard variations in relation
with different learning styles. Following model principles every learning style can match
with a specific learning strategy. Final results are four different cases.
Student approaches the case in a concrete scenario. As external observer he can collect
information, analyse the problem, summarize the theory and answer the interaction.
This strategy is suitable to people inclined to solve problems and make decisions by
searching solutions. Reductio ad Absurdum consists of validating a theory/hypothesis
through the falsification of the wrong theory/hypothesis. Analysing many solutions is
more complicated but clearly suits such learning style the best.
76 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
The experimental framework validating the model foresees the following procedure:
(1) selecting among 100 people two isomorphic samples A and B, considering LSI
administration results; (2) delivering contents by different learning styles strategies to
users sample A; (3) randomly delivering contents to users sample B, not considering
learning styles; (4) calculating quality indicators for each sample; (5) comparing the
analysis of different results to establish best effectiveness and efficiency levels.
Verifying experimentally our model was a requirement to define a strong micro design
tool in order to reconcile cognitive dissonance management techniques with students
learning styles. The five dimensions taxonomy above introduced matches the model as
the micro design strategic option is transversal to complexity levels. In fact, there’s no
direct relation among complexity levels (knowledge, perception, memory, elaboration
and application), dissonance schemes and learning styles: the first ones are directly
related to contents, the second ones depend on external variables and the last ones
concern individual features.
REFERENCES
Anderson, L.W., Krathwohl D. R. (2001): A taxonomy of learning, teaching and assessment: a revision of
Bloom's taxonomy of educational objectives. Longman, New York.
Bloom, B.S. (1956): Taxonomy of Educational Objectives: The Cognitive Domain. Giunti e Lisciani, David
McKay Co Inc New York.
Coffield F. et al. (2004): Learning styles and pedagogy in post 16 learning. Learning & Skills Research
Centre, London.
Kolb, D. A. (1984). Experiential Learning: Experience as the source of learning and development. Prentice-
Hall, Englewood Cliffs, N. J.
Kolb A. Y. and Kolb D. A. (2005), The Kolb Learning Style Inventory, Version 3.1, 2005 Technical
Specifications.
Kolb, D. A., Boyatzis, R. E., Mainemelis, C. (2002). Experiential learning theory: Previous research and new
directions. In Sternberg R. J., and Zhang L. F., (Eds.). Perspectives on cognitive, learning, and thinking
styles. Mahwah, NJ: Lawrence Erlbaum.
Marzano, R.J., Kendall, J.S., (2007): The New Taxonomy of Educational Objectives (2nd Edition). Corwin
Press, Thousand Oaks, CA.
Romiszowski, A.J. (1999): Designing Instructional Systems. Kogan, Page, London.
Ronsivalle, G.B., Carta, S., Metus, V. (2009): L’arte della progettazione didattica. Franco Angeli, Milano.
Ronsivalle, G.B., Donno, V. (2009): A model for the evaluation of learning effectiveness in Second Life. In
Proceedings of 4° Encontro Internacional Artibytes, Santarem.
Ronsivalle G.B., Metus V. (2005): Motivation and micro-design models and techniques. In Proceedings of
TACONET Conference Self regulated learning in Technology Enhanced Learning Environments, Lisbon,
28-42.
Metrics and requierements in Learning Management System
Ion Roceanu1, Virgil Popescu2
1
Advanced Distributed Learning Department, Bucharest, Panduri Street, 68-72, Romania,
iroceanu@adlunap.ro
2
Expert Trade Company, Lipscani Street, Bucharest,
virgil.popescu@expert.org.ro
Abstract
This papers in focused on the operational requirements in choosing the proper
Learning Management Systems to support the on-line educational services in the
academia. The general and specific requirements are compared with a set of
metrics settled by the stakeholders in the stage of prepare the decision of what kind
of LMS is fitted to the institutions educational objectives.
1. Introduction
This paper is based on the National Defence University of Romania experience in
developing a set of capabilities to create, to deliver and to manage the educational on-line
services. The NDU`s eLearning project started in autumn 2004 and became operational in
the spring of the 2006.
At the beginning of this project we aimed to create an integrated system in order to
make effectiveness the educational activity based on IT&C and generate, develop and
manage the distance learning curricula under the national educational laws and fully
according with the NATO ADL principles. It is not necessary to mention at that time we
did not have a strong support and of course no budget, from higher decision level, the
situation well known by the eLearning stakeholders in the world. Consequently, we made
the first step trying to buy-in support, and we considered that we can do this only by
demonstrating the utility, viability and performance of the results of our new educational
approach.
The LMS is considered being one of the most important things in eLearning and for
sure it is the only means to manage the content delivering inside the educational system.
For several reasons we had a very hard decision to take as to which LMS is proper for our
educational purposes. In this respect, at the beginning of our enterprise to develop an
eLearning system, we tested more LMS, both commercial and open-source. Finally, we
chose open-source one, not due to budget restrictions reasons but for its features offered
to the home developers and tutors facilities. In this way, we selected the ILIAS LMS to
be implemented at the National Defence University. This LMS is used in the others
military universities eLearning systems, as well.
Since 2005 we employ ILIAS and are very satisfied with the results of educational
services provided trough it and the feed-back from our students and tutors evaluation.
The 4th International Conference on Virtual Learning ICVL 2009 79
Form our perspective there are some strengths and weaknesses of ILIAS:
Good points:
1. The ILIAS is a scalable, highly configurable platform for creating and managing
classroom-based and e-learning activities, curriculum, and courseware.
2. Very good course, content, students and learning tracking progress management
tools.
3. Customizable interface (multilanguage and presentations) and course domains
4. Content multi-format supported
5. Multilingual
Need to be improved or added:
1. Context-senistive user help provided by the LMS
2. Synchronous module for collaborative space
3. SCORM sequencing capabilities
4. Virtual classroom is missing
Conclusions
We do not want to say that the LMS chosen by us is perfect but at this moment it offers
us the best solution for our needs. In the same time, for synchronous didactical activity
delivered inside our eLearning laboratory or on-line by Internet we use another LMS,
commercial one produced in Romania. It is AeL from SIVECO Romania. It is very
difficult to find a solution which covers at high parameters all educational on-line activity
and in many cases is recommended to use two or three LMSs.
As we mentioned, at the beginning of our eLearning project, we tested more LMSs,
both open source and commercial, but we cannot give a recommendation that one is
better than another. Open source comes with some positive aspects, such us: costs,
flexibility, community support and so on, but brings others negative points: requires more
technical skills from the stakeholders, no warranty about bugs or updates and so on. The
commercial LMS could be expensive or very expensive if some personalized features are
desired but in the same time offers technical support and assistance.
In according with those written above, and taking in consideration that the eLearning
market is very dynamic, we decided that is better for us to make permanent tests on
different LMS and probably in one or two years we will take a long term decision.
REFERENCES
Mircea Muresan, Ion Roceanu – Security Through Knowledge – Network Based Security Education, Berlin
EDUCA 2006, ISBN 3-9810562-3-x
Ion Roceanu, Citizens` security education based on e-learning technology, Berlin, EDUCA 2007, ISBN 3-
9810562-7-2
Ion Roceanu, Alexandra Toedt, Managing the information deliver the knowledge.
Steps in developing the digital content, eLSE Conference, Bucharest, 2008
Ion Roceanu, ADL master Plan Development, NATO ADL Forum, Norfolk, SUA 2006
Learning Management Systems: A Teacher's, Australia, 2003, at http://community.flexiblelearning.
net.au/TeachingTrainingLearners/content/
http://adl.unap.ro
http://www.ilias.de/
Mapping the Spaces of Virtual Learning Environments
Ioannis Paliokas
Abstract
Virtual Learning Environments (VLEs) are an expression of the post-modern school.
In this paper we discover how the functional requirements of the VLEs affect and
are being affected by the educational, ethnographic and social spaces. It is
supported that educational effectiveness of VLE is not proportional only to the
quality of learning material, but also to the general educational context of the VLE
regarding social characteristics that should be in line with the normal school life. In
order to eliminate certain negative issues related to empty and boring VLEs we
study the mapping of educational, mental and social spaces into modern virtual
environment’s philosophy of use.
1. Introduction
The increasing availability of communication technologies in all aspects of everyday life
has maximized the expectations from technology in general. The same thing happened to
VLEs when introduced to school environments: aalthough they started as experimental
projects, soon they became very popular. VLEs allow the multiple levels of engagement
and they are transforming the roles of teachers and students as well as their motivation
(Lennon and Maurer, 2003). Moreover, they propose a ‘socially constructed presence’
(Arminen et al, 2008) and thus they constitute an irreversible change in school
environments history, just like cell phones has changed the meaning of distant
communication.
Teaching with VLEs includes the use of a wide range of software tools, personal
computers and PDAs, curriculum design, management of student’s profiles, online help
and documentation to gain better learning outcomes. From a technological point of view,
VLEs could be seen as the evolution of educational software. It has been reported that
there are four generations of VLEs (Ivanova and Smrikarov, 2004):
1. First generation which mainly include databases of learning material, testing
systems and discussion forums.
2. Second generation which is based on integrated databases and organized learning
processes, administrating policies, statistics and metadata.
3. The cutting-edge third generation which supports audio and video conferences,
student collaboration over one project and integrated learning services.
84 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
example, learners are highly interested in finding the other people’s explanations and
evaluations of a given set of learning material trying to figure out what to do with it.
successful only if participants are getting involved with their personal identities and
information spaces and finally allow themselves to be part of the social context of the
VLE sharing the same group identity in virtual communities.
This personal way of participation is also influenced by the attitudes users create for
their own enrolment. For example, people who enter Second Life are referred to as
residents, not as users, players or visitors. Residents can socially express themselves by
transfering their own personalities to Second Life (Tashner, et al, 2005; Holmberg and
Huvila, 2008). This is a good example of reinforcing virtual identities. Matei et al.
support that virtual and real spaces are not mutually exclusive and the social life of all
virtual reality environments is a hybrid artifact (Matei et al, 2007). Similarly, students get
involved in traditional and virtual learning experiences using hybrid identities.
material is created by various and/or unknown authors and ‘the whole web ecosystem
produce wikidentities’ (Mallan and Giardina, 2009). Especially in Blended Learning, the
different levels of user geographical separation and the reversing roles between content
consumers and content creators indicate that current user models must be re-examined.
The recent history of various educational tools and the related teaching methods has
shown that any new ICT-based approach is closely related to user model evolution.
A comparison between the student model used in general educational software
development and participant model in VLE design can be seen in table1 as an example.
The plus sign (+) in the second column indicates what should be included over and above
the first column. Designers should answer questions like: ‘how official virtual learning
environments (those supported by the institution) indicate their differences in comparison
to other virtual environments?’, or ‘why student’s behaviour in VLE should be different
than in Second Life or Facebook?’. Answering those questions is beyond the scopes of
this paper, while the indication of which questions should be answered is the main
contribution.
Table 1. Comparison between models of ‘student’ and ‘participant’
General student model in Participant model in Virtual Learning
Educational Software Environment
Previous knowledge and abilities +Computer driving abilities
Age +Gender
Cultural background +Personal interests and preferences
Personal learning style + Perceptions and attitudes about
technology, videogames, communication
gadgets
Social and family environment + Friends he/she make within the learning
environment
Full time or part time student + Free time, other obligations
In-campus life Home computer availability and technical
characteristics, internet connection
• From the behavioral ethics and the construction of ideas about the world and
ourselves we move to adoption of contradictory identities and the flat
representation of ourselves. In other worlds from conceptualism to formalism.
• From evaluation of student effort and the formulation of personal goals we move
to mechanistic file checking and the formulation of course goals.
• From living moments of social presence we move to spending time in reading
past discussions in virtual spaces searching for evidence of being there.
Based on the above, VLE design and the everyday use in Blended Learning must
allow participants to ‘image’ their school in a holistic way. Those mental images of the
mixed school environment will affect the future use of VLE in a positive way because
they will create personal memories. For example, if someone asks today students to show
their school, it is much more possible that students will show the school building, than
show its website. In future this may change as the physical environment and the virtual
one will be more blended. Virtual identities are something more than user profiles,
usernames and passwords. VLEs will be re-established as environments full of instinctive
action when learners will realize the potentiality of their presence and will use it to create
parts of school life history.
REFERENCES
Arminen, I., Koskela, I., Vaajala, T. (2008): Configuring Presence in Simulated and Mobile Contexts. In
Proceedings of the 11th Annual International Workshop on Presence, Padova, 129-136.
Coopman, S. J. (2009) A critical examination of Blackboard’s e-learning environment. First Monday 14, 6,
available online at: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2434/2202
Dillenbourg, P., Baker, M. (1996): Negotiation spaces in Human-Computer Collaborative Learning. In
Proceedings of the International Conference on Cooperative Systems, Juan-Les-Pins, France, 187-206.
Dillenbourg, P. (2000). Virtual Learning Environments, Learning in the new millennium: building new
education strategies for schools. In Workshop on Virtual Learning Environments, University of Geneva,
available online at: http://tecfa.unige.ch/tecfa/publicat/dil-papers-2/Dil.7.5.18.pdf
Garrison, D. R., Kanuka, H. (2004) Blended Learning: Uncovering its transformative potential in higher
education. Internet and Higher Education 7, 95-105.
Golbeck, J. (2007) The dynamics of Web-based social networks: Membership, relationships, and change.
First Monday 12, 11, available online at: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.
php/fm/article/view/2023/1889
Graham, C. R. (2005): Blended learning systems: Definition, current trends, and future directions. In C. J.
Bonk and C. R. Graham, (eds): Handbook of blended learning: Global perspectives, local designs. San
Francisco, CA.
Holmberg, K., Huvila, I. (2008) Learning together apart: Distance Educationin a virtual world. First Monday
13, 10, available online at: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/
fm/article/view/2178/2033
Ivanova, G., Smrikarov, A. (2004): Some Approaches to Implementation of Virtual Learning Environments.
In International Conference on Computer Systems and Technologies-CompSys’2004, Rousse, 25.1-25-6.
Kapp, K. (2009) Avoiding the Virtual Ghost Town. eLearning-Learning Community, available online at:
http://karlkapp.blogspot.com/2009/05/avoiding-virtual-ghost-town.html
Korn-Bursztyn, C. (2002) Scenes from a studio: Working with the arts in an early childhood classroom. Early
Childhood Education Journal 30, 1, 39-46.
Koskela, M., Kiltti, P., Vilpola, I., Tervonen, J. (2005) Suitability of a Virtual Learning Environment for
Higher Education. Electronic Journal of e-Learning 3, 1, 21-30.
90 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Lennon, J., Maurer, H. (2003) Why it is difficult to introduce e-Learning into schools and some new
solutions. Journal of Universal Computer Science 9, 10, 1244-1257.
Lombardi, J., McCahill, M. P. (2004): Enabling Social Dimensions of Learning Through a Persistent,
Unified, Massively Multi-User, and Self-Organizing Virtual Environment. In Conference on Creating,
Connecting and Collaborating through Computing, Kyoto, Japan, 166-172.
Mallan, K., Giardina, N. (2009) Wikidentities: Young people collaborating on virtual identities in social
network sites, First Monday 14, 6, available online at:
http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2445/2213
Matei, S. A., Miller, C., Arns, L., Rauh, N., Hartman, C., Bruno, R. (2007) Visible Past: Learning and
discovering in real and virtual space and time, First Monday 12, 5, available online at:
http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1836/1720
Oliver, M, Trigwell, K. (2005) Can ‘Blended Learning’ be Redeemed? E-Learning 2, 1, 17-26.
Richardson, J. A., Turner, A. (2000) A Large-scale ‘local’ evaluation of students’ learning experiences using
virtual learning environments. Educational Technology & Society 3, 4, 108-125.
Tashner, J., Riedl, R., Bronack, S. (2005): Virtual worlds: Further development of Web–based teaching. In
Proceedings of Hawaii International Conference on Education,Honolulu, 4579–4588.
Titman W. (1994): Special Places, Special People: the Hidden Curriculum of School Grounds. Southgate
Publishers, Winchester.
Weller, M. (2006): VLE 2.0 and future directions in learning environments. In Proceedings of the First
International LAMS Conference 2006: Designing the Future of Learning, Sydney, 99-106.
Williams, L. (1998): What constitutes a good learning environment? Past ideas and current trends in Sweden.
In Proceedings of International Symposium Architecture, Child and Education, School of Architecture,
Thessaloniki, Greece, 135-156.
On line environments to enhance entrepreneurial mindsets in
young students
Allegra Mario, Fulantelli Giovanni, Gentile Manuel,
La Guardia Dario, Taibi Davide
Italian National Research Council, Institute for Educational Technology, Palermo, Italy
E-mail: mario.allegra@itd.cnr.it, giovanni.fulantelli@itd.cnr.it, manuel.gentile@itd.cnr.it,
dario.laguardia@itd.cnr.it, davide.taibi@itd.cnr.it
Abstract
Setting up an enterprise requires enthusiasm, creativity and perseverance, while
afterwards the gradual expansion of a company calls instead for management skills
like efficiency, efficacy and reliability. Since both personality and management skills
are decisive factors in determining success, personal skills connected to an
entrepreneurial spirit should be taught early on and cultivated up to university level,
where it will be possible concentrating on the acquisition of management skills.
Recently, the European Commission has revealed that most member states are
involved in several ways in promoting the teaching of entrepreneurship within their
own educational systems. Our research starts from the Oslo conference and agenda
on "Entrepreneurship Education in Europe: Fostering Entrepreneurial Mindsets
through Education and Learning", highlighting the main experiences in Europe and
their outcomes regarding the promotion of entrepreneurship in education. The main
research objective is to define an educational model to support students in the
development both of personal qualities and attitudes and of formal knowledge and
skills. The model will adopt entrepreneurial environments based on social
educational games. Entrepreneurial networking is more than just collaboration
since it stimulates the ability to find and create new relationships, the ability and the
know how to identify the key competencies that can be useful in developing
entrepreneurial mindsets.
1 Introduction
In the last few years, some activities have been carried out to introduce and promote
awareness in young people of the culture and methodologies used by global enterprises.
This awareness is fundamental to allow them to develop the competencies required in an
evolving labour market as it responds to the development of the ‘knowledge society’.
Many young people become disenchanted with their school experience as what they learn
at school is often of little relevance to their lives in the outside world and they seek to
develop a different range of competences from those offered in the traditional school
curriculum (Selandar 2008; Ziegler 2007; and Selwyn 2007). The main aim of our
research is designing a training model to stimulate an entrepreneurial mindset in young
92 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
people and to help them acquire the “modern skills” required by the knowledge society,
based on the findings of research in this area. The training model will be run in
collaboration with professional/entrepreneurial organizations rather than solely by
schools, and will also make use of new ICT tools defined to create innovative and
motivating learning activities. In fact, the model will include a new software platform,
defined to support students in developing the necessary skills and stimulating their ability
to find and create new relationships, the ability and the know how to identify the key
competencies and resources that can be useful in developing their ideas.
The professional qualities which are most highly considered today are those typical of
an entrepreneur, even in a context of subordinate work (Armbuster 2008). These qualities
are conceptualised for this study as: motivation to achieve results and take initiative,
tenacity, flexibility and creativity (based on various interpretations of the term
‘professional’ including Friedson 1994; Quinn et al 1996; Macdonald 1995; Moore 1970
and Abbott 1998). These will be achieved through the involvement of students by the
setting up of the training laboratories, making use of active and motivational learning
methodologies and technologies to raise young people’s level of competences. The
laboratories will allow them to acquire the skills required by the knowledge society, while
enabling them to take control of their learning processes and giving them the opportunity
of expressing their aptitudes and potentialities to make better informed choices.
Our research starts from the analysis of key elements of successful Enterprise
Education Programs in Secondary Schools in Europe and, in particular, from the projects
indicated in the Oslo agenda and the following experiences in other European countries.
The model we are going to define will include active learning experiences, and ICT based
environments, so providing pupils with a more rewarding way of acquiring knowledge. In
fact, ICT have always played a key role in managerial education, especially in the
creation of simulation environments. For this reason the model will include the use of a
software platform that will support students in developing the necessary skills identified
to foster entrepreneurial mindsets.
Education and professional training should contribute to encouraging an
entrepreneurial spirit, promoting a suitable mindset, awareness of the opportunities of
following an entrepreneurial career and professional skills.
The Eurobarometer survey (European Commission 2007) indicates that 37% of
Europeans would like or would have liked to follow an entrepreneurial career, but only
15% have achieved their ambition. The surveys show that being familiar with the
procedures for setting up an enterprise increases the probability of becoming an
entrepreneur. In the surveys carried out by Eurobarometer, the interviewees whose
parents were self employed were more inclined towards self employment than those
whose parents are employees. According to the GEM survey people who are confident
about their skills and their experience are from two to seven times more likely to be
involved in setting up or managing a new enterprise; for those who know a young
entrepreneur the probability is three or four times greater. On the basis of the British
Household Survey, people who have more contact with the business world (through
friends, relatives or education) are more likely to consider setting up an enterprise. The
educational system must help to promote an entrepreneurial spirit by providing
competences and contacts.
The 4th International Conference on Virtual Learning ICVL 2009 93
An important experience in this field, was carried out in Greece, at the technical
school "Sivitanidios" in Athens, where virtual enterprises were used as educational tools.
The students divide their time between theoretical lessons and management of a virtual
enterprise. Since the results are extremely favourable the programme will be extended to
all technical schools and will include a new course on entrepreneurship that will consider
theoretical aspects and practical notions regarding the drawing up of business plans. Job
centres then guarantee students advice and support in choosing an entrepreneurial career.
In this paper we will focus on the ICT solution identified to support the development
of entrepreneurial mindsets. Firstly we will describe the general characteristics of some
effective on line educational environments and in particular of role playing games. Then
we will illustrate the solution identified in our research.
2 Role-playing games
Role-playing games originate as a particular kind of board game, in which players act as
characters of an adventure that often has a fantastic setting. Under the guidance of a game
master (Dungeon Master or DM), that has the task of interpreting not player character
roles, and describes for other players what they see and hear in this imaginary world
(Fine, A. 1983), players have to move in a theatre of epic fights and monstrous creatures
to conquer points and complete their missions.
The first one and the most known role-playing game is “Dungeon and Dragons”
(D&D), published in 1974 by authors Gary Gygax e Dave Arneson, fascinated more the
20 millions players.
The world of games, the development of personal computers and of the Internet, have
greatly increased the development of role-playing games, improving their expressivity
and user involvement. The result has been the creation of MUD (Multi User
Dungeons&Dragons, computer version of D&D) and after MMORPG (Massive
Multiplayer Online Role–Playing Game), evolution of MUD with massive use of graphic
and audio contents.
MMORPG belong to the category of MMOG (Massive Multi-player Online Game);
one of the most famous present-day MMORPG is World of Warcraft; in its virtual
environment every day millions of players interact to achieve personal or common goals
and develop their own character (Papagiannidis, S. 2008).
This phenomenon didn’t go unnoticed to training sector; role-play techniques focused
on the student and his learning process, originating from Moreno’s psychodrama and
spontaneous theatre (Moreno, J. L. 1946), have been used as methodologies which are
alternative to traditional teacher and content centered strategies. Serious games (those
with educational aims) developed from this technique include simulation and role-playing
environments facilitating emotive and experiential learning (such as “learning by doing”,
“learning by failing” and “discovery learning”) (Kebritchi, M. 2008)”. Besides, by using
simulated environments which are specifically created to achieve an educational goal,
students can learn in a secure context, where their mistakes do not have damaging
consequences (Dieleman H., 2006). As confirmation of the validity of this training
approach, nowadays serious games are widely adopted both in the field of business
training (Pannese L., 2007) and in military training (McDowell P., 2006), for the rapidity
with which competences and knowledge can be acquired.
94 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
For these reasons, the use of multiuser learning environments can support the creation
of motivating and attractive settings for enterprise education for young students.
Baldassin analyzed principal market management games and concluded that
MMORPG’s are their natural evolution, because they overcome limitations regarding the
flexibility of the model and the complexity of the business (Baldissin, N. 2007).
Considering the pedagogical and attraction potentialities of the MMORPG and
considering Baldassin’s studies results, we have decided to develop an MMOLE platform
based on a MMORPG to create an environment to enhance entrepreneurial mindsets in
young students.
The game will be designed to manage different levels of complexity, in relation to the
experience acquired by the players. Players start at a basic level in which they have a
simple role, and then, as they acquire more experience, they have new resources that can
be used to play at an advanced level where their role is more complex. In this way, at
different times a player can occupy a variety of roles and observe and simulate different
conditions.
Our solution also focuses on the creation of a networked entrepreneurial environment
combining aspects of social networking with relevant aspects from the use of business
games. Entrepreneurial networking is more than just collaboration since it stimulates the
ability to find and create new relationships, the ability and the know how to identify the
key competencies that can be useful in developing their ideas.
Entrepreneurship in education is broadly defined and includes economic, social and
cultural factors. Starting from the definition: “Entrepreneurship is a dynamic and social
process where individuals, alone or in collaboration, identify opportunities for innovation
and act upon these by transforming ideas into practical and targeted activities, whether
in a social cultural or economic context”, the educational environment, and the model in
which it is integrated, must support students in the development both of personal qualities
and attitudes and of formal knowledge and skills. These two main elements will give
pupils/students competence in entrepreneurship:
- Personal qualities and attitudes increase the probability of a person seeing
opportunities and acting on them,
- Knowledge and skills concerning what must be done to establish a new
enterprise, and how to be successful in developing an idea into a practical, goal-
oriented enterprise.
The MMORPG we are going to develop will be centered on operative enterprise
phases (supplying, production, sale, human resource management), but with a strong
orientation on the market. It will not be a zero-sum game, that is to say that the winning
of a player does not necessary corresponds to the other’s defeat; on the contrary, many
activities of the game will be studied to promote cooperation among players to reach a
common goal.
From a technical point of view we chose to develop a browser game MMORPG; in
fact, browser games provide a compromise between complexity of the development
(there are a great number of framework for the optimization of web based application
development) and pedagogical potentialities. Today’s browsers have the necessary
96 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
features to carry audio, video and textual contents that, according to Roden (Roden, S.
1991), if opportunely combined increase of the 30% the learning speed of the student.
Another important aspect, comparing our environment to other business games, is that
it is not only a simulation game but an on line world. In a simulation game only one
person is interacting with the software at a time; instead, in an on line world the user has
to interact and cooperate with other users, to improve their business, to make decisions, to
reach objectives that they cannot reach alone. The learners are inside a simulated
environment, interacting both with the software and other users; so their activities can
have effect both on their own enterprise and on the others.
The browser game we are going to develop will include some non-player characters
(NPC), designed to perform some tasks guiding students to understand some important
mechanisms of the market. For example, if there is an NPC creating obstacles to the
development of a company, the owner has to understand the best strategy to defeat it,
learning how to protect his/her business from that kind of problems. Besides, NPCs will
allow the simulation of important actors of the market. NPC are also useful tools for
instructors to facilitate learning events and activate/manage some interactions within the
environment.
It is important to notice that the learning environment we are going to develop will be
a game in which students will play autonomously, improving their skills and knowledge.
But in some phases or situations, instructors can activate managed learning events to
bring students to reflect on particular aspects, making the game more effective for
learing.
following levels of the game; the integration of the game in very well known social
networks will be another way of attracting and engaging young students. But to be an
effective learning environment it is crucial in the design phase to create the right “rules”
to interact in the virtual community, guiding students trough the key factors of the
complex world of the market. However, to make students acquire entrepreneurial
mindsets it will be important to involve them in all the activities of the educational model
we are designing with educational institutions and associations of enterprises.
REFERENCES
Baldissin, N. and De Toni, A. F. and Nonino, F. (2007): Evolution of the Management Games: Towards the
Massive Multiplayer Online Role Playing Games?. International Conference Learning with Games,
Sophia Antipolis (France), 24-26 September 2007.
Dieleman, H. and Huisingh, D. (2006): Games by which to learn and teach about sustainable development:
exploring the relevance of games and experiential learning for sustainability. Journal of Cleaner
Production 14, 9-11, 837-847.
European Commission (2007): Flash Eurobarometer N.192. Entrepreneurship Survey of the EU (25 Member
States), United States, Iceland and Norway, The Gallup Organization Hungary/Europe
Fine, G. A. (1983): Shared Fantasy. Role-Playing Game as Social Worlds. The University of Chicago Press,
Chicago.
Foreman, J., & Borkman, T. (2007): Learning Sociology in a Massively Multistudent Online Learning
Environment. In D. Gibson, C. Aldrich, & M. Prensky (Eds.), Games and Simulations in Online
Learning: Research and Development Frameworks. (pp. 49-58). Hershey, PA: Information Science
Publishing.
Jones, S. (2007). Adding value to online role-plays: Virtual situated learning environments. ICT: Providing
choices for learners and learning, Proceedings Ascilite Singapore, 2-5 December 2007.
Kaye, A.R. (1992): Collaborative learning through computer conferencing: the Najaden papers. Springer-
Verlag.
Kebritchi, M. and Hirumi A. (2008): Examining the pedagogical foundations of modern educational
computer games. Computers & Education, 51, 4, 1729-1743.
Lave J. and Wenger E. (1991): Situated Learning: Legitimate Peripheral Participation. New York:
Cambridge University Press.
McDowell, P. and Darken, R. and Sullivan, J. and Johnson, E. (2006): A Complete Open Source Game and
Simulation Engine for Building Military Training Systems. The Journal of Defense Modeling and
Simulation: Applications, Methodology, Technology, 3, 143-154.
Meredith, A. and Hussain, Z. and Griffiths M. D. (2009): Online gaming: a scoping study of massive multi-
player online role playing games. Electronic Commerce Research, 9, 1-2, 3-26.
Moreno, J. L. (1946): Psychodrama. Vol I. Beacon House, New York (tr. It.: Manuale di psicodramma. Il
teatro come terapia, Astrolabio-Ubaldini Ed., Roma, 1985).
Pannese, L. and Carlesi, M. and Riente, L. (2007): Mettersi in gioco: Serious Games e apprendimento
esperenziale per la fomazione in azienda. In Marconato G. (Ed): Le tecnologie nella didattica, Erickson.
Papagiannidis, S. and Bourlakis, M. and Li F. (2008): Making real money in virtual worlds: MMORPGs and
emerging business opportunities, challenges and ethical implications in metaverses. Technological
Forecasting & Social Change 75, 5, 610-622.
Roden, S. (1991):Multimedia: the future of training. Ultimedia Digest, 1, 1991-92,78–81.
Yee, N. (2006): The demographics, motivations and derived experiences of users of massivelymultiuser
online graphical environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309–329.
Future of Virtual Learning Methods and User Expectations –
Can Present Methods Flourish Without Change?
Indika Perera
Abstract
The ever changing Information and Communication Technologies (ICT) add
enormous approaches of utilizing computing in to our lives, daily. Every aspect of
social needs have been touched with ICT, including Virtual Learning (VL). VL, with
life span of slightly above a decade, still looks for possible approaches to enhance
its functions with significant pressure from related disciplines for continual
improvements. Very recently with the introduction of Web 2.0, Semantic Web, and 3-
Dimensional Virtual Environments users expand their horizons of expectations.
Along with this technology advancement, there has been a noticeable social and
demographic transformation from recent years. Sociologist, refer these as new
generations of human kind with high intellect, Multitasking nature, and high
awareness of their environments. At the moment they are getting into the education
stream with high eager for creativity, flexibility and entertainment. Most of present
primary and secondary students show such characteristics and advance their
expectations frequently. On the other hand VL still not accommodating new social
networking and entertainment approaches as it confined to limitations from
traditional learning pedagogies and administrative rules. So far only successful step
it could step forward is the blended learning which now fading its novelty. The
simple yet foremost essential question is, how far could we retain our students
willingly with present Virtual Learning methods? Or will it becomes another
unimpressive rigid approach of learning to our future generations. This paper
discusses possible approaches to evolve Virtual Learning Methods and Models to
make the future learning enjoyable yet comprehensive task.
1 Introduction
Education is considered as a fundamental necessity for any human being. Most of the
developed societies consider it as the main qualification for being competitive among the
others. As a result, enormous efforts have been made, throughout our civilizations for
enhancing the education processes. ICT has shown a remarkable potential for making
educational activities more effective and efficient, when used along with educational
pedagogies. ICT affects many systematic disciplines to alter and revise their traditional
workflows to improve their productivity. Hence the e-Learning is a growing area where
The 4th International Conference on Virtual Learning ICVL 2009 99
many universities are focused on to gain the maximum benefits through ICT. During past
decades, there were significant works to improve the related technology (Perera, 2009). It
is not only the e-Learning that made things better, but many believe blended approach
would produce even better results. The term blended learning is used to describe a
learning situation that combines several delivery methods with the goal of providing the
most efficient and effective instruction experience by such combination (Williams, 2003).
Many Higher-Education institutions have adopted the use of virtual learning
environments and incorporate e-learning into their traditional teaching mechanisms as
part of a blended-learning approach (Evans, 2008). Blended learning combines multiple
delivery media that are designed to complement each other and promote learning
behaviour (Singh, 2003). In fact blended learning tries to provide a common platform for
traditional learning aspects with possible combinations from virtual learning
technologies.
“Potential for a greater learner autonomy where learners are more empowered through
control of tools and content development” (Field, 2007), can be seen with advanced
technological development, especially ICT related. So far the blended learning tried to
mix traditional aspects of learning with technology, but missing this vital concept of
learner autonomy. In fact the technological advancement is so rapid and it moves further
deviating from the learning approaches that we use today, making a more autonomous
and creative person. It is now indeed the time for the requirement of another paradigm
shift for learning activities to bridge the gap between our learning methods and today’s
technology offerings. Essentially, it is meaningless to focus on situational aspects from
time to time and find many different solutions as we could never able to develop
sustainable learning methods. “To effectively accommodate, support, and promote the
knowledge production process, instructors need to select appropriate learning models and
strategies” (Dabbagh, 2007). Therefore, the main motivation of this paper is to introduce
strategic guidance for future planning for learning approach improvements irrespective of
technological changes time to time, while offering education to new generations meeting
their behavioural preferences.
This paper is organized as follows. The section 2 discusses the present problem with
virtual learning from the view of socio-behavioural concerns. Then in the section 3, the
paper introduces a strategic model for analyze learning methods and their strategic
positions respect to key aspects of today’s virtual learning. Section 4 gives a brief
summary of possible technologies to move forward with virtual learning improvements,
where as the section 5 discuss the issues we are going to encounter with these learning
enhancements. Thereafter, the Conclusion summarizes the possible policy implications
and finally the references will complete the paper.
2 Problem
Due to the increasingly diverse population, education is changing toward a more global,
technology-rich environment designed to meet these diverse and changing needs of
students (Gunter, 2007). As a result, many isolated researchers try different methods for
incorporating new technological methods as they are, without following a proper
100 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Both Y and Z generations are more extraverts with highly connected to social
networks. Extraversion refers to high activity, assertiveness, and a tendency towards
social behaviour (Furnham et al., 2007). Individuals high in extraversion enjoy human
interactions and take pleasure in activities that involve large social gatherings. Indeed,
work-life balance is one of the top priorities of students (Comeau-Kirschner and Wah,
1999). Proserpio and Gioia (2007) argued that we will no longer teaching a verbal, or
even just a visual, but a virtual generation of students with digitally oriented mindsets.
The clear differences between Generation X with Y and Z indicate it is highly essential to
alter present learning methods to accommodate new generations’ requirements.
The model shown in the figure 1 below is the abstract view of how these three aspects
combine each other for a future virtual learning environment. According to the proposed
model, more overlapping of aspects altogether, gives ideal virtual learning environments.
If the combinations are not balanced with all aspects, prominent aspects will make the
learning activities less effective.
4 Possible Solutions
The greater ubiquity of open standards-based e-tools and services is prompting a range of
integrated and collaborative tools and functionality (de Freitas and Neumann, 2009).
Indeed these tools provide good platforms to link both pedagogical aspects with user
preferences.
Social networking solutions are very popular at the moment with younger generation.
Facebook, MySpace, Twitter, and many similar social networking solutions have
penetrated into students’ lives, where most of them spent reasonable time with their
preferred systems. Not only that, but also students use these as informal methods to share
their opinions, plan group activities, participate in virtual events, sharing contents, etc.
Edirisingha and Salmon (2007) found that pod-casts contributed to informality and
engagement. Pod-casting can also make learning more appealing to a diversity of learners
and can generate greater inclusive nature (Cebeci and Tekdal, 2006). Rich media content
through pod-casting and mobile sharing is another possible solution to make learning
activities more attractive to users while making their learning more autonomous.
3-D virtual learning environments are another possibility to incorporate game flavour
with learning activities. The "digital classroom” provided by 2D tools does not resemble
the reality of the conventional classroom (de Lucia et al. 2009). There are many
successful implementations of 3-D virtual learning environments available from
universities and trend will move to the school education in near future.
Finally, moving further Mixed Realities would generate extraordinary results with
combining all possible virtual and real technologies for comprehensive learning. “Mixed
Reality is a new technology to edutainment, with potential to revolutionise learning and
teaching with more engagement” (Liu et al., 2007).
However, we also have to consider the relative cost of introducing new technologies to
the learning arena for better results. Any Technology that students are widely using
already for their entertainment would be a great option.
5 Issues to Overcome
Introducing, social networking, user generated content and heterogeneous technologies,
results dozens of issues to emerge with present learning methods, indeed it would make
the most of educators worry too. Some of the most prominent potential issues and
possible remedial actions are discussed briefly, here.
“Many studies have specifically examined how an instructor’s feedback impacted on
student–student interactions and satisfaction and Wize and others have found that a
moderated online discussion community by an instructor can elicit greater participation
among students than an un-moderated one” (Heejung et al., 2009). As the educational
activities should be formal in nature, it may be not possible to use new entertaining
technologies without moderation. For an example, the way social networking forum
postings (language, spellings, short words, abusive words etc.) made by students among
their friends may not suitable for proper learning. A moderator must be present to ensure
appropriate learning mix with formal learning.
104 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
“In education, there is a growing concern with the Internet triggered dishonesty
sparked by the massive use of the Internet” (Akbulut et al., 2008). The Internet can
facilitate many kinds of unethical behaviours such as plagiarism, piracy, fraudulence,
falsification, misuse, etc. (Ross, 2005). With the social networking and rich content
sharing methods, students could easily alter available content and claim the ownership for
assessments. Also, it would be really difficult to access control on student activities to
ensure proper assessment based learning activities. Future research is essential to
implement technological solutions to overcome these issues.
Yet again, it is the educator who governs the methods and models used in learning
process, and therefore they have to be convinced with the new approaches. They have to
be trained and provided with sufficient guidance on how to work with new generational
students and new technologies. There are one or two generational gaps with present
educators and students, making the delivery of education happen according to the
educators’ mindsets even the methods accommodate all aspects in balanced nature.
Therefore, to achieve, effective results from these improvements, present academia must
be openly convinced on the benefits of changes.
6 Conclusion
This paper has very briefly, yet comprehensively, rationalized the problems that existing
virtual learning methods and models, would experience in near future with new student
generations, if they do not accommodate necessary improvements. Since the situational
approaches for analysing these issues would not yield sustainable solutions, paper has
introduced a strategic model to analyze virtual learning methods with prime aspects and
their combinations. The technologies and potential issues discussed here would only
guide the pathway, but essentially need further research on possible avenues of
improvements with suitable technical customization. There are enormous untapped
potential researches relating to future learning methods improvements. Unfortunately, so
far researches focusing more on isolated technical approaches without considering the
broad spectrum to provide sustainable solutions to next generations. Whether we evolve
the present learning methods or not would decide their acceptance from future students.
REFERENCES
Albarini A., (2006), Cultural perceptions: The missing element in the implementation of ICT in developing
countries, International Journal of Education and Development using ICT , 2(1):49–65
Akbulut Y., Sendag S., Birinci G., Kilicer K., Sahin M.C. and Odabasi H.F., (2008) Exploring the types and
reasons of Internet-triggered academic dishonesty among Turkish undergraduate students: Development
of Internet-Triggered Academic Dishonesty Scale (ITADS), Computers & Education 51(1):463–473.
Allerton, H.E. (2001), Generation why, Training & Development, 55(11):56-60
Asthana A. (2008), They don't live for work...they work to live, Generation Y, The Guardian, 25th May 2008,
[accessed on 02.06.2008] [available at] http://www.guardian.co.uk/money/2008/
may/25/workandcareers.worklifebalance,
Cebeci, Z. and Tekdal, M. (2006) Using Pod casts as Audio Learning Objects, Interdisciplinary Journal of
Knowledge and Learning Objects, 2: 7-57
The 4th International Conference on Virtual Learning ICVL 2009 105
Comeau-Kirschner, C., & Wah, L. (1999) Holistic management. Management Review, 88(11):26-32.
Dabbagh N., (2007), The online learner: Characteristics and pedagogical implications, Contemporary Issues
in Technology and Teacher Education 7(3), online [available at]
http://www.citejournal.org/vol7/iss3/general/article1.cfm
de Freitas S., Neumann T., (2009), The use of ‘exploratory learning’ for supporting immersive learning in
virtual environments Computers & Education 52(2), 343-352
De Lucia A., Francese R., Passero I., Tortora G. (2009), Development and evaluation of a virtual campus on
Second Life: The case of SecondDMI, Computers & Education, 52(1):220–233
Edirisingha, P., & Salmon, G. (2007) Pedagogical models for pod-casts in higher education [online]
[available at] http://hdl.handle.net/2381/405 [Accessed 14.05.2009]
Evans C. (2008), The effectiveness of m-learning in the form of pod-cast revision lectures in higher
education, Computers & Education, 50(2):491-498
Field J., (2007), Looking outwards, not inwards, ELT Journal 61(1):30–38
Furnham A., Dissou G., Sloan P. and Chamorro-Premuzic T., (2007) Personality and intelligence in business
people: A Study of two personalities and two intelligence measures, Journal of Business Psychology,
(22): 99–109.
Gunter G. A., (2007), The Effects of the Impact of Instructional Immediacy on Cognition and Learning in
Online Classes, International Journal of Social Science, 2(3):196-202
Heejung A., Shin S., Lim K., (2009), The effects of different instructor facilitation approaches on students’
interactions during asynchronous online discussions, Computers & Education, 53(3):749-760
Liu, W., Cheok, A. D., Mei-Ling, C. L., Theng, Y., (2007), Mixed reality classroom: learning from
entertainment. In Proc. of the 2nd international Conference on Digital interactive Media in Entertainment
and Arts, DIMEA '07, ACM, 274:65-72
McIntosh-Elkins, J., McRitchie, K., and Scoones, M. (2007), From the silent generation to generation x, y
and z: strategies for managing the generation mix, In Proc. of the 35th Annual ACM SIGUCCS
Conference on User Services, SIGUCCS '07. ACM, New York, NY, 240-246.
Palfrey J., Gasser U. (2008), Born Digital: Understanding the First Generation of Digital Natives, Basic
Books, Perseus, New York, p.41
Perera G.I.U.S. (2009), “Key Success Factors for e-Learning Acceptability: A Case Based Analysis on
Blended Learning End-User Experience”, In Proc. of IEEE International Advance Computing
Conference, IACC’09, 2379-2384
Proserpio L., Gioia D., (2007), Teaching the virtual generation, Academy of Management Learning and
Education, 6(1): 69–80
Ross K., (2005), Academic dishonesty and the Internet, Communications of the ACM, 48(10), 29–31
Singh H., (2003) Building Effective Blended Learning Programs. Educational Technology November-
December, 43(6): 51-54
Sun S., Mike J., Griffiths N., (2005) To Support Adaptivity in Agent-Based Learning Systems – The Use of
Learning Objects and Learning Style, 5th IEEE International Conference on Advanced Learning
Technologies (ICALT’05)
Williams S., (2003) Clerical medical feeds back on blended learning, Industrial and Commercial Training,
35(1): 22–25
Learn of the Network Concepts Using Project Based Learning
Costel Aldea, Ion Florea
Abstract
The paper presents an application used by the students in the learning of networks
communication and configuration functions. Based on the idea that only by
interrogating and displaying of the network properties the student does not perceive
the basics of networks and due to the fact that the number of possibilities in
networks are large a skeleton project is proposed where the student contribute to a
team implementation of a network resource management project and better
understand basic principles of networking. Such that using project based learning
aspects the student are further developing the skeleton project as a team.
1 Introduction
E-learning contains modern methods and technics based on information tachnology
components like: multimedia, synchron and asynchron communication (Sangeorzan,
2003). All this components help user to obtain new knowledges in different domains.
Through the rapid access to the knowledges the educational software is an alternative
to the classical learning methods. In a simple approach, the educational software divides in:
- Simple interactive presentations and tools which are making more efficient and
attractive the teaching of the same knowledge that can be told in the classic
mode too;
- Computer simulators which are reproducing a bounce of real process from all the
domains, including those related to computer networks. These simulators offer
the user the possibility to simulate critical processes and to better understand
their business logic without producing any damage to the real system; in this
class are also included certain themes about the administration of a computer
network, when the students don’t have the administration rights (Florea, 2003;
Aldea, 2006).
In (Florea, 2003) is presented the simulation of some basic network administration
operations, such the the installing of the network operating system, Microsoft Windows
Xp, the IP adress alocation, the administration of account settings.
The XP firewall is a simple application which doesn’t contain a tremendous menu
with options for its own configuration. The user can only filter the ports, addresses and to
establish the status for the log operations.
The 4th International Conference on Virtual Learning ICVL 2009 107
In the current paper a skeleton project is proposed where the student contribute to a
team implementation of a network resource management project and better understand
basic principles of networking.
It has to mention that the skeleton project is written in the programing language C#.
The project offers samples of some basic API’s and the users must extend the
functionalities. For example in the proposesd verison are implemented function for
managing user and groups with a minimal number of parametrs and the user should
further extend the implementation to establish the propertie for the new created user (for
example it must set the logon script). The user can also see the functionalities offered by
the operating system itself by accessing the administrative tools components which are
started directly from the menu of the program.
2.2 Implementation
The project is implemented using C#. The user has to add new menu items with new
functionalities or has to extend the existing functionalities. Some of the implemented
functionalities are presented in the figure 1 and figure 2.
108 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
In the figure 1 it can see the application main menu. By using the main menu the user
has access to the most of the implemented operations. Some important operations are
those from the menu Operatii – using this operation the user start external processes and
use external tools like: remote desktop connection, TCP Viewer, Windows user manager,
Windows server manager, etc.
In the figure 2 are presented possible
operations after selecting a workstation. As
shown in the figure the user can do the
following: see details about the work station,
see running services, installed network
interfaces, TCP connections, ping other
station or the selected station, see the open
ports, user account and groups, see the
operating system version and see Win32 API
functions parameters. While important
functionalities are based on the Win32 API’s
the application offers a list with their
parameter so that the user can consult them
when it wants to add a new functionality to
the project which is based on the API
function call.
The common implementation and work to the project build the community of students
around the network principles and issues. Team work allows the integration into the
project of different point of view and modes of understating of concept. Any user has
access to the information put by the other student. Also the students can concurrently
work in developing of bigger functionalities.
administration issues, commands, etc. The user which has basic knowledge’s cannot
conceive such a project with all the interrelations between the task and operations. So that
the project permits to the student to acquire knowledge’s about the whole administrated
network not only one specific operation.
The students collaborate to solve the tasks. The interaction with other people which
have other type of knowledge’s give the student to possibility to express itself and to
discuss and better understand the studied aspects.
One of the main teacher concerns is to equilibrate the assignments and to make clear
and general accepted difference between given and proposed functionalities of the
implemented application (NRMan) so that the grade system keeps his characteristics.
4 Conclusion
Using the project based learning principles the teacher is able to incorporate numerous
teaching and learning strategies into project planning and implementation. By offering the
students the possibility to develop their own assignment and to write their own tasks, they
are deeply implied in the learning process. The students are part of the teaching process
and they don’t feel that the tasks are external task while they are included into the
process.
Between other advantages is also the fact that the written code in reviewed by other
coders implied directly in the project so that the students functionalities must have a high
quality level to satisfy all the implied members into the project.
REFERENCES
L. Sangeorzan, C. Aldea (2003): Tehnologii Internet, University Transilvania Publishing House, Braşov.
Florea I. (2004): ReŃele de calculatoare - concepte fundamentale, University Transilvania Publishing House,
Braşov.
C. Aldea, Bobancu A. (2006): IT Security Tutorial with Animated Examples, Proceedings of the
International Conference on Virtual Learning - ICVL2006, ISBN 973737218-2, Bucuresti, 275-282.
Florea I., Aldea C. (2003): Soft multimedia pentru pregătirea materialelor de curs, Proceedings of the
“ConferinŃa NaŃională de ÎnvăŃământ Virtual”, EdiŃia I, Universitatea din Bucureşti, Facultatea de
Matematică, 189-196.
http://www.4teachers.org/: Project Based Learning and evaluation (2009)
Computational Physics with Python
Rubin H. Landau1, Cristian C. Bordeianu2* , Manuel J. Paez3
Abstract
A coherent set of material for upper-division university education in computational
physics/science has been developed at Oregon State University, USA. It contains an
introductory course in scientific computing, a course in Computational Physics, and
a coordinated collection of multimedia interactive animations which enhance the
book and the courses. Computational Physics programs using Python programming
language are presented and displayed. It is proposed that presentation using Python
is a more effective and efficient way to teach physics than the traditional one.
3 What to teach
In Figure 4 we present a concept map for our Computational Physics course and text
(Landau et al, 2008). After two years in administrative processing, in October 2001 the
Oregon State Board of Higher Education approved a Bachelor degree in Computational
Physics (Landau, 2004). The first students entered in fall 2002, the first graduate left in
June 2003, and 3-5 students typically graduate each year. Although these numbers are
small, the classes are well attended by physics majors, graduate students, and engineering
students. A sample of the Computational Physics curriculum is given in Table 1. It is an
example of how a complete package of computation classes can be fit into a four-year
curriculum that is still strong in its mother discipline.
This curriculum has been built up course by course since 1989 as we proposed,
developed, taught, and modified new courses. The computer classes (bold) are seen to be
116 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
distributed throughout all years of study. In total, the curriculum is a mix of existing
applied math and CS classes, with the new computation classes acting as the glue that
holds it together.
There is another way to answer the questions “What to teach?” and “How to teach it?”
That way is to provide computation-based textbooks that help define which topics
constitute proper computational education, and provide a coherent presentation of the
subject. The OSU Computational Physics Education group has been trying to do that for
the last 15 years. Lists of more than 50 texts and other resources are to be found in a
recent resource letter (Landau, 2008). Although most of those resources and most of this
paper focus on more specialized computational topics, there is still very much an open
question on what and how to teach computation to beginning college science students,
and who should be doing the teaching. Our attempt takes the form of an Introductory
Scientific Computing course designed to provide first and second year students with the
computational tools needed throughout their undergraduate careers, and its associated
text, A First Course in Scientific Computing (Landau, 2005). In recognition of the
widespread disagreement over which computing tools lower division college students
should learn, the paper text covers Maple and Java, while the accompanying CD
contained essentially identical texts in Mathematica and Fortran90, as well as the
associated notebooks, worksheets, programs, and data sets. The combination of A First
Course in Scientific Computing and A Survey of Computational Physics (Landau et al,
2008) pave a continuous computational path throughout the undergraduate curriculum.
Figure 4. Concept map. Shows hardware and software components from computer
science, applied mathematics algorithms, and physics applications.
The 4th International Conference on Virtual Learning ICVL 2009 117
5 Using Python
Python is a popular programming language used for both standalone programs and
scripting applications in a wide variety of domains. It is free, portable, powerful, and
remarkably easy to use.
One of the reasons why we decided to migrate to Python in our CP books and courses
is that it provides a really nice balance between the practical and the conceptual (Downey
et al, 2008). Since Python is interpreted, beginners can pick up the language and start
doing neat things almost immediately without getting lost in the problems of compilation
and linking. Furthermore, Python comes with a large library of modules that can be used
to do all sorts of tasks ranging from web-programming to graphics. Having such a
practical focus is a great way to engage students and it allows them to complete
significant projects. However, Python can also serve as an excellent foundation for
introducing important computer science concepts. Since Python fully supports procedures
and classes, students can be gradually introduced to topics such as procedural abstraction,
data structures, and object-oriented programming.
Another reason is the fact that Python is freely available for download. Versions are
available for almost every operating system, including UNIX, Windows, Macintosh, and
Java. In addition, the Python website includes links to documentation, how-to guides, and
a wide assortment of third-party software.
The tools we have used in preparing the visualizations are:
Matplotlib: Matplotlib is a very powerful library of plotting functions callable from
within Python that is capable of producing publication quality figures in a number of
output formats. It is, by design, similar to the plotting packages with Matlab, and is made
118 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
more powerful by its use of the numpy package for numerical work. In addition to 2-D
plots, Matplotlib can also create interactive, 3-D visualizations of data.
Visual (VPython): The programming language “Python” is so often employed with
the Visual graphics module and the IDLE interface that the combination is often referred
to as Vpython. Much of the use of the Visual extension has been to create 3-D
demonstrations and animations for education, which are surprisingly easy to make and
useful.
Tkinter: Python also contains a graphical user interface (GUI) programming module
called Tkinter or Tk.
6 Conclusions
We think that only time will judge the viability of computational physics programs such
as ours. However they do appear to attract new students and to provide them with broad
preparation for future career choices. Also the use of Python programming language
seems to be a good choice judging by the feedback of the students.
REFERENCES
(1) Institute for Computer Science, Romanian Academy, Bd. Carol I nr. 8, Iaşi, România
(2) Gheorghe Asachi Technical University of Iaşi, Iaşi, România
E-mail: mferaru@etc.tuiasi.ro
Abstract
The SRoL Web-based spoken language repository and tool collection was developed
during several years by the collaboration of groups from the Institute for Computer
Science of the Romanian Academy, CERFS Excellence Center in "Gheorghe Asachi"
Technical University of Iasi and staff of the discipline of Language Technology,
Computer Science Faculty, "Al.I. Cuza" University. The web site includes thousands
of voice recordings grouped on sections like "Basic sounds of the Romanian
language", "Emotional voices", "Specific language processes", "Pathological
voices", "Comparison of natural and synthetic speech", "Gnathophonics and
Gnathosonics". The recordings are annotated and documented according to
proprietary methodology and protocols. Moreover, we included on the site extended
documentation on the Romanian language, speech technology, and tools produced
by us, for voice analysis. The resources are a part of the CLARIN European
Network for Language Resources. The resources and tools are useful in virtual
learning for phonetics of the Romanian language, speech technology and medical
subjects related to voice. We report on several applications in language learning
and voice technology classes.
1 Introduction
In a world where the Web / Internet communication is pervasive, computer is more than a
study topic for everyone, it is a ubiquitous tool. Computers serve for more than doing
computations, they are now one of most used means of communication and interaction –
the very basis of any educational system. As a consequence, computer-based education is
an obvious choice whenever a distance separates the learner and the learning person. In a
general sense, computer-based education and virtual education based on Internet is today
an undeniable fact of life in every academic campus. While computers and the network
are the means, the spoken language represents the prevalent support of communication in
the teaching-learning process. Hence the natural need to address e-learning and virtual
learning of languages, voice and phonetics, voice pathology, and other aspects related to
voice and spoken language.
In view of the above, we built during a timeframe of about five years a web site that
offers the possibility of teaching and learning various aspects on the Romanian language
120 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
database includes files with vowels, consonants, diphthongs, sentences with emotional
states, linguistic particularities for the Romanian language, dialectal voices, and
gnathosonic and gnathophonic sounds. It is the first Internet based annotated database of
emotional speech for the Romanian language which contains more than 1500 recordings
in different coding formats (wav, ogg, txt / 22 kHz/ 24bit/ 16 bits). The phonetic
recordings which refer to an annotated emotional speech corpus (database) are registered
to ORDA. Figure 1 illustrates the home page of the SRoL speech database, which has
English and French versions as well.
In this paper, we provide details about the applications of this database and about the
SRoL-web database, available to the address http://www.etc.tuiasi.ro/sibm/
romanian_spoken_language/index.htm.
a b
Figure 2. Gnathophonic (a) and gnathosonic (b) recording with details, tool
GoldWaveTM. By analyzing such recordings available at SRoL, students can learn how
to differentiate the normal and pathological states
The 4th International Conference on Virtual Learning ICVL 2009 123
Figure 2(b) illustrates a double occlusive sound. These two occlusive sounds are
separated in time and denote two contact points. This is a type of occlusive sound which
can produce in time a deficiency in the mandibulary movement and erosion of teeth. The
educators and students can use many the statistical studies regarding the pathological
sounds in the Romanian language and recordings of persons with different pathologies
(see section: Gnathosonic and Gnathophonic Archive) that the site includes.
Emotions rending in voice and emotion analysis is increasingly addressed in recent
years, including for medical and psychiatric diagnosis and treatment (Lundberg I., 1995),
(Olofsson Å., 1992). The recordings from the emotional database at Max-Planck-Institute
of Cognitive Neuroscience are made by a female fluent speaker; they made an
electroencephalogram (EEG); the validation commission has twenty persons; they didn’t
offer information about the listeners; they judged the semantic content and the prosodic
feature on five-point scale; the goal was to relate the emotions and to recognize a location
in the human brain (Polzin, T.S., Waibel, A.H., 1998). We have addressed the topic in
SRoL. The SRoL database contains feminine and masculine emotional voices; the
speakers are aged between 25-35 years and they have no manifested pathologies. We
analyzed only the audio voice signal. We did not make analyses like EEG, EMG,
electroglottogram, etc., as those contained in other databases, like the Magdeburger
Prosodie Korpus (Wendt B., Scheich H., 2002).
Every recording from the SRoL database is accompanied by the speaker profile and by
the questionnaire concerning vocal pathology and objective factors for every speaker
(Feraru, M., Teodorescu, H.N., 2008). The speaker’s profile offers linguistic, ethnic,
medical, educational, professional information about the speaker. The questionnaire
presents details regarding the health state of the speaker
(http://www.etc.tuiasi.ro/sibm/romanian_spoken_language/ro/protocol_nou.htm).
Linguistics” at the Faculty of Computer Science, “Al.I. Cuza” University of Iaşi. Details
on the use in Voice Technology classes of some topics from SRoL are described in
(Cristea D. et al, 2004). At the international EUROLAN 2007 summer school, the second
author used the SRoL site to present “Traces of emotion, intentions and meaning in
spoken Romanian” (http://eurolan.info.uaic.ro/html/ profs/HNTeodorescu.html). The
second author taught the specific methodology aspects, results obtained on the
characterization of emotions in speech, possibilities of recognition of emotions and
intentions in speech, and the relationship between specific meanings and the prosody in
specific constructions in the Romanian language. The lesson exemplified applications of
analysis of the speech emotional prosody to social, psycho-social, educational and
psycho-medical topics.
We hope the SRoL resources will be used in all the universities in Romania by foreign
students who learn the Romanian language, moreover in other academic media and as an
online tool by foreign students and teachers. We welcome any request for help and
educational advice from all those who wish to use our SRoL language-related web
resources in virtual e-teaching and learning.
Acknowledgments. Research partly performed for the Romanian Academy “priority
research” theme “Cognitive Systems” and to CEEX grant nr 46/2005. We thank those
who contributed to SRoL, primarily D. TrandabăŃ, M. Zbancioc, R. Luca, and L. Pistol.
REFERENCES
Wendt, B. and Scheich, H. (2002): The Magdeburger Prosodie-Korpus. Proc. Speech Prosody Conf. Aix-en-
Provence, France, pp. 699-701.
Polzin, T.S. and Waibel, A.H. (1998): Detecting emotions in speech, Conference on Cooperative Multimodal
Communication - Proc. CMC., Tilburg, The Netherlands.
Cole R.A. (1999): Tools for Research and Education in Speech Science, Proc. Int. Conf. for Physics Students,
www.cslu.ogi.edu/toolkit/pubs/pdf/cole_ICPS_99.pdf.
Wise B.W. and Olson R.K. (1994): Computer Speech and the Remediation of Reading and Spelling
Problems, J. Special Education Technology, vol. 12, nr. 3, pp. 207-220.
Olofsson Å. (1992): Synthetic speech and computer aided reading for reading disabled children, Journal:
Reading and Writing, vol. 4, nr. 2, pp. 165-178, ISSN: 09224777, (http://www.springerlink.com/content/
j521536n135x2864/).
Lundberg I. (1995): The Computer as a Tool of Remediation in the Education of Students with Reading
Disabilities: A Theory-Based Approach, Learning Disability Quarterly, vol. 18, nr. 2, Technology for
Persons with Learning Disabilities (1995), pp. 89-99, http://www.jstor.org/pss/1511197.
Cameron K. (1999): Computer Assisted Language Learning (CALL): Media, Design, and Applications,
Taylor & Francis, ISBN: 902651543X, http://www.google.com/books?id=dO_sNQlWhrsC&
printsec=frontcover&dq=related:ISBN0940753030&hl=ro&source=gbs_similarbooks_s&cad=1
Warschaue M. (1997): Computer-Mediated Collaborative Learning: Theory and Practice, The Modern
Language Journal, Vol. 81, No. 4, Special Issue: Interaction, Collaboration, and Cooperation: Learning
Languages and Preparing Language Teachers (Winter, 1997), pp. 470-481, http://www.jstor.org/
pss/328890
Solomon C. (1988): Computer Environments for Children –A Reflection of Theories of Learning and
Education, www.google.com/books?id=EonPZ9A81kkC&printsec= frontcover&hl=ro&source=gbs_v2_
summary_r&cad=0
Feraru M. and Teodorescu H.N. (2008): The Emotional Speech Section of the Romanian Spoken Language
Archive, Proc. 5th European Conf. on Intelligent Systems and Technologies, Iaşi, România, ISBN
978973730497.
Cristea, D., Teodorescu, H.N., Tufiş, D.I. (2004): Student Projects in Language and Speech Processing,
Workshop on Language Resources: Integration and Development in E-learning and in Teaching
Computational Linguistics, pp. 17-22, 4th Conf. on Language Resources and Evaluation, Lisbon, Portugal
- http://nats-www.informatik.uni-hamburg.de/view/Main/AcceptedPapers.
Teodorescu, H.N., TandabăŃ, D., Feraru, M., Zbancioc, M., Luca, R. (2007): A corpus of the sounds in the
Romanian spoken language for language-related education. Ch. 6, pp. 73-89. In: C.P. Pascual (Ed.),
“Revisiting Language Learning Resources”, Cambridge Scholars Pub. (CSP), UK, ISBN 1847181562;
pp. 73-89.
Teodorescu, H.N., Dobrea, D.M., Forte, E., Wentland-Forte, M. (2000a): A High Sensitivity Sensor for
Proximity Measurements and Its Use in Virtual Reality Applications, Proceedings of the European
Conference of Intelligent Technologies, Iaşi, România, ISBN 973-95156-1-4.
De Coulon, F., Forte, E., Mlynek, D., Teodorescu, H.N., Suceveanu, Şt. (1996): Subject State Analysis by
Computer in CAE, Proc. Int. Conf. on Intelligent Technologies in Human-Related Sciences, Leon, Spain.
vol. 2, pp. 243-250.
126 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Teodorescu, H.N., Ganea, R., Feraru, M., Burlui, A. (2005): Assement of Voice quality based on nonlinear
dynamic analysis, Proceedings of The 15th Int. Conf. on Control Syst. & Computer Sci., Bucharest,
România, pp. 536-542, ISBN 9738449898.
Teodorescu H.N. (1998): Computer semiotics: understanding meanings and parallel languages (Refereed
invited paper). In: T. Yamakawa, G. Matsumoto (Eds.): Proc. Int. Conf. IIZUKA’98, World Scientific
Publ., pp. 279-283.
Teodorescu, H.N., Kandel, A., Paschall, B. (2000b): Teaching Modern Chapters in Automata Theory and
Formal Languages, Symp. 21 Century Teaching Technologies, March 20, Univ. South Florida, Tampa,
USA (abstract in booklet of the Symposium.).
Zbancioc M. (2006): Tools for the Archive of the Romanian Language Sounds Project, 4th European Conf. on
Intelligent Systems and Technologies, Iaşi, România, ISBN 973-730-265-6.
Teodorescu, H.N., Zbancioc, M., Mihăilescu, E. (2006): Speech Technology and Bio-Medical Engineering
Teaching Based on the Web-A new Tool and Case Study, International Conference on Interactive
Computed Aided Learning, Sept. 27-29, Villach, Austria.
Teodorescu, H.N, Feraru, M., TrandabăŃ, D. (2007b): Studies on the Prosody of the Romanian Language: The
Emotional Prosody and the Prosody of Double-Subject Sentences, C., Teodorescu, H-N (Eds.) Advances
in Spoken Language Technology, The Publishing House of the Romanian Academy, Bucharest, România,
ISBN 978-973-27-1516-1, pp. 171-182.
Teodorescu, H.N. and Feraru, M. (2007): Micro-corpus de sunete gnatosonice şi gnatofonice, Pistol, Cristea,
Tufiş (eds.) Resurse lingvistice şi instrumente pentru prelucrarea limbii române. Editura UniversităŃii “Al.
I. Cuza” Iaşi, pp. 21-30, ISBN 978-973-703-297-3.
Teodorescu, H.N. and Feraru, M. (2008): Classification in Gnathophonics – Preliminary Results, The Second
Symposium on Electrical and Electronics Engineering, GalaŃi University Press, pp 525-530, ISBN 1842-
8046.
Teodorescu H.N. (2001): Interrelationships Communication Semiotics, in vol. “What Should be Computed to
Understand and Model Brain Function: From Robotics, Soft Computing, Biology and Neuroscience to
Cognitive Philosophy”, (Ed.) Tadashi Kitamura. World Scientific, ISBN 9810245181, pp. 115-148.
Teodorescu, H.N. and Sofron, E. (1987): Demonstrating dislocations evolution, Int. Journal Applied
Engineering Education. vol. 3, nr. 2, pp. 189 -192.
Note. Due to the character of this article and to space limits, more references from the literature
could not be included, as needed by the topic of the paper.
Virtual Learning, Blended Learning and Modern Foreign
Languages: Let’s listen to the students!
Nathalie Ticheler
Abstract
The Open Language Programme (OLP) at London Metropolitan University is an
Institution-Wide Language Programme which offers credit-bearing modules to
undergraduates and post-graduates of all subjects, staff from the university, as well
as members of the general public. The programme is available in eight languages
(General and Business English, Arabic, French, Italian, Japanese, German,
Mandarin Chinese and Spanish) at up to ten different levels. All modules are based
on a blended learning formula, a package of face-to-face group tuition and self-
study. Since October 2008, all OLP students have had access to Weblearn, our
Virtual Learning Environment (VLE), which provides essential course information,
together with specially-tailored blended learning materials. A study was conducted
among students of Japanese for beginners and post-beginners in spring 2009 and
sought to evaluate their experience of Weblearn in the context of blended learning,
using largely their own reported accounts and a mixed method approach to
research. This paper presents initial findings, with a particular focus on
collaborative learning.
Regarding Higher Education, the CILT analysis (2008) of HESA data, based on
annual enrolment figures, reveals a decline of 5.3% overall on first degree language
students in Higher Education between 2002-2003 and 2006-2007. In contrast, enrolments
for first degrees increased by 29.9% for Japanese. Enrolments on Japanese language
modules as part of non-language specific degrees increased by 37.8% between 2002-2003
and 2006-2007. Kelly (2008) explains that
languages remain vulnerable, despite being strategically important for the future of the
country. But there are signs that government initiatives and the efforts of language
educators are beginning to have an effect, at least in slowing the decline.
In this context, various initiatives have been launched at national level. For example,
the DFES National Languages Strategy (2002) has implications at all stages of the
education system and extends beyond the classroom, including at international level
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)
HEFCE has agreed to fund Routes into Languages to encourage the take-up of
language courses in England. The programme, led by the Subject Centre for Languages,
Linguistics and Area Studies (LLAS), in a partnership with the University Council of
Modern Languages (UCML) and CILT, is scheduled to run until 2009/2010.
The study is firmly anchored in a context of promotion of e-learning and evaluation of
the student experience at governmental and institutional levels. Following the publication
in March 2005 of the HEFCE ten-year e-learning strategy, the Higher Education
Academy was invited to lead a benchmarking exercise and related Pathfinder programme
in partnership with the Joint Information Systems Committee (JISC). The benchmarking
exercise was intended to help institutions establish where they were in regard to
embedding e-learning. The Pathfinder programme, by contrast, was specifically designed
to help selected institutions, on behalf of the sector, identify, implement and evaluate
different approaches to the embedding of technology-enhanced learning in ways that
result in positive institutional change. In a context of widening participation within
Higher Education Institutions, coupled with budgetary constraints, e-learning is
frequently presented in educational circles as of clear benefit, at governmental level, at
institutional level and at student level. Indeed, Hurd (2002) comments
Increasing diversity in the student population, through widening participation, new
technologies and new, more cost-efficient practices in course production are forcing a
re-think of current activity and providing a challenge to all those involved in the design
and delivery of learning constantly seek out ways of ensuring that the needs of our
language learners are met.
3 Methodology
The objective was to collect data on students’ lived experiences and to identify the
meanings behind their reported behaviours and attitudes. Therefore, I followed a
130 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Positivism is an approach to social research which seeks to apply the natural science
model of research to investigations of the social world. It is based on the assumption
that there are patterns and regularities, causes, and consequences in the social world,
just as there are in the natural world. (Denscombe 2003)
In line with a positivist framework, quantitative data was obtained from the closed
questions included in the questionnaire and the tracking function. Open questions related
to students’ experience of Weblearn and data from the learning diaries lent themselves to
a qualitative treatment, in agreement with an interpretative approach.
The sample population included 34 students, 21 beginners and 13 post-beginners,
studying Japanese on the OLP in spring semester 2009, with significant proportions of
part-time and external students (members of the general public enrolled on OLP
modules). Most post-beginners had previous experience of Weblearn. Overall, 67% of
participants completed the self-study component of their Japanese module from home,
away from their peers, tutors and university facilities.
4 Experience of Weblearn
Approximately 50% of participants thought Weblearn contributed to their progress. 27%
of beginners were satisfied or very satisfied with the provision and 36% thought 'it was
ok'. Figures reached 60% and 25% respectively, among post-beginners.
Participants admitted to spend only a limited amount of time on Weblearn, less than
one hour per week for 52% of beginners and 77% of post-beginners. Reasons for the
limited use of Weblearn deserve further investigation and may include personal or
professional commitments, the possibility to use the online packs without logging to
Weblearn, negative views towards the VLE, lack of integration of Weblearn into the
taught component or simply different learning preferences.
Weblearn contains Japanese learning materials and course documentation, such as
module handbooks, weekly course syllabi and details of assessment. Both beginners
(76%) and post-beginners (92%) declared referring to the module handbook. Regarding
the weekly syllabi, figures reached 39% and 60% respectively. Online announcements
appeared to be neglected by students, as beginners (52%) and post-beginners (46%) only
read them 'once in a while'.
The 4th International Conference on Virtual Learning ICVL 2009 131
6 Interpretation
Decisions were made at institutional and departmental levels to use a VLE. Indeed,
London Metropolitan University has launched a blended learning strategy through
Weblearn. Both teaching staff and students have received some introductory training in
this area. Participants have expressed the following views regarding Weblearn
Weblearn is excellent and gives very good opportunities for extra practice
Exercises on weblearn are very useful; I like the section on Manga
Weblearn contains all the material needed to help language learners
Weblearn is very useful to improve my Japanese. It has everything I want to learn, is
fun and interesting Weblearn is very interesting and fun. It makes me enjoy the course.
Everything we learn is shown on weblearn
However, figures regarding the frequency of use, the submission of written tasks and
the consultation of online announcements show a fairly limited use of Weblearn. Bearing
in mind constraints faced by both staff and students, data indicates some possible reasons
for these findings such a perceived lack of connection between taught contents and the
self-study component by the students, coupled with tutors’ choice to distribute additional
132 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
materials which follow more closely actual lesson contents. Indeed, 5 students would
have liked Weblearn to match up more closely with lessons and another 2 students were
satisfied with handouts only. In addition, 9 students stated a preference for using
alternative materials such as books they purchased themselves (in addition to their set
coursebook) or other printed materials of their choice.
As part of the qualitative treatment of data, 6 students reported technical difficulties
such as the inability to login, dead links in the online packs and problems to download
materials or display the Japanese script properly. Another 6 students commented on the
difficulty to navigate and find materials.
Finally, quantitative data on students’ experience of the online packs indicates that
updating the materials may be beneficial in various areas, as indicated in an earlier
section.
Students appeared to respond more positively to web links available on Weblearn. In
this area, beginners had a preference for the links towards the online packs (26%),
flashcards (15%), and sites such as Kids Web Japan (14%), as well as Hiragana charts
and Web Japan Culture (12%). Post-beginners used the Hiragana charts (23%) and online
packs, flashcards and Web Japan were of equal interest (17%). Here again, figures seem
to indicate a shift away from the online packs towards a greater variety of web-based
materials.
7 Recommendations
Beginners (85%) and post-beginners (54%) would like to use online packs in pdf and
mp3 format, which would resolve difficulties related to the display of the Japanese
characters.
Participants would generally welcome additional materials to download from
Weblearn (such as helpsheets with key vocabulary and grammar, or Hiragana/Katakana
tables and practice sheets). In this study, figures ranged from 14 to 16% among beginners
for each of the extra materials listed above; and 12 to 17% among post-beginners.
Communication tools only attracted 5% of the cohort. These issues would benefit from
further investigation, as they have implications regarding material development,
collaborative learning and both staff and student training.
Regular updates, following students’ feedback, is likely to assist in maintaining
students’ motivation and satisfaction. Indeed, students who are active participants of their
own learning, in terms of what, when and how they learn, are more likely to keep
motivated. The Flexi-pack project launched at SOAS-UCL CETL Languages of the
Wider World is of particular interest here (Ticheler & Sachdev 2008).
Ideally, authors of materials, including updates, should be tutors with current or
previous experience of the modules, to ensure a greater compatibility of materials with
taught sessions. Principles of teacher empowerment and theories of collaborative learning
indicate that a greater involvement of tutors at the production stage is likely to boost the
normalisation of materials among students.
Indeed, I would suggest taking direct action to foster a greater normalisation of the
VLE among teaching staff and students, both in and out of the lessons. I take the view
The 4th International Conference on Virtual Learning ICVL 2009 133
that teaching staff need to guide and motivate students to make regular use of the
Weblearn provision presented to them by giving them a demo early in the course,
together with regular learning tips in class and adding materials and information to be
consulted both in and out of class. In short, the key is to embed e-learning in regular
learning and teaching activities, to seek feedback from stakeholders at regular intervals
and to ensure flexibility of the provision, in hand with careful training.
8 Conclusion
This study focused on students’ experience of Weblearn in connection with their Japanese
module on the OLP at London Metropolitan University. A mixed method research
strategy combining a qualitative and quantitative treatment of data pointed out difficulties
in areas such as e-learning design and learning preferences and a case was made for the
benefits of collaborative learning. In particular, the normalisation of Weblearn is of
significant importance for blended learning to succeed. Another necessity is to integrate
regular feedback from staff and students to practice-based research projects.
REFERENCES
Beale, R. (2004): Wireless Learning Community Hub. In Conference Proceedings of M-Learn 2004, M-
Learn, Rome, 23-24.
CILT. (2008): Language Trends 2008. CILT, London.
CILT. (2008): First Degree Student Enrolments in the United Kingdom, 2002-2003 to 2006-2007 Including
Language Analysis. CILT, London. http://www.cilt.org.uk/research/statistics/education/higher. htm#higher1
Canning, J. (2008): Five Years on: The Language Landscape in 2007.Subject Centre for Languages,
Linguistics and Area Studies, Southampton.
Creswell, J. (2003): Research Design: Qualitative, Quantitative and Mixed Methods Approaches (2nd
edition). Sage Publications, Thousand Oaks, California.
Denscombe, M. (2003): The Good Research Guide for Small-Scale Social Research Projects (2nd edition).
Open University Press, Maidenhead. Department for Education and Science. (2002): Languages for All:
Languages for Life. A Strategy for England, http://www.teachernet.gov.uk/_doc/11879/
LanguagesForAll.pdf
Higher Education Funding Council For England, Joint Information Systems Committee and Higher Education
Academy. (2005): E-Learning Strategy. http://www.hefce.ac.uk/pubs/hefce/2005/05_12/05_12.pdf
Higher Education Funding Council for England. (2009): Enhancing Learning and Teaching Through the Use
of Technology. A Revised Approach to HEFCE’s Strategy for E-Learning. HEFCE, Bristol.
Hurd, S. (2002): Learner Difference in Independent Language Learning Contexts. Good Practice Guide.
Subject Centre for Languages, Linguistics and Area Studies, Southampton. http://www.llas.ac.uk/
resources/gpg/1573
Joint Information Systems Committee. (2008): E-Learning Benchmarking and Pathfinder Programme 2005-
2008: An Overview. The Higher Education Academy, York.
Macdonald, J. (2006): Blended Learning and Online Tutoring. A Good Practice Guide.Gower Publishing, USA.
Naismith, L. (2006): Literature Review. In Mobile Technologies and Learning. Futurelab, Birmingham.
Routes into Languages http://www.routesintolanguages.ac.uk
Subject Centre for Languages, Linguistics and Area Studies http://www.llas.ac.uk
The National Centre for Languages http://www.cilt.org.uk
Ticheler, N & Sachdev, I. (2008): Mobile Learning, Collaborative Learning and World Languages. The Flexi-
Pack Project at SOAS-UCL CETL Languages of the Wider World http://www.llas.ac.uk/
resources/paper/3128
The eLiTA (e-Learning in Textiles & Apparel) Project
Mirela Blaga1, Simon Harlock2
(1) Assoc. Prof., Ph. D, CText ATI, Gheorghe Asachi Technical University of Iasi,
Romania, E-mail: mblaga@tex.tuiasi.ro
(2) B.Sc. Ph.D., Media Innovations Ltd, UK,
E-mail: s.c.harlock@media-innovations.ltd.uk
Abstract
This paper will present the eLiTA (e-Learning in Textiles & Apparel) Project to
develop elearning modules in textiles and apparel for use in education and training
in Europe. The project is being undertaken by a consortium of academic
organisations in Greece, Latvia, Portugal, Romania and Slovenia, a training
organisation and a company in the UK and is supported with funding from the
Leonardo da Vinci programme in the European Union. The aim of the project is to
build on the earlier work of two previous Leonardo da Vinci funded projects which
developed elearning materials on apparel technology, carpet technology, hosiery
technology and dyeing printing and finishing in Czech, English, French, Lithuanian
and Turkish. The eLiTA project will update the content and produce the elearning
materials in English, Greek, Latvian, Portuguese, Romanian and Slovenian. The
project will provide a new Internet-Based European wide learning tool to provide a
user friendly way of learning at a place, pace and time to suit the needs of the
individual and extend the opportunity to study in this way to more companies and
organisations throughout Europe.
1 Introduction
This paper will present the eLiTA (e-Learning in Textiles & Apparel) Project to develop
elearning modules in textiles and apparel for use in education and training in Europe. The
project is being undertaken by a consortium of the following academic and training
organisations and companies in Greece, Latvia, Portugal, Romania, Slovenia and the UK.
The project is supported with funding from the Leonardo da Vinci programme in the
European Union.
industrial sectors with an annual turnover of 215 billion Euro and a total workforce of
2.6 million”.
The need for the Project to produce Internet based training tools is highlighted in the
Final Evaluation Report (March 2006) for the “European Textiles Learning Tools”
Project as evaluated by Glendevon Associates. The report p.4 states “Perhaps more
importantly is the potential of the product design and any future on-line versions;
evaluation suggests that they will be capable of supporting the development of a range of
vocational competences throughout the industry in Europe”.
In addition, the report by Advottex Network (Investigating Strategic
Needs For Advanced Vocational Training In The European Textile And Clothing
(T&C) Industry) found that the types of training tools preferred were …Internet (31%)
based products. (Page 25). These findings have helped to reaffirm the design of the
project in confirming that the use of Internet based training materials is effective in
helping SMEs in the textile industry to improve competitiveness.
The project targets workers in the European textile sector at operative level. In the
Textile sector although there have been a number of job losses, there is a significant
demand for new workers due to the age of the workforce. This replacement demand is
highlighted in the Skills for Business Working Futures 2004-2014: National Report
p.130 “the largest level of replacement demand will arise amongst machine and transport
operatives … on average around a third of the current workforce will need to be replaced
over the next 10 years”.
Where appropriate, hypertext links (Figure 4) on specific text are included to take the
learner to related pages in the same or other topics to provide them with further
information.
Figure 4 - Video
The 4th International Conference on Virtual Learning ICVL 2009 141
REFERENCES
[1] “TEXTAG” Final Evaluation Report for KLITRA Ltd, February 2009 – Glendevon Associates
[2] www.elearning-textiles.co.uk
Recommender Systems for Smart Lifelong
Learning
Abstract
The majority of current web-based learning systems are closed learning
environments where courses and learning materials are fixed and the only dynamic
aspect is the organization of the material that can be adapted to allow a relatively
individualized learning environment. In this paper, we propose an evolving web-
based learning system which can adapt itself to its users. More specifically, the
novelty with respect to the system lies in its ability to find relevant content on the
web, and its ability to personalize and adapt this content based on the system's
observation of its learners and the accumulated ratings given by the learners.
Hence, although learners do not have direct interaction with the open Web, the
system can retrieve relevant information related to them and their situated learning
characteristics. Lifelong learning scenarios have particular differences in their need
for personalized recommendations that make not possible reusing existing general
approaches of recommender systems. The paper describes those challenges and
presents a hybrid proposal that combines different recommendation techniques to
navigate learner in learning process and make lifelong learning system
personalized.
1 Introduction
Research on e-learning has gained more and more attention thanks to the recent explosive
use of the Internet. The Lifelong Learning (LLL) paradigm supports the idea that learning
should occur throughout a person’s lifetime (Santos and Boticario, 2008). This paradigm
promotes a user-centered approach that removes social, physical and cognitive barriers,
where dynamic support may foster attitudes and skills to improve the effectiveness of the
learning process. In mediating this process, technology is playing an important role. In
this sense, a dynamic support that recommends learners what to do to achieve their
learning goals is desirable. Traditionally, Intelligent Tutoring Systems (ITS) intend to
provide direct customized instruction to students by finding the mismatches between the
knowledge of the expert and the actions that reflect the assimilation of that knowledge by
the student (Santos and Boticario, 2008). Their main limitations are: 1) ITS are specific of
the domain for which they have been designed (since they have to be provided with the
expert knowledge) and 2) it is unrealistic to think that it is possible to code in a system all
The 4th International Conference on Virtual Learning ICVL 2009 143
the possible responses to cover the specific needs of each student at any situation of the
course.
However, the majority of current web-based learning systems are closed learning
environments, where courses and materials are fixed and the only dynamic aspect is the
organization of the material that can be adapted to allow a relatively individualized
learning environment. In this paper, we will propose an evolving web-based learning
system which can adapt itself not only to its users, but also to the open Web in response
to the usage of its learning materials. Our system is open in the sense that learning items
related to the course could be added, adapted, or deleted. Our proposed e-learning system
adapts both to learners and the open Web. In a traditional adaptive e-learning system, the
delivery of learning material is personalized according to the learner model. However, the
materials inside the system are a priori determined by the system designer/tutor. In open
lifelong system, learning materials are automatically found on the web and integrated into
the system based on users' interactions with the system. Therefore, although users do not
have direct interaction with the open Web, new or different learning materials in the open
Web can enrich their learning experiences through personalized paper recommendations(
Tang and Mccalla, 2004). Other ability of our systems is working powerful in critical
fields and high tolerance in unknown situation like new generation of science with related
information shortage or new user with no specification of his interests. Another
superiority of our systems is suitable architecture for social networks like facebook1.
There is similarity between social networks and lifelong learning therefore we think we
can use social networks in learning. We propose combination of different adapted
recommendation algorithms to address lifelong systems requirements.
The organization of the paper is as follows: in section 2 we overview the related work
done in recommender systems in lifelong learning (LLL), focusing more on recent
systems. We introduce our solution including high level architecture and required details
in section 3. The conclusion of the paper comes in section 4 along with some
recommendations for future work.
2 Related work:
Work on LLL systems is in initial stage, but improve quickly. In (Santos and Boticario,
2008) introduce inclusive scenarios of recommender systems and LLL and propose
recommending strategies for LLL. In (Derachesler and Hummel and koper, 2007)
propose a combination of memory-based recommendation techniques that appear suitable
to realize personalized recommendation on learning activities in context of e-learning. As
described earlier, our proposed e-learning system makes individualized recommendations
of materials for learners chosen from a dynamically evolving paper repository. There are
several related works concerning tracking and recommending technical papers. Basu
(Basu et al,2001) define the paper recommendation problem as: "Given a representation
of my interests, find me relevant papers." They studied this issue in the context of
assigning conference paper submissions to reviewing committee members. Reviewers do
1
www.facebook.com
144 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
not need to key in their research interests as they usually do; instead, a novel autonomous
procedure is incorporated in order to collect reviewer interest information from the web.
Bollacker (Bollacker et al, 1999)refine CiteSeer, through an automatic personalized paper
tracking module which retrieves each user's interests from well-maintained heterogeneous
user profiles. Woodruff (Woodruff et al, 2000) discuss an enhanced digital book with a
spreading-activation mechanism to make customized recommendations for readers with
different types of background and knowledge. McNee (McNee et al, 2002) investigate the
adoption of collaborative filtering techniques to recommend papers for researchers. They
do not address the issue of how to recommend a research paper; but rather, how to
recommend additional references for a target research paper. In the context of an e-
learning system, additional readings in an area cannot be recommended purely through an
analysis of the citation matrix of the target paper, because the system should not only
recommend papers according to learners' interests, but also pick up those not-so-
interesting-yet pedagogically suitable papers for them (McNee et al, 2002). In some cases,
pedagogically valuable papers might not normally be of interest to learners and papers
with significant influence on the research community might not be pedagogically suitable
for learners. Therefore, we cannot simply present all highly relevant papers to learners;
instead, a significantly modified recommending mechanism is needed( Tang and Mccalla,
2004).
3 Proposed Approach
We describe our system in four phases(figure 1) : 1)Input 2)Process 3)Output 4)Feedback
Processing. There are three type of inputs, Actors that described later include four type of
role. Candidate items are contents that recommender systems select N number of them for
recommendation. Other one is input information such as user models, friend weights,
learning map and so on that explain perfectly in section 3.1. All inputs process in process
phase to make recommendation. Recommended items present to user and collect his/her
feedbacks in output phase. Finally, by processing feedbacks system can update itself to
predict and recommend better. Feedback processing phase provide restoration by reform
user modeling, friends weight and other related essential information to increase system
accuracy. Our proposed approach summarized in Fig. 2 with more details.
In figure 2 the generic view of our proposed approach is illustrated. According to
figure four main phases is recognizable. Each of these phases will explain completely at
following subsections.
number of friends and updating their weight a better clustering is made and consequently
system gives a more accurate recommendation. Also this method works well when user
has few friends. The other role is teachers who have enough knowledge about the
discussed topics in learning group and they can be an intelligent agent. System can make
a learning group without a teacher. This is a notable attribute of system especially when
learning group topic is very update and advanced, so an adequate teacher can’t be found.
Most important teacher works in this system listed as follows:
INPUT PROCESS OUTPUT
Candidate
Items
Recommendation
Actors Processing
unit
Feedback
Input info
Updating
unit
FEEDBACK
PROCESSING
Fig. 1. Concept model of our Proposal
invite him/her such as: how much he/she knows inviters, how he/she be familiar with
them and more. TLM0 shows learner temporary model at first stage (Burke,2000). After
learner interaction with system, system validates TLM0 considering learner feedbacks,
how much is the learner model close to real learner? , then TLM0 is updated to TLM1. This
process repeats n time, the value of n relates to system efficiency, then TLMn convert to
permanent learner model.
validatio
PUM
User Model
Permanent
Valid Information
Figure 3: learner modeling
The 4th International Conference on Virtual Learning ICVL 2009 147
The other input phase features are friends and group members learner model
repository that is saved distinctively r. The amount of similarity between a learner and
his/her friends is saved in weight unit. Last two features of this phase are learning map
and pedagogic rules. Pedagogic rules define what and when a learning content should
use. For example a difficult technical paper isn’t appropriate for a beginner. We propose
ranking and tagging paper based on paper publication time, paper level according to
learner (beginner, average, and expert) and teaching ways of teacher. Learning map has
meaning relation with pedagogical rules. This map is saved for every learner and helps
them to see their learning process. System using this map finds which content has been
learned.
Content detail
such as title,
Publishing date,
user’s
annotation, set
of comments,
summery …
Date of
reading
This architecture includes user interface agent, information filtering agent and
information retrieval agent and with using search engines and learner profiles receives
documents for learners. The main point of this system is constructing and updating
learner profile. The profile at first is made of some key words learner inputs system and
general learner characteristic likes language, educations, intelligence and other things is
gotten by him/herself or by his/her friend. These key words during learner and system
interaction and by receiving learner feedbacks are updated. Updating includes add new
words to profile, omit some key words and change learner profile key words weight.
Formally learner profile is a vector of weight like the fowling vector:
148 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Output
Rec results = (filtering results U CF results U Professor Proposal results}={ IN,IN-1,IN-2,…,I0}
The 4th International Conference on Virtual Learning ICVL 2009 149
Search
Results
CF Rec
Results
needs, following their footsteps, and finally adapting to their needs. We argue that this is
not enough. We have been ignoring the dynamics of the open Web. As such, we believe
that two kinds of collaborations should be considered here: one is the collaboration
between the system and its users; another is the collaboration between the system and the
open Web in response to the changing needs of the users. A system, which can fulfill
especially the second type of collaboration, would indeed help its users to keep up-to date
to the dynamics of information on the Web. Currently, we focused on developing
REFERENCES
1 Journal Articles:
[1] Basu, C, Hirsh, H., Cohen, W. and Nevill-Manning,C. (2001) Technical paper recommendations: a
study in combining multiple information sources. Journal of Artificial Intelligence Research, 1, 231-252.
[2] Bobadilla, J. Serradilla, F. Hernando, A. MovieLens (2009). Collaborative filtering adapted to
recommender systems of e-learning, Knowledge-Based Systems. 10.1016.
[3] Zhang, B., Seo, Y (2001). Personalized web-document filtering using reinforcement learning. Applied
Artificial Intelligence, 15(7):665-685.
2 Conference Proceedings:
[1] Bollacker, K.D., Lawrence, S. and Giles, C.L. (1999). A system for automatic personalized tracking of
scientific literature on the web. In Proc. ACM Conference on Digital Libraries (DL 1999), 105-113.
[2] Herlocker, J., Konstan, J., Brochers, A., Riedel, J(2000). An Algorithmic Framework for Performing
Collaborative Filtering. Proceedings of Conference on Research and development in Information
Retrieval.
[3] Joachims, T., Freitag, D., Mitchell, T. M(1997). WebWatcher: A tour guide for the world wide web.
Proceedings of International Joint Conference on Artificial Intelligence.
[4] Kardan, AA., Einavypour, Y( 2008). Eliminating Anomalies in Learner Modeling Using Two-Partial
Learner Model. ICEIT'08, IAENG.
[5] Olga C. Santos and Jesus G. Boticario (2008). Recommender Systems for Lifelong Learning inclusive
scenarios. ECAI 2008 - Workshop on Recommender Systems, Patras, Greece.
[6] McNee, S.M., Albert, I., Cosley, D., Gopalkrishnan, P., Lam, S.K., Rashid, A.M., Konstan, J.A and Riedl,
J. (2002) On the recommending of citations for research papers. In Proceedings of ACM International
Conference on Computer Supported Collaborative Work (CSCW’02), 116-125.
[7] TANG,T. Mccalla, G.(2007). Smart Recommendation for an Evolving E-Learning System. Dept. of
Computer Science, University of Saskatchewan 57 Campus Drive, Saskatoon, SK S7N 5A9, CANADA.
[8] Woodruff, A., Gossweiler, R., Pitkow, J., Chi, E. and Card, S.K. (2000) Enhancing a digital book with a
reading recommender. In Proc. ACM CHI.153-160.
A Proposed Structure for Learning Objects Using Ontology for
Effective Content Discovery
Ahmad A. Kardan1, Shima Zahmatkesh1
Abstract
One of the major challenges in e-learning development is search and discovery of
an appropriate learning object among the distributed content repositories. Although
SCORM presents some approaches for content reusability, but efficient searching
process is a significant problem yet. We need an effective searching mechanism for
discovery and access to the required learning resources, to utilize them in our
courses. But resource discovery within a heterogeneous collection of resources is a
challenging problem. Semantic web has been proposed for resolving problems.
Some approaches like ontology were proposed to overcome heterogeneity. Ontology
represents a set of concepts within a domain, and also the relationships between
those concepts. Therefore, by using ontology for metadata of learning objects, we
can enrich the information content of the learning objects, and develop a better
search methodology.
In this work, according to our proposed ontology, we consider the structure of the
learning materials in three levels: Learning Object, Content Object, and Content
Fragment. Content Fragment is a content unit in a most basic form. Navigational
elements enable the sequencing of content fragments in a content object. Therefore,
the Learning Objects aggregate Content Objects to cover a learning objective. By
focus on the structure of the learning materials, different kinds of learning materials
were created. By using ontology, for these learning materials a rich metadata were
shaped. By means of this kind of learning materials our ontology could be evaluated
for effective searching.
1 Introduction
Using new learning methods is one of the main challenges. One of the methods having
more emphasis on the speed of learning process and its customization is E-Learning. For
facilitating the construction of knowledge and skills in the learner, learning activities
should be aimed (Allison et al, 2005). One of the E-Learning goals is wide access to
learning resources with higher quality and lower cost. Information technology has an
important role to achieve E-Learning objectives.
In order to improve access methods to educational information, different standards
were created such as LOM and Dublin Core. The SCORM standard was created for
152 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
2 SCORM Standard
Learning object is a small single unit of information that at least covers a single learning
objective. Learning objects are sharable and could be reused in different courses. Each
learning object contains a variety of information, but they need a standard interface for
communication and combination with other learning objects to compose an e-course.
SCORM presents a mechanism for share-ability and reusability of learning objects,
known as Sharable Content Objects (SCO's) (Ostyn, 2007). Therefore, SCO's could be
used to make different courses, reducing time and cost of content development, and could
be delivered by different LMS's (Yang and Ho, 2005).
“The SCORM was created by the Advanced Distributed Learning initiative (ADL),
and considers six key requirements: Accessibility, Adaptability, Affordability, Durability,
Interoperability, and Reusability” (Mackenzie and Baeini, 2004). The SCORM is actually
a set of related documents. There are three main SCORM documents: Content
Aggregation Model, Run-Time Environment, and Sequencing and Navigation:
The SCORM Content Aggregation Model (CAM) document deals with the assembly,
labelling and packaging of Web-based learning contents. The CAM explains the rules and
mechanisms by which individual files can be combined into Sharable Content Objects
The 4th International Conference on Virtual Learning ICVL 2009 153
(SCOs) and how SCOs can be combined to form Organizations. A Content Package is
comprised of two main components: the Manifest file and the physical files. The manifest
is an XML file that contains metadata about the package, organization structures that
describe the structure of the content, and an inventory of the content resources in the
package (Mackenzie and Baeini, 2004).
3 Semantic Web
The semantic web is an extension of the World Wide Web in which content can be
expressed semantically, and can be read and used by software agents. By getting semantic
to the contents, they could be found, shared and integrated more easily. At its core, the
semantic web comprises a philosophy, a set of design principles, and a variety of enabling
technologies. Semantic web help us to analyze different types of data including the
content, links, and also transactions between people and computers.
The semantic web architecture supports content with formal semantics. Thus, the
contents on the web can be discovered and used by automated agents. This will enable
them to reason about the web content, and produce an intelligent response to unforeseen
situations (Stojanovic et al, 2001). Semantic web consist of different layers and use
variety of tools and technologies like XML, RDF, RDF Schema, and OWL (Wikipedia,
2008).
Learning contents beside the main content have some semantic annotation and
metadata. Thus using semantic web, finding a desired content could be facilitated.
Metadata is structured data which describes the characteristics of the other data. it is used
for data management and searching content resources. Metadata provides a common set
of tags that can be applied to any content resource. Therefore, contents can be describe,
indexed, and searched, as a reusable content (Stojanovic et al, 2001). Therefore, contents
can be described, indexed, and searched, as a reusable content.
In the E-Learning community different metadata standards are emerging to describe
content resources like RDF, Dublin Core, and LOM (Hodgins and Duval, 2002). Also
different communities have developed their own metadata. Because of the variation and
heterogeneity, different metadata can not interact with each other. “For creating a
common understanding between terms in various metadata, vocabularies can be helpful.
From the learner point of view, the most important issues for searching learning materials
are” (Stojanovic et al, 2001):
Content: What the learning materials are about.
Context: In which form learning material is presented.
Structure: How a set of learning materials merge and create a learning course.
Therefore, by using ontology in each of the above mentioned issues, both instructors
and learners can get efficient results with regard to designing and accessing courses,
respectively. Consequently, semantic web can provide suitable platform for searching the
desired learning contents. References
4 Ontology
Ontology is a data model that represents a set of concepts within a domain and the
relationships between those concepts for representing and describing knowledge.
154 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Content Object (SCO) if it has at least one learning objective. It is mentionable that each
SCO includes different files.
To test our proposed ontology, the topic of E-Business and E-Commerce was selected
to create an appropriate e-content. In this topic, different issues like E-Commerce
Mechanisms, E-Commerce Transactions, Market Research and Online Advertising, and
E-Commerce Support Services were introduced.
After selecting a suitable resource for the content, different types of content based on
different multimedia capabilities, and according to our ontology were designed and
created. The format of the files that being used in the SCO's is not limited by SCORM; so
based on unrestricted file's format, a collection of learning contents was produced in
Flash and html format.
The structure of learning objects was introduced in our ontology. In this structure,
three elements are being identified: Content Fragment, Content Object, and Learning Object.
In this work, a set of Content Objects was created. For the chosen topic we created
different types of Content Object like Description, Explanation, Question, Self-
assessment, Exercise, Description, Example and Exam. For creating these Content
Objects, different kinds of Content Fragments were utilized. Based on our ontology a
Content Object is being made of some Content Fragments such as Text, Animation,
Table, Video, Image, Audio, and Graph.
We used Flash and html format, because they are capable to support different kinds of
Content Fragments. Each of the Flash or html files represent as a Content Object. They
include some Content Fragments. The chosen topic is represented in different scenarios.
For example in a scenario it is represented in text format and in addition with sound or
image. Some of the contents have tree structure for interaction with learner. Video and
animation are also used to create parts of the content required for the selected topic. Drag
and drop technique also used in questions, exams, and self assessments.
In this work, about 200 files composed as Content Objects were created. They were
designed according to the structure of the Learning Objects which are described in our
ontology. In next step metadata was created for these files. All of the files and their
metadata were put in a content repository. Evaluation of the proposed ontology was done
by implementing a semantic search on different repositories
6 Future work
In this paper, considering the proposed structure of learning objects, we recommended a
process to create a set of learning objects which can use our ontology to creating
metadata. In the next step, using ontology concepts, we create metadata for learning
resources. Evaluation of the effect of using this metadata will be done at AELT Group, in
Amirkabir University of Technology, by putting these resources in different repositories
around the campus, and conducting professors to search for desirable learning objects.
7 Conclusion
The access to the desired content in a collection of them is one of the important
challenges in E-Learning domain. Regarding distributed resources, heterogeneity and
The 4th International Conference on Virtual Learning ICVL 2009 157
lack of universal standard are the main problems. To tackle these problems different
solutions have been presented such as creating standards for content development, and
semantic web for semantic search.
In this study, the structure of the Learning Object is used for creating Content Objects.
This structure was introduced in our previous work (Kardan, 2009). Creating a set of
Content Objects is necessary to evaluate the proposed ontology. Therefore, in this work
different types of Content Objects including variety of Content Fragments were designed
and produced. In the next step it will be shown that metadata could be attached to these
Content Objects according to the proposed ontology for implementing a semantic search.
8 Acknowledgement
Hereby we would like to express our thanks to Iran Telecommunication Research Centre
for the dedicated grant to this work under the contraction numbered T/500/20616, and
dated on 18.March.2008.
REFERENCES
Allison C., et al, (2005): Services, Semantics, and Standards: Element of Learning Grid Infrastructure.
Applied Artificial Intelligence, 19, 861–879.
Amorim R., et al, (2004): An Educational Ontology based on Metadata Standards.
Guangzuo C., et al, (2004): OntoEdu: A Case Study of Ontology-based Education Grid System for E-
Learning. Journal of Global Chinese Society FOR Computers in Education.
Hodgins W., and Duval E. (2002): Draft Standard for Learning Object Metadata. Technical Report: Learning
Technology Standards Committee of the IEEE.
Kardan A. A., Zahmatkesh S.(2009): A Proposed Ontology for Effective Searching of Sharable Content
Objects Emphasizing on Learning Objectives. In 6th International Conference on Information
Technology : New Generations, Las Vegas, Nevada, USA.
Mackenzie G. and Baeini M. (2004): A (Mostly) Painless Introduction to SCORM.
Ostyn C. (2007): In the Eye of the SCORM, An introduction to SCORM 2004 for Content Developers.
Page K. R. (2005): Collaboration in the Semantic Grid: a Basis for e-Learning. Applied Artificial
Intelligence, 19, 881-904.
protégé web site (2009): http://protege.stanford.edu/
Stojanovic L., at al, (2001): E-Learning Based on the Semantic Web. In World Conference on the WWW and
Internet, Orlando, Florida, USA.
Vega-Gorgojo G., et al, (2006): A Semantic Approach to Discovering Learning Services in Grid-based
Collaborative Systems. Future Generation Computer Systems, 22, 709-719.
Weihong H., et al, (2006): An Intelligent Semantic E-Learning Framework Using Context-Aware Semantic
Web Technologies. British Journal of Educational Technology, 37, 351-373.
Wikipedia (2008): http://en.wikipedia.org/wiki/Ontology_computer_science
Wikipedia (2008): http://en.wikipedia.org/wiki/Semantic_web
Xin-juan Z., et al, (2007): Ontology Based Sharing and Services in E-Learning Repository. In International
Conference on Network and Parallel Computing.
Yang C. T. and Ho H. C. (2005): An e-Learning Platform Based on Grid Architecture. Journal of information
science and engineering, 21, 911-928.
Interdisciplinary and Specialized
Programmers Used in the Practical Part of Teaching
a Technical Course
(1) College teacher, Eng., 1st teaching rank, PhD candidate, “Ioan C. Ştefănescu”
Technical College, Str. Socola nr. 51-53, Iaşi, Romania
E-mail: savinisabella@yahoo.com
(2) International relations officer, „Alex. I. Cuza” University, B-dul Carol I, Nr.11 Iaşi,
Romania, E-mail: ioanapristavu@yahoo.com
Abstract
This paper deals with a concept of the present pedagogy which combines scientific
and technical information with students’ practical applications.
An interdisciplinary education means that information taught to students is the
result of a mixture of different disciplines: physics, chemistry and textile finishing.
Being a computerized didactical-scientific-technical „filter” of these disciplines
and their practical applications in the laboratory, this paper becomes a useful,
attractive and stimulating teaching instrument both for the students and the
teachers. Combining formal and non-formal education, students are able to achieve
necessary skills and abilities for their future work in a computerized technical
environment.
Keywords: AeL lessons, Spectrophotometer, Dye, Diagrams
1. Introduction
Starting from the idea that lessons have to be attractive and bring new information to
students, this paper focuses on a practical application for the textile finishing discipline.
This course is taught in the 12th form of the technical high schools specialized in textile-
leather and it combines practical and theoretical information from other fields – physics,
chemistry – with the specialized ones.
AeL lessons are a precious help, as through animation students get a better glimpse of
the chemical, physical and technical phenomena they are taught. Interdisciplinary helps
students achieve general and specific abilities, as well as practical skills related to
working with technical equipment.
AeL lessons in the field of chemistry (for instance natural and synthetic coloring
agents, water) (http://advancedelearning.com/materiale/new/chi/) and physics (light
dispersion) (http://advancedelearning.com/materiale/new/fiz), combined with specialized
ones on the coloring of textile materials (dyeing and printing operations) offer students
the chance to learn how to interpret the diagrams which result from the analysis of dyeing
agent concentration in different situations, using the Spectrophotometer Kontron.
The 4th International Conference on Virtual Learning ICVL 2009 159
As AeL lessons in the fields of chemistry and physics are well-known, this paper
deals with the specialized practical application – coloring cellulose textile materials with
specific dyeing agents.
When dyeing textile materials, we need to take into account various factors which
may have an influence upon the finished material – the Microner index, dyeing agent
concentration, work parameters, etc. (Bucurenci and Bucurenci, 1994).
The case study presented here deals with the dyeing operation of materials made of
100% cotton. Different dyeing samples were prepared and tested with the help of the
spectrophotometer Kontron.
The paper consists of the following parts:
• Introduction
• Part I presents a history of the spectrophotometer and some notions on the dyeing
of different cellulose textile materials with various specific dyeing agents;
• Part II describes the practical application which uses the Spectrophotometer
Kontron – variations in the concentration of the one dyeing agent (the tub dye) used in the
experiment, depending on the wave length, time, number of determinations, initial dyeing
concentration, etc.
• Conclusions;
• Bibliography.
Experimental data interpretation leads to a correct choice for the work parameter
values and to obtaining textile materials which prove to have good and very good
technological resistance.
Part I
Modern equipment used in the instrumental measurement of color
After synthesizing indigo in 1897, the first anthrachinonic dye was synthesized in
1901. This type of dyes can be used in order to achieve all shades. They need to be
diluted in order to be used for dyeing.
The factors which influence dyeing are: coloring agent and auxiliary substance
concentration, temperature, time length of the dyeing process, ph of the dye bath.
Dyeing procedures are: discontinuous, semi-continuous and continuous.
The dye resistance is good and very good (Butnaru and Bertea, 1997).
Part II
Determining dye solutions concentration in the dye bath
Table 1. Determining the concentration of the tub dye in the dye bath before the dyeing
operation, on the Spectrophotometer Kontron
Wavel No. Value_S Value_S
350.0 1 0.9348_1 0.9340_2
450.0 2 1.1468_1 1.1474_2
550.0 3 1.1994_1 1.1983_2
650.0 4 1.2028_1 1.2024_2
700.0 5 1.2026_1 1.2020_2
750.0 6 1.1020_1 1.1020_2
850.0 7 1.1200_1 1.1223_2
900.0 8 0.6466_1 0.6471_2
Table 2. Determining the concentration of the tub dye in the dye bath after the dyeing
operation, on the Spectrophotometer Kontron
Wavel No. Value_S Value_S
350.0 1 0.6785_1 0.6815_2
450.0 2 0.4608_1 0.4619_2
550.0 3 0.6570_1 0.6600_2
650.0 4 0.8078_1 0.8099_2
700.0 5 0.0339_1 0.0349_2
750.0 6 0.1549_1 0.1543_2
162 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Conclusions
• based on these diagrams and tables, when dyeing cellulose materials, one can
calculate the optimum values of the coloring agents used, depending on various
parameters – wave length in order to determine color intensity, time length in order to
obtain a uniform dyeing, degree of recovery of the dye from the dyeing bath in order to
use it for further dyeing operations;
• cellulose textile materials will be better quality ones as flaws will thus be removed
(Bertea, Bertea and Butnaru, 2000);
• students will be better trained in using specialized technical equipment;
• students will acquire various skills in different fields – chemistry, physics, textiles –
thanks to the interdisciplinary character of the lessons and the practical applications.
REFERENCES
Bertea, A., Bertea, A. and Butnaru, R. (2000): Textile fibers – chemistry and structure, A 92 Publishing
House, Iaşi
Bucurenci, E., Bucurenci, I. (1994): Equipment and technology for finishing textile products, vol. II,
Didactical and Pedagogical Publishing House, Bucureşti
Butnaru, R. and Bertea, A. (1998): Finishing textile products, Rotaprint Publishing House, Iaşi
Butnaru, R. and Bucur, M. S. (1996 ): Physico-mechanical analysis in cellulose textile finishing, Dosoftei
Publishing House, Iaşi
Butnaru R. and Bertea A., (1997), Ecological and Toxicological Aspects of the Chemical Textile Finishing,
Dosoftei Publishing House, Iaşi
Mureşan, A. (2000): Processes and equipment for finishing textile products, Gh. Asachi Publishing House,
Iaşi
PătruŃ, B. and Miloşescu, M. (1999): Informatics, Teora Publishing House, Bucureşti
The Romanian Standards Institute (1980): A collection of standard values connected to the textile industry,
Bucureşti
http://advancedelearning.com/materiale/new/chi/85_coloranti_naturali_sintetici/M3/index.html
http://advancedelearning.com/materiale/new/fiz/71_Prisma_optica_Dispersia_luminii/M6/index.html
http://advancedelearning.com/materiale/new/fiz/71_Prisma_optica_Dispersia_luminii/M7/index.html
Research Project on Implementation of Open Distance Learning
Method in University Education
Tudor Bragaru1, Ion Craciun1
Abstract
This paper outlines the findings of the research project in relation to implementation
of e-Learning (computer assisted teaching, including distance learning) and its
conceptual, terminological, technological, methodological and pedagogical aspects
The paper also outlines the results of the experimental testing of the two integrated
software platforms designed specifically for supporting e-Learning that are in use at
the State University of Moldova (SUM): AeL (Advanced eLearning) and Moodle
(Modular Object-Oriented Dynamic Learning Environment).
1. Introduction
The increasing importance of Open Distance Learning (ODL) in the modern society
driven by “knowledge” is emphasized in a number of electronic and paper sources. ODL
is acknowledged as an area of priority in numerous countries developmental strategies.
The role of ODL in modern society increases as the requirement to quality of knowledge
increases and the importance of teaching quality continues to grow. The requirements to
qualification of specialists in various areas are more stringent, which calls upon the
improvement in quality of education and is reflected in society’s need for the reform of
the educational system.
Digital, electronic and multimedia educational materials become a credible source of
bibliography and imaging for various subjects and professors become better acquainted
with the specific ways of preparation to educational activities using Information and
Communication Technology (ICT). There are more and more educational institutions
around the world operating exclusively through the Internet, delivering either a full cycle
of subjects for a degree or offering specialized courses for a wider range of users “(Brut,
2006)”.
In the Republic of Moldova, the following project was implemented in order to
promote the reform of the educational system:
Project 08.815.08.04A “Development and application of innovative methods in
distance learning" runs as part of the larger National Program “Development of the
Scientific and Technological support for the growing informational needs of the society of
The 4th International Conference on Virtual Learning ICVL 2009 165
area, exchange of information and free access to information. The guidance developed
within the project’s framework “(Bragaru and Capatana and Craciun, 2008)” can be
accessed by general public on http://idd.usm.md.
Electronic education, e-Learning, distance learning are examples of the extension
without limitations of the traditional form of education, carried out with the assistance of
ICT “(Bragaru and Capatana and Craciun, 2008)”, and as such electronic education
method is fundamental to modern learning.
This form of learning has emerged as a necessity of a continuously changing society
and currently represents a real challenge for educational system. Electronic education is a
generic term covering numerous educational scenarios where there is a significant use of
the ICT. Some of the terms that one can come across include: e-Teaching, e-testing, e-
Training, e-Education. Semantic representation of the concept of e-Learning also includes
terms Online, Virtual, Web based, Internet based learning, computer-assisted learning,
Internet-based education, learning through digital television and satellite media, etc.
(Figure 1).
3. e-Learning Environment
In essence, e-Learning environment consists of a number of components and dimensions
and is defined in a number of ways, such as organisational, technical, technological,
operational, pedagogical, with the specific features determined by the supporting digital
technology that covers a wide range of applications and educational processes.
From a pedagogical point of view, e-Learning environment offers a modern method
of studies, teaching and learning based on digital technology, networking and multimedia
resources. This method allows the accelerated exchange of information and knowledge,
The 4th International Conference on Virtual Learning ICVL 2009 167
including ways of understanding or interpretation, between the teacher and the student
anywhere, at any time as well as on demand. The result is the fast and efficient education
process.
From a technological point of view, e-Learning environment represents a technology
for maintenance of the processes of teaching, studying and learning which comprises
authorisation, distribution, evaluation and administration of the courses’ content and other
materials of didactical nature. This maintenance of the teaching process is realised
through utilisation of digital, communication and multimedia technologies.
From the contents point of view, e-Learning environment includes the following:
• databases and knowledge bases formed by links to all materials placed within
Web-sites (courses, study guides, syntheses, etc), accompanied by explanations and
interactive directions as to finding and identifying the subjects of interest. It represents a
virtual library, which is easily accessible and makes available to students and others
participants of the process the information that theoretically can not be limited by volume
of knowledge and can be from any area of activity. Information can be accessed
individually or within any established training programs, free of charge or at cost;
• on-line support represented by forums, discussion groups (chat rooms), on-line
news bulletins, emails or messenger applications (Microsoft and Yahoo Messenger).
These are interactive tools that offer interested parties a possibility of asking questions
and receiving quick or immediate answers;
• means of teaching assisted by digital technology
From a functional point of view, e-Learning environment includes the following
components:
• e-Learning platform, which represents software and hardware support of the
electronic teaching, studying and learning processes;
• e-Learning resources, which include all data of interest in e-Learning environment,
and consist of the following:
knowledge, represented by all knowledge resources that are available for students
in all areas during the whole educational process;
information that defines user identity and roles in relation to any resources in e-
Learning environment. Depending on the role the user might be a student
(beneficiary of knowledge), a professor (provider of knowledge addressed to
student and creator of teaching strategy), or an administrator (the one who
ensures normal functioning of the e-Learning system and is not directly linked
with the teaching process)
strategy that define methods of teaching, learning and efficient assessment,
tailored to the complexity of the educational objectives (e.g. for business or
general interest) and to specific features of each type of education (full time and
part time training or open distance learning). Strategies are also tailored to
behavioral differences of students based on age and possibilities of direct
communication (through classrooms) or indirect communication (through the use
of digital technologies of communication) with the professor. Strategies are
further tailored to modern forms of education (teaching, learning and assessment)
which may include virtual classes, Web-based training, etc.
168 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
platform is being currently implemented at SUM, including being tailored in order to suit
the processes of teaching and assessments of students for both distance learning and
traditional methods of full-time graduate degree studies. (please refer to
http://moodle.usm.md for more details).
Moodle platform is a software of the ‘open-source’ category, which constitutes a
considerable advantage. Based on delivery, development, access, etc this system is
considered to be substantially different from that of the AeL platform. The teacher creates
all processes necessary for studying a subject (study unit contents, practical exercises,
lectures, tests, supporting materials for student’s information, etc). Students can then take
over the whole educational activity and work through the materials in the independent
mode, including going through lectures, practicing the exercises at the agreed timing
(activities can be planned for particular calendar days), then the feedback is provided to
the student as to how well he/she scored in a particular activity.
This system does not include libraries of lectures or tests, unlike AeL, however, it has
a powerful engine for generating the assessment tests with numerous types of questions.
The lack of lecture and test libraries is compensated by the fact that in the present market
one can find educational materials of the content that’s more diversified and tailored than
that available through AeL libraries, the content of which is predominantly oriented
towards college study subjects.
The Import-export functionality of the digital educational resources in Moodle is of a
higher quality and ensures compatibility with different formats (GIFT, TXT, XML) as
well as with isolated systems for e-testing. These features ultimately allow significant
time savings for the professors – authors of study units contents or questions for tests.
Tests can be built in a very flexible manner. The same test might include different
categories of questions with different degrees of difficulty. Access to study units may be
restricted by passwords and keys.
After registration and enrollment students gain access to methodological and
didactical materials recommended by the responsible course administrator, which can all
be downloaded and studied at their own pace at home, or at their work place, or at other
places with the access to the Internet, as well as in the specially organised computer
rooms at the educational institution. Students have the opportunity to link to or make an
appointment for a consultation with a particular tutor, and tutors have the possibility of
inviting students for tutorials and individual consultations, or group discussions in the
form of forums, chat rooms, etc. Consultations and tutorials can be organised in groups or
individually, online or offline in accordance with the adopted decisions, solutions and
schedules. After obtaining the materials, students have the opportunity to sign up for the
final examinations, individual work, training and practice work based on the approved
timetable schedule.
4. Web-site http://idd.usm.md
As part of the project the web-site has been created with the main purpose of it being to
meet the growing needs of our society in efficient education by simplifying and extending
the access to educational distance learning resources.
170 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
5. Conclusions
Presently one can evidence a steady development of educational systems based on ICT.
There exist numerous solutions and copyrighted platforms (such as AeL, Prometheus,
Hipermethod etc.) as well as the open platforms, of which Moodle is used the most.
The following questions generally require to be addressed when selecting a platform.
What is the best way to select the most efficient solution for a specific utilization mode?
What should be the principal criteria for selection? What are the risks?
Some of the relevant aspects that have been compared between the two e-Learning
platforms tested as part of the the pilot project at the SUM and where Moodle scored
better than Ael were as follows: platform is open source, it allows operations export /
import for the tests of different formats, allows to plan actions (lectures) which students
can access on particular dates, allows project work as a team, allows discussions,
meetings and consultations in real time in through ‘chat’ tool.
Experimental test runs have been performed by a group of professors-authors of study
units content and tutors for a period of one year for AeL platform and a several months
for Moodle platform. As a result of test runs SUM decided to utilize Moodle. The
decision was made by reference to the following features of Moodle:
1. Scalability. Allows easy expansion of infrastructure in proportion to increasing
subdivisions, participants and educational resources, similar to AeL.
2. Robustness. Stability, availability and security are better ensured in Moodle
compared to AeL. In exceptional cases or refusals Moodle, unlike AeL does not require
the intervention of the author.
3. Ease of use/operation. Both platforms incorporate new technology and are
multifunctional, have a simple and user-friendly interface, which practically does not
require additional training for users who are already using Windows or Linux, with
support of the Wizard type for the complex functions with contextual help incorporated.
But after surveys of teachers and students participating in the test runs of both platforms
the majority of the survey respondents preferred Moodle.
4. The time needed to implement. Moodle allows for fast implementation of the
computer aided teaching, including distance learning. It allows to for easier recoupment
The 4th International Conference on Virtual Learning ICVL 2009 171
of the invested funds, which boils down to the development of educational resources and
operating the system. AeL has an additional high cost of acquisition and maintenance,
compared to Moodle, which is free.
5. Reliability. Moodle has better reliability and operational speed that is constant with
the number of users simultaneously working in the system. Moodle has a better quality
support services that are cheaper compared to that of AeL. Dead / idle time occurred
while testing AeL diminishing its effective use, this implied additional costs for
launching the back up versions of programmed evaluations. No such occurrences
happened during test runs of Moodle. That said, the As the number of tests performed on
AeL was significantly higher.
6. Security. In addition to limiting unauthorized access and unauthorized copying, and
securing against intentional or non-intentional destruction, both systems prevent access to
items and tests, or populations of items from which self-testing and other testing exercises
may be generated. However, Moodle has an advantage of allowing automatic mixing of
order of the responses in multiple choice questions, which makes unauthorized copying
or memorizing the answers in order to transfer information outside the test environment
more difficult.
7. Administration and configuration. Both platforms allow centralised
administration and configuration from the distance without administrators, managers or
system engineers needing to move between each personal computer user. Other
administration features are similar in both platforms. However, AeL charges additional
fees on top of costs of supplier of the platform as well as additional fees for assistance.
8. Access to support. Ease and speed of installation and easy access to support for
Moodle platform are internationally recognised. Being widely used platform Moodle
develops much faster than AeL with operational costs being much lower. Forum on
Moodle allows exchanging the experience and resolving problems quite efficiently. There
are a larger number of Moodle users and specialists, which are available for the exchange
of experience and developed resources, than that of the AeL platform..
AeL platform was found to be better utilized for computer-assisted teaching in local
virtual classes, which are based on local performance networks.
REFERENCES
Books:
Bragaru T. and Capatana Gh. and Craciun I. (2008): Distance Learning: Concept and Terminology. Initiation
Guide. SUM, Chisinau.
Brut M. (2006): Tools for e-Learning. Guide the modern teacher. Polirom (Eds).
Rosca I. Gh. and, Zamfir G. (2002): Informatics Training. Bucuresti (Eds).
Scientific Reports:
08.815.08.04A project (2008). Development and application of innovative methods in distance learning.
SUM, Chisinau.
Web-resources:
AeL, official documentation http://www.advancedelearning.com; http://www.siveco.ro
Moodle, official documentation, http://docs.moodle.org/
Knowledge Communication Programs Design
Ioan Maxim1, Tiberiu Socaciu-Lendvai 2
Abstract
The design of knowledge communication programs presume one strategy of
knowledge presentation, succeeded by a scenario for developing interactive
learning. Many didactic use products in informatics often neglect one of the two
aspects. A conceptual and projective clarification is necessary for doing logical
projects for assisted learning programming, programs that satisfy the defining
characteristics of educational software: correspondence with the programmatic
documents, accuracy and completeness of the content discussed, interactivity,
correspondence with the target population, the feed-back and the formative
assessment, pointing out achieving the objectives and so on.
An attempt to transform into algorithms the learning programs design is late and
harmful; success lies precisely in diversity. Moreover, specific procedural
particularities of different disciplines, the diversity of learning methods and
procedures implemented in the educational software, non-uniformity of contents,
specificity of target population or its samples, impose some very important
projection rules in the design of learning programs practice.
1. Introduction
Constant communication deficit between the segments involved in the learning programs
design, psycho-pedagogy and informatics segments, is being concretized in learning
informatics products for educational use of questionable value and utility.
Undeclared dissensions between the two areas work together with conservatism of the
educational system, sluggish and obsolete, which has facilitated and benefited from the
lack of constructive dialogue between the two segments involved in logical and effective
design of learning programs.
The system reform requires a sinuous way, long and costly, which supposes the
removal step by step of invoked obstructionist elements by the three parts; informatics
and psycho-pedagogy segment, and educational system, which should validate the
efficiency of informatics product for training.
Certification of the final product of the education system is a condition for quality and
efficiency for the informatics product in educational use. Therefore, the design of
The 4th International Conference on Virtual Learning ICVL 2009 173
learning programs can not be disengaged any time from the evolution, from the changes
which regard permanently the national education system and it must be every time
subject of laws which govern the system.
The transit through the last communication knowledge sequences and getting to the
afferent feedback moment marks the beginning of the exercise sequence, for a systematic
summary and the contents activation moment. A side effect of this sequence is to obtain a
measure of the degree of achieving operational objectives and training skills derived and
which can be expressed by the mark.
This way the possibility to have a measure of the efficiency of its work and to build up
a plan for improvement is offered to the students (and teachers), even if only by going
over of the learning program, where the acquired outcome is not satisfactory.
Although there is a very rich literature in this domain, which contains definitions of
these key concepts, none manifested a tendency to unify those different meanings.
This inconvenient has not been an obstacle to rapid progress, theoretically and in
particular, in its application. The accumulated knowledge and the newly introduced
paradigms require, from time to time, reassessment of key terms by the resumption of the
effort to redefine and clarify the concepts.
The comprehensive bibliography makes possible the formulation of a concrete
response to the question: „What is an learning program?”. The notion of educational
software allows the definition of the concept of computer-assisted learning and today is
increasingly felt the need for assimilation of results from artificial intelligence domain,
result which will gradually lead to intelligent systems training.
Intelligence of such training systems is linked to their ability to teach and to adapt to the
requirements, capabilities and to the peculiarity of the student, although it is possible that
soon we can talk about training programs which infer with the own persuasions and with
student’s emotions and which are able to express, in turn, emotions and feelings alike
humans.
The concept of intelligent agent its felt more often usefulness in the design of teaching
programs (Maxim, 2008).
With no unitary concept regarding the definition of the agents, research advance so
rapidly that it can be said that an unitary point of view and an unifying concept is already
shaping, so we appreciate that the domain is heading towards an inevitable international
standardization.
In training programs designing, the agent is often treated as the "attribution and
effect", alternately, according to the learning situation for teacher and student. However,
the concept is substituted to a kernel of informatics product, which manages besides the
elements of scientific content or learning situations, attitudes, behaviors, responsiveness,
experience, feelings of students, action expressed during the process of learning
subordinated by educational software.
The agent defined in this case, as „an entity that guides the process of instruction
directing it to achieve operational objectives”, indicates that it meets one task of training,
causing a change in attitude and behavior for student. In terms of targets, educational
agent exceeds the register act, considered a defining characteristic of the agent’s concept
(„pursuing an action, changes something in the environment” or „Agents act: that is why
they are called agents”) (Maxim, 2008), involved in shaping the student‘s personality,
acting on the attitudinal and emotional register, intrinsic of training.
176 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
An agent can completely control its own actions and its internal status, but the
influence of other agents on his action is achieved by prior changes that they produce on
the environment. Sometimes autonomy is understood in a strict sense, an ability that the
agent has to learn from his experience (Russell and Norvig, 1995).
Educational agent is by definition responsive - perceives and responds to the timely
and appropriately to changes that occur therein, which allows learning programs to make
sequential feedback, is proactive – his actions are not simple reactions to the
environment, but the expression of the ability to exercise behavior orientated towards a
specific purpose, expressed through the action that approaches it to the goal, of achieving
operational objectives that it has established, having in this meaning, its own initiative,
and social – the agent is able to interact with other agents to solve its own problems and
help others in their work, which gives educational software the interaction attribute.
Luck, M. and others define the agents very synthetically, but comprehensively:
"Agents can be defined as computational entities problems solver, autonomous, able to
execute operations in dynamic and open environments" Luck, Mcbumey and Preist,
2001).
If the first part of this definition is compatible with other definitions discussed above,
the second part shows that the interest has moved from the individual systems, stationary,
seen more as tools able to help the man in his activities, towards the situation in which the
power of these computing systems is used to operate in distributed environments,
unpredictable, open and dynamic.
3. Conclusions
Such a system is an educational software, that must interact, must overpass the
organizational predictability limits through the lesson’s project, they must operate
efficiently, in terms of problem-situations that change quickly and dramatically, to attain
operational objectives common to different types of educational agents integrated in the
program of instruction.
REFERENCES
Jennings, N.R., Sycara, K., Wooldridge, M., (1998), A Roadmap of Agent Research and Development,
AAMAS, 1, 7-38.
Luck, M., Mcbumey, P., Preist, C., (2001), Agent Technology: Enabling Next Generation Computing. A
Roadmap for Agent Based Computing, Agent Link II, AAMAS
Maxim, I., Moroşanu, C., (2008), Didactica specialităŃii Informatică, Editura UniversităŃii „Al. I. Cuza”, Iaşi,
2008, pp. 47-49
Maxim, I., (2008), Instruire asistată de calculator, - Working Paper – Teacher Training Department, „Ştefan
cel Mare” University Suceava, www.eed.usv.ro/~maximioan/
Russell, S.J., Norvig, P., (1995), Artificial intelligence: a modern Approach, Prentice-Hall Inc., Upper Saddle
River, NJ.
Shardlow, W.J., (1990), Action and agency in cognitive science, Working paper.
http://www.siveco.ro/press_release_details.jsp?ID=211
Section
TECHNOLOGIES
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
Java in Scientific Computation
An educational approach
Ernest Scheiber
Abstract
The aim of this paper is to emphasize some specific aspects when numerical methods
are implemented in Java like involved programming problems, available resources
and the possibility to extend the application usage in a distribute environment, like
Internet.
1. Introduction
The fifteen years old development programming language Java is used in many projects,
frameworks and products for high performance computing and parallel distribute
computing. The Java technology is improving continuously. Java was designed to meet
the real world requirements of creating interactive, networked programs. It’s interesting
to consult the TIOBE Programming Community index of the popularity of programming
languages (IS1). The index is updated monthly.
Among the present tendencies there are:
• Software as a Service (SaaS) – an application is offered to a client as a collection
of services;
• Platform as a Service (PaaS) – The services are available through some software
and hardware resources, offering scalability. This is known as Cloud computing
and it is a new form of evaluation and of usage of software.
Taking into account these facts, the purpose of this paper is to give a snapshot of the
most relevant tools, frameworks, programming technologies involved in scientific
computing: mathematical resources, java numerical packages, math parsers, graphical
interfaces, web applications, file upload, web services, from the Java perspective.
Mathematical aspects of the numerical methods are presented in Kincaid (1991), Press
(2007), Stancu (2001) but here we are interested in their Java implementation (Landau,
2005, Ritkey, 2000).
Implementing a numerical method, to benefit of the object oriented paradigm it is
preferred to define an interface and implementing classes. We point out two ways to
transfer the input and output data between the user / client and the computing method:
• The input data are formal parameters of a method (as in the Fortran style). When
the data is a user defined function it raised a problem – in Java a method can not
182 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
A consequence of these facts is that Java is a working environment that connects all
the above mentioned products.
5. Math Parsers
A math parser tool allows interpreting a string as a computing expression. Such Java tools
are:
• Java Expression Parser (JEP) – Until the version 2.4.1 this tool was free of
charge. The usual notation of the functions is used. The recognized function
family may be extended dynamically.
• MathEclipse Parser – The package may be used as a Google Web Toolkit (GWT)
module, too. It uses the Mathematica notation of the functions.
6. Graphical Interfaces
The existence of a graphical interface helps the usage of an application. There are
several ways to program a graphical interface, using:
• The java.swing classes from JDK (Java Development Kit – Sun Microsystems);
• The SWT – Standard Widget Toolkit package, developed by I.B.M.;
• The JavaFX declarative language, developed in recent years, by Sun
Microsystems.
An Integrated Development Environment (IDE) simplifies the programming work.
Such free of charge IDE are:
• Netbeans supported by Sun Microsystems.
• Eclipse supported by I.B.M.
7. Graphical Representations
PtPlot and jfreechart are tools whose classes may be easily used to obtain a 2D graphical
image. To represent a function f it is enough to provide the set of coordinates
( xi , f ( xi )) i . VisAD, a more sophisticated package, allows 2D, 3D representations and
animations. These products are open source and free.
184 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
8. Web Applications
We emphasize two models of distribute applications
• Client-server – The server executes the requests of the clients. Between the client
and the server, with the communications based on the http protocol we
distinguish :
o Web application or site – the client is a human. The request is launch
through a browser (Mozilla Firefox, Google Chrome, Microsoft Internet
Explorer, Opera, Apple Safari, etc).
o Web service – the client is a program.
• Dispatcher-worker (master-slave) – The dispatcher program distributes the
computation tasks to the workers and coordinates their activities.
Limiting to the Web applications we enumerate the following technologies:
• Servlet – this is the most basic Java program from the server side (Boian, 2004).
• Java Web Start - based on the Java Network Launching Protocol (JNLP) allows a
desktop application to be used remotely.
• Java Server Pages (JSP) – combines html and Java codes.
For all the above technologies, the server is installed in a servlet container Web server
(apache-tomcat, jetty, Sun Java System Application Server – used by Glassfish, JBoss,
etc.).
A servlet may be included into an OSGi bundle and used through the modulefusion
middleware, that contains the jetty Web server.
If the Web application has a more complex structure then there are a lot of
frameworks that simplifies the management of the components of the application, as well
as the programming: Struts, Java Server Faces, Wicket, Google Web Toolkit (GWT), etc.
GWT uses the Java programming language, but the framework translates the classes into
JavaScript.
9. File Upload
Sometimes the client has to supply a large amount of data to the server (like the elements
of a matrix). The upload problem means to send a file of data to the server. At the server
side the apache-fileupload tool facilitates the programming task to receive the sent file.
At the client side, the file selection and the sending are easily solved by html forms,
apache commons-httpclient package or GWT.
Metro is a framework allows developing a RPC service, both the server side as the
client side. Sun Microsystems and Microsoft jointly test Metro against Windows
Communication Foundation (WCF) in .NET to ensure that Sun web service clients
(consumers) and web services (producers) do in fact interoperate with WCF web services
applications and vice versa. This ensures the interoperability between the Java and the
.NET platforms.
The Jersey project is the reference implementation of JSR 311 (The Java API for
RESTful Web Services). There are two ways to program a client: using the
java.net.HttpURLConnection class from the JDK distribution or the Jersey-Client classes.
The above distribute applications can be installed into the cloud. There are well known
the following Cloud Computing platforms:
• Amazon’s Elastic Compute Cloud (EC2) - reference product but commercial;
• Google App Engine (GAE);
• Microsoft Azure.
We have used GAE. For now GAE has two versions – for Java and Python - and each
contain a local simulator. The product is also free.
mathlib
| |-->client
| | |--> ecalg
| | | |--> impl
| | | | | TangentMethod.java // The implementing class
| | | | ITangentMethod.java // The interface
| | | | DataIn.java
| | | | DataOut.java
import org.junit.*;
import static org.junit.Assert.*;
import mathlib.client.ecalg.*;
import mathlib.client.ecalg.impl.*;
package mathlib.client.ecalg;
import org.nfunk.jep.*;
public class JepDataIn extends DataIn{
private JEP parser=null;
private String var;
public JepDataIn(String var,String expr){
this.var=var;
parser=new JEP();
parser.addStandardFunctions();
parser.addStandardConstants();
parser.addVariable(var,0);
parser.parseExpression(expr);
}
A servlet, RPC or RESTful type service may be built to call the tangentMethod.
The Java code for metro RPC service is
package ecalg.server;
import javax.jws.WebMethod;
import javax.jws.WebParam;
import javax.jws.WebService;
import mathlib.client.ecalg.*;
import mathlib.client.ecalg.impl.MetodaTangenteiWeb;
@WebService()
public class TangentMethodWS {
@WebMethod(operationName = "solve")
public DataOut solve(@WebParam(name = "x") String x,
@WebParam(name = "svar") String svar,
@WebParam(name = "expr") String expr,
@WebParam(name = "eps") String eps,
@WebParam(name = "nmi") String nmi) {
JepDataIn din=new JepDataIn(svar,expr);
din.setX((new Double(x)).doubleValue());
din.setEps(Double.parseDouble(eps));
din.setNmi(Integer.parseInt(nmi));
ITangentMethod obj=new TangentMethod();
DataOut dout=obj.tangentMethod(din);
return dout;
}
}
Trying to find the negative solution of the equation 2 x = x 2 , starting with x = −0.5
we obtain
188 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
REFERENCES
Books
Anisiu V. (2006): Calcul simbolic cu Maple. Ed. Presa Universitară Clujeană. Cluj-Napoca.
Boian F.M., Boian R. F. (2004): Tehnologii fundamentale Java pentru aplicaŃii Web. Ed. Albastră, Cluj-
Napoca.
Kincaid D., Cheney W. (1991): Numerical Analysis.Mathematics of scientific computing. Brooks/Cole,
Pacific Grove, California.
Landau H. R. (2005): A First Course in Scientific Computing. Symbolic, Graphic, and Numeric Modeling
Using Maple, Java, Mathematica, and Fortran90. Princeton Univ. Press, Princeton.
Langtangen H. P. (2008): Python Scripting for Computational Science. Springer, Berlin.
Petcu D. (2000): Matematică asistată de calculator. Ed. Eubeea, Timişoara.
Press W. H., Teukolski S. A., Vettering W. T., Flannery B. P. (2007): Numerical Recipies 3rd Edition: The
Art of Scientific Computation. Cambridge University Press, Cambridge.
Stancu D. D., Coman G. (Ed) (2001): Analiză numerică şi teoria aproximării. Vol. I, II, III, Ed. Presa
Universitară Clujeană, Cluj-Napoca.
Tocci C., Adams S. (1996): Applied Maple for Engineers and Scientist. Artech House, Boston, London.
Internet Sources
Ritkey K. (2000): Java as a Scientific Programming Language (Part1).
www.developer.com/tech/article.php/631151.
Ritkey K. (2000): Scientific Computing in Java (Part2). www.developer.com/java/other/article.php/631281.
(IS1) http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html
(IS2) http://en.wikipedia.org/wiki/List_of_numerical_analysis_software
(IS3) http://en.wikipedia.org/wiki/Comparison_of_numerical_analysis_software
(IS4) http://math.nist.gov/javanumerics
New ways of transforming Drupal from CMS to LCMS
Abstract
There is a constant global effort to improve the e-learning experience. This includes
several aspects, like: new ways of elaborating the educational materials, improving
the new applied pedagogies, but also new paths of assuring and delivering the
educational process.
The present paper is describing a new e-learning tool developed by AltFactor that
plays the role of a Learning Management System. Together with Drupal, the well -
known Content Management System, the result is a complex LCSM that can be used
as an integrated e-learning solution. The solution has been successfully tested on a
group of 40 students, that have studied a two - module Project Management course.
1. Introduction
Even if the paradigm of e-learning has remained unchanged to the same levels since
ancient times, the way the information that should ensure the educational process is
passed from one teacher to his pupils is changing every day.
The mechanism of learning is, of course, the same, but the race to deliver wide –
impact, high – quality, cost – effective training has raised the tools offered by ICT to new
levels that have imposed themselves in the activity of trainers and content developers.
Nowadays, there are at least four main types of actors in the field of e-learning:
e-trainers, e-pupils, content developers and content management system developers, each
of them playing a very clear role.
AltFactor has earned the reputation of content developer, proving a solid experience in
elaborating educational materials for students of different ages: from 6 to 65 years old.
The present paper is revealing the efforts AltFactor has done recently in designing a
complete e-learning solution: developing a LCMS.
applications. It is used all over the world to power government portals, corporate intranets
and extranets, ecommerce sites, nonprofit outreach, schools, church, and community sites.
AltFactor’s solution is based on Drupal, a free and open source CMS written in PHP
that is used for many types of web applications, ranging from small personal blogs to
large corporate and political sites and even front end for some other web application like
CRMs (Client Relations Management), ERPs (Enterprise Resource Planning) or LMSs
(Learning Management System) systems.
One of its main advantages is the modularity that is accomplished by the simplicity of
developing or installing third party or in-house custom - built plug-ins (modules). The
standard release (Drupal core) contains basic features common to most CMSs. These
include the ability to register and maintain individual user accounts, administration
menus, RSS-feeds, customizable layout, flexible account privileges, logging, a blogging
system, an Internet forum, and options to create a classic brochureware website or an
interactive community website.
Because of its modularity, Drupal is also referred to as being a CMF (Content
Management Framework). Although Drupal offers a sophisticated programming interface
for developers, no programming skills are required for basic website installation and
administration.
Drupal can run on any computing platform that supports both a web server capable of
running PHP version 4.3.5+ (including Apache, IIS, Lighttpd, and nginx) and a database
(such as MySQL or PostgreSQL) to store content and settings.
3. AltFactor’s LCMS
AltFactor’s educational platform is based on the Drupal CMS (Figure 1). The starting
point of view was very simple: to be as friendly and lightweight as possible for both user
categories: teachers and students.
The platform is structured in order to ensure a smooth educational process. A teacher
can upload his own courses, monitor the students progress – activity on the platform and
The 4th International Conference on Virtual Learning ICVL 2009 191
grades obtained on the on-line tests, upload bibliographical materials for off-line study,
post messages in the News section or on the Calendar section, send personal messages to
his students and, of course, moderate discussions in the Forum.
A student on the platform can study the courses he is assigned to, view his grades and
his progress, send personal messages and post messages in the Forum.
Other roles are course secretary – for monitoring the educational process, course
administrator and platform administrator – key roles for managing the educational and the
technical aspects of a LCMS.
Only an administrator can create a new course and upload its content to the platform.
After courser creation at least one teacher must be assigned to that particular course. Of
course, it is possible to have more than one teacher assigned to one course.
The next step is to assign the students to the course and to a specific trainer. In this
moment an e-mail is automatically sent to the student with details concerning the course.
If the student ignore this e-mail, or after a period of inactivity on the platform, other e-
mails are sent to the student in order to remind him about his duties.
A teacher, a secretary or an administrator can observe some general statistics and
personal statistics. In the general statistics section reports about a course can be
monitored, like: number of users, SCOs finished, SCOs started, total time spent on the
course.
In the personal statistics section, reports about students can be monitored, like: what
SCOs are finished or not, how many times a SCO has been accessed, the SCORM status
of the SCO, the total time spent inside each SCO and total time spent studying the course.
data is sent both ways in order to record and show the user progress. The Drupal is able to
store data received from the flash to its own database and then send it back when it is
needed (e.g. the student is able to continue the course at the exact SCO when he pushed
the Suspend button and left the training session).
The whole application is encapsulated in a module that can be easily installed – it is
only one click away. At this moment the module is designed only for Drupal version 5,
but it can easily be rewritten for Drupal version 6 if anyone should need it or from
technical reasons. In order to define the whole educational process, this module has to be
installed with another one that defines the notions of class, tutor and student, assessment
reporting & tracking.
The access to the educational content is granted upon the rights granted by the
administrators to certain courses. The user has to enter his unique username and password
only one time, when he is logging on the LCMS. Every user has a unique id, so the
platform is able to report to Drupal different statistics about one user, regarding his
progress: time spent on the platform, time spent on a certain educational material, SCOs
finished, grades or other reports that one tutor may need.
The navigation between the course’s SCOs is ensured by using the SCORM tree or the
previous and continue buttons – if the SCORM package does not hide them, using the
hideLMSUI function. The SCORM is not responsible for the navigation inside the SCO,
only the programmer being in charge to resolve this small scale navigation. Of course,
one solution is to use only one SCO screen.
In order to briefly sum up the functions of the player, we have to mention that the
application is designed to:
• import course packed SCORM 2004;
• upload SCORM packages on the server;
• unzip SCORM packages;
• verify the manifest.xml file;
• save the SCORM objectives values in the Drupal database;
• save the lom (the key words) in the Drupal database.
By choosing Courses from the menu, the user will choose from a list with the courses
he is assigned to, the one he wants to study (Figure 2):
After choosing the course, the user will be able to access the player on another
browser page, where he will be able to study the educational materials available for the
selected course.
If the course has been previously accessed, but not finished, besides the Start button a
Continue button appears so that the student can continue the study from the exact point
where he suspended his training session.
According to SCORM 2004 standard, the player interface is divided into two parts
(Figure 3): the navigational tree on the left and the educational content on the right. The
graphical layout of the player can be easily changed according to the beneficiary visual
identity, while the content interface and graphical layout can be very easy designed and
implemented so they fit the beneficiary needs. For example, for the applications
elaborated in flash, the .swf file that contains the educational application is accompanied
by another .swf file, that defines the graphical user interface. This later file can be easily
modified.
4. Conclusions
This long - distance educational solution is used by AltFactor together with one partner
(an authorized long - life learning provider from the local market) in order to provide
on-line courses for Project Management. Even if the economic crisis has a great impact
on economy and on people’s will to spend money for studying, the clear advantages of e-
learning seem to determine many students to choose this form of instruction that provides
them the much needed diplomas.
194 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Also the funds provided by the European Union through different kinds of structural
financial programs are helping e-learning to develop by providing opportunities to
purchase the necessary hardware infrastructure, to connect to high speed Internet lines,
and then to develop an integrated e-learning solution, with an electronic curricula that
covers the society present and future needs.
For the future, two main actions are planned: to improve the features of our LCMS in
order to provide better services for our partners and clients and to develop more on-line
courses with high impact on the national market in order to improve the educational offer.
REFERENCES
Conference Proceedings:
Beldiman L., Ifrim V. (2007): Coordonate de design pentru conŃinut în instruirea asistată de calculator. In The
South-East European Space In The Context of Globalisation, Bucharest, pp. 397-404, ISBN: 987-973-
663- 535-9
Beldiman L., Comănescu A. (2007): Centru de instruire în sistem e-learning pentru personalul angajat. In A
V-a ConferinŃă NaŃională de ÎnvăŃământ Virtual, ConstanŃa, pp. 65-70, ISSN: 1842-4708
Internet Sources:
http://cursuri.trainingimm.ro
http://drupal.org
http://opensource.adobe.com/wiki/display/flexsdk/Flex+SDK
Management of Knowledge –Base Systems in
Desktop and Mobile Learning Environments
Abstract
The authors present a comparative approach between the user interfaces of
knowledge databases developed for desktop and mobile access, underlying the main
similarities and differences, with the purpose of sustaining sound practices and
increase transfer and accessibility to the mobile arena.
Collaboration is a key element in providing improved performance and quality of
activities both in educational and business settings. As result of the work for
MOBNET-Learning research project, this article explores the dimensions of
building collaborative systems based on mobile technologies as a tool for sustaining
interactive environments that comprises wireless communication technologies and
mobile terminal devices for the real time access to knowledge database.
1 Introduction
Knowledge management (KM) emerged from the world of academia and became a
burning issue for business and technology leaders in the last decade. Although a factor of
improvement, knowledge management has not been largely embraced by organisations.
This paper explores the importance of creating a dynamic management system, not just a
storage capacity for accumulated knowledge, although at times useful. KM enables taking
informed action in previously unencountered/ unknown circumstances. MOBNET-
Learning is a research project developed by “Carol I” National Defence University in
Bucharest in partnership with Advanced Technology Systems, the Research Institute for
Artificial Intelligence of the Romanian Academy and other 2 private companies.
MOBNET-Learning Project explores the potential of knowledge in the mobile learning
environment. In this paper the authors examine the shift to mobile knowledge. In recent
years there has been a major transformation in how formal and informal communication
is disseminated by electronic means and the mobile learning environment is already based
on standards (O’Connel and Smith, 2007).
MOBNET-Learning Project comprises a learning management system and a
knowledge management system (Roceanu et al, 2009).
196 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
are isolated from native access and they can access only Java libraries or the functions of
the virtual machine. The virtual machine contains the Java Runtime Environment that
represents all the standard functions and libraries provided by Java.
Java desktop applications (Java SE) are executed
directly and function similar to any desktop application,
while Java EE Application require an application Server
(JBoss) than acts as a Web server.
3. Mobile browser configured in one column mobile view mode with full screen.
For example we present this figure from a demo knowledge-based decision support
system that Advanced Technology Systems has recently developed.
The best experience can be obtained by removing the application’s title bars and
adapting the content to just one column to allow users to scroll in just one direction.
Sometimes the browser implementation can differ greatly for the same phone model,
depending of the firmware version installed.
-“Keep the URIs of site entry points short”. The web site should be designed with
quick URIs that can take the user to a specific page based on content ID. For example, the
user can access the address http://news.mobi/40652 and be automatically taken to the
article with ID 40652.
-“Provide minimal navigation at the top of the page”. The navigation menu should be
designed in such a way to occupy little space but at the same time provide links to the
most important pages. It is probably best if content is structured hierarchically to provide
the content hierarchy leading to the current page.
-Provide a balance structure between having a large number of navigation links on a
page and the need to navigate multiple links to reach content. Mobile web pages should
include as much content as possible without requiring the user to switch between multiple
pages to find the rest of the information.
-“Provide consistent navigation mechanisms”. Use the same navigation mechanism
across a service to allow users to identify them easier.
-“Assign access keys to links in navigational menus and frequently accessed
functionality”. This would improve the mobile experience and will allow users to enjoy it
with the help of a single key acting as a single click.
-“Limit scrolling to one direction”. This allows the user to experience all the content
of a web page without having to switch in all directions.
-“Avoid large or high resolution images”. If used, images should be resized at the
server. Mobile devices have limited capacities and waiting for a web page to load it is not
a welcomed experience.
-“Do not use frames”. As many mobile devices do not support frames, the web site
becomes inaccessible and the target group is severely and uselessly restricted.
-“Provide informative error messages and a means of navigating away from an error
message back to useful information”. It is always helpful to know that something went
wrong, then to simply get stuck without an obvious reason.
-“Avoid free text entry where possible, and provide pre-selected default values where
possible”. When referring to online mobile tests or evaluations, free text can be replaces
with access keys that point to the correct answer. Also, in designing for small devices,
speech input is a viable alternative for devices too small for extra buttons.
When designing for multiple and dynamic contexts the developer needs to consider
the environmental conditions where the learner activates, to provide enriched user
experience.
5 Conclusions
MOBNET-Learning Project promotes the values and the opportunities that the mobile
technologies can bring to the learning environment and the knowledge communities. The
Project represents an innovative practice-driven approach for the Romanian research area
and aims to become a significant contribution to the implementation of mobile knowledge
management. MOBNET Project develops mobile content and systems that teachers,
202 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
REFERENCES
Abstract
With substantial growth in multimedia technology and increasing availability of
computer systems, there is thrust towards computer-based training, which uses
interactive text, audio, visuals and animation, in a self-paced mode. End-users’ (i.e.,
students’) satisfaction levels have seen a marked improvement with the use of these
modern methods of education technology. The present paper proposes a framework
for integrated e-learning environment. Our system will have advanced e-learning
features like provision for integrating multiple simulators for different subjects,
integrated student performance evaluation system etc. The novelty of our system lies
in the creation of an integrated framework that will cover all the aspects of teaching
activities starting from classroom lecture, laboratory work and final evaluation. An
operational prototype of the system is used in a limited way in a premier
engineering institute and the result is quite encouraging to use the system of
evaluation for a longer duration.
Keywords: e-Learning, Computer based Teaching Tool, Education Technology, Simulator,
Data Warehouse
1 Introduction
There is an increasing use of computer as a teaching tool, especially due to availability of
a plethora of interactive computer based teaching packages that can supplement
classroom lectures. However, for some subjects, laboratory work is an integral part of
classroom lectures – the subject cannot be assimilated without the laboratory work.
Realizing the importance of the hand on experiments as part of a course, recent researches
have focused on integrating simulator or software tool with traditional one-dimensional
computer based teaching tool. Statutor software [1] is an attempt that is designed to
simplify the learning and teaching of statistical concepts, especially those related to
sampling distributions based on sampling from a population. Another such initiative is
Pegasus [2]. This software helps students to visualize laboratory work with a 3-phase
induction motor. Besides the education technology departments of Universities, some
commercial products are also available to facilitate learning of basic principles.
DENFORD Machines & Systems Company has developed CNC Desk-Top Tutor for
understanding the basic principles and developing practical skills in Computer Numerical
Control (CNC) [3]. Network for Inclusive Distance Education [4] has developed some
204 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
interesting interactive learning product like Digital Frog International, Snowbird software
etc. They have taken a novel approach to spread the learning in an interactive way to
disabled students also. One such software is “A Digital Field Trip to the Rainforest”
which offers self-voicing for users who have visual disabilities. In [5] some Interactive
Learning Modules are discussed for Electrical Engineering students which provide
interactive and animated simulations, problem sessions and also online guidance. The
concepts of Virtual Reality are used to design a collaborative environment for easy
understanding of molecular biology, DNA structure etc. for secondary standard students
[6]. In [7] some technical details of providing interactivity (about use of Flash Animation
or JAVA Applets) and some conceptual details of building a learning tool has been given.
In [8] a web based virtual laboratory system is being proposed that pioneers an approach
of using VRML and XML in the building of simulation and animation. An intelligent
multimedia tutoring system has been proposed in [9] for Cardiac Diseases.
Most of the existing e-learning systems are targeted towards very specific and
specialized areas (e.g. 3-Phase induction motor or Computer Numerical Control etc).
The term ‘Virtual Laboratory’ has been used at [8]. The high level aim of our project is
same as [8] but our approach is a more generic one. The present work aims at developing
a framework that consists of simulators for more than one subject (the subjects may vary
from Communication Engineering to basic subjects, like Physics, Chemistry etc) and on-
line teaching and evaluation modules. The simulators are so designed that they will help
students to understand the basic principles of a subject through multimedia aids. Most of
the multimedia tools used in e-learning or web learning packages are high end animations
(JAVA Applet or Flash files) rather than a simulator in true sense. Our simulators provide
more freedom to the user in terms of designing an experiment. The novelty of our
approach lies in its integration and interaction features - a single package enables users to
upload and read lecture slides, to simulate practical demonstrations for different subjects
and to take evaluation using an interactive evaluation system.
The paper is organized as follows. In section 2 an operational overview of our system
is presented. Following the operational overview the system is designed in section 3.
Section 4 states the present status of the system. We pointed out the novelty of the system
in section 5. Finally we concluded in section 6.
2 Operational Overview
Our system operates in three phases to construct and properly use a student model. These
phases are
1. Initialization Phase
2. Running Phase
3. Assessment Phase
These system phases conform to the regular course calendar. The initialization phase
takes place before start of a course. The running phase runs with the course. After the end
of the course, the students’ and teachers’ performances are evaluated in the assessment
phase. The whole operation can be visualized through the activity diagram shown in
Figure 1.
The 4th International Conference on Virtual Learning ICVL 2009 205
The initialization phase mainly concerns with database fill up with curriculum details
and demographic information. A course is broken up into a number of subjects. Each
subject is further classified into chapters or topics and a topic is broken up into some
concepts. As for example a secondary level science course can be divided into subjects
like physics, chemistry, biological sciences and mathematics. Physics can be
disintegrated into topics like optics, magnetism, mechanics etc. The topic ‘mechanics’
includes concepts like free body diagram, inclined plane, momentum etc. The ontology
of a course is defined as shown in Fig. 2. When this ontology will be defined for several
subjects, we can define surmise relationships among the concepts and develop a
knowledge space for a student easily [10]. As shown in Fig. 2 each topic, concept and
question is given a difficulty index. Questions are associated with an expected answer
time also. These difficulty indices are used for assessment of the student. Initially when
the system is installed for the first time, the difficulty indices is assigned a value based on
an assessment made by experienced teachers’.
a video lecture and (or) a slideshow synchronously. The upload module can be used to
upload lecture slide or video lecture. There will be a writing pad in the screen where
students can take notes and can store for future reference.
Fig 3. Baseband signal and its frequency Fig 4. Baseband signal and PWM
Response used in the demonstration Waveform
of PWM
208 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Fig 5. PWM Waveform and its Frequency Fig 6. Baseband Signal, Demodulated
Response Signal and their Correlation
Fig 7. Baseband Signal, PWM Waveform Fig 8. Baseband Signal, PWM Waveform,
and Demodulated Wave Demodulated Wave and their Frequency
Responses
4.2.2. Simulator for Systems Programming
The simulator for system programming is developed to illustrate students the sequence of
actions occurred inside a computer for executing a program. Most of the practical courses
on system programming generally start with 8085-microprocessor programming. The
simulator presents a step-by-step analysis of an 8085 assembly language program
execution. It consists of four modules viz. Editor, Assembler, Loader and Debugger.
Screenshots of each module are shown from fig. 9 to fig. 12.
The editor instructs the user to write an assembly language program or importing a
previously written program. The assembler takes a starting memory address and run a
two-pass assembler program. The user can see Symbol Table or the Error Table from the
assembler. The loader simply loads the object code. Optionally, the user can also relocate
the object code using the Loader. Finally the debugger executes the object code. The user
can also step over through the object code. After execution, the debugger allows the user
to see any memory location, register or system flags. In the next section, the system is
explained with an 8085 Multiplication program.
The 8085multiplication program is shown in Fig. 13. The assembler produces the
object code shown in Fig. 14. Fig. 15 shows the relocation operation by the Loader after
relocating the program from address E000 to 9000. The red circles in Fig. 15 show the
code modifications due to relocation. Finally the Debugger executes the program. The
register values and Flag Values at each step of execution are shown in Fig. 16.
Fig. 16 Register Content and Flag contents at each step of execution and
Memory Content after execution
The 4th International Conference on Virtual Learning ICVL 2009 211
particularly useful for students of under-developed areas where it is not always possible
to construct a high-end laboratory with skilled instructors.
Modular Design: We developed the system in a modular fashion such as any module
of the system can be used independently from the others. So during deployment, any
module of the system can be replaced by a more customized one or new modules (e.g.
simulators for different subjects) can be easily integrated into the system.
6 Conclusions
The present paper aims at merging “e-teaching” with “e-laboratory” – thus making “e-
learning” more effective. The teaching tool will be an interactive audiovisual system,
which will break up the course in a series of lectures, computerized practice sessions and
assignments. The integrated simulator can be used to visualize the operational
environment without a practical laboratory set up. The framework is accompanied by a
personalized student evaluation module that can provide many other useful information
like utility of a course modification, institutional performance etc. An operational
prototype of the system is used in a limited way in a premier engineering institute and we
hope the system will be particularly useful for students of under-developed areas where it
is not always possible to construct a high-end laboratory with skilled instructors.
REFERENCES
Wolfe Robert A. (1991), “Statutor Version1.23 A computer-based teaching tool for statistical concepts”.Available:
http://archives.math.utk.edu/software/msdos/statistics/ statutor/statu123.readme, Accessed on: 29th
March 2006
Avouris N.M. et. al.(2000), “Development and evaluation of a computer-based laboratory teaching tool”
Available:www.ee.upatras.gr/hci/papers/j21_avouris-tselios-tatakis-00.pdf, Accessed on: 29th March
2006
Morozov E(1996), “Implementation of computer based teaching Systems for professional training in
Computer aided engineering” In Proceedings of the ICDED’96
Interactive Learning Tools; Network for Inclusive Distance Education(2006); Available:http://nide.snow.
utoronto.ca/Interactiveindex.html, , Accessed on: 31st March 2006
The 4th International Conference on Virtual Learning ICVL 2009 213
Millard, D.L.(2000), “Interactive Learning Module for Electrical Engineering Education”, In Proceedings of
the Electronic Components and Technology Conference, 2000. 2000 Proceedings. 50th , 21-24 May 2000
Pages:1042 – 1047
Halvorsrud R. et. al. (2004),” Designing a Collaborative Virtual Environment for Introducing Pupils to
Complex Subject Matter” In Proceedings of the third Nordic conference on Human-computer interaction
October 2004
Woolf B. P.(1996), Intelligent Multimedia Tutoring System; Communication of the ACM, April 1996 Vol.
39, No. 4
Shin D., Yoon E., Lee K., Lee E.(2002), A Web based interactive virtual laboratory system for unit
opeartions and process systems engineering education: issues, design and implementation, Computers &
Chemical Engineering, Volume 26, Issue 2, 15 February 2002, Pages 319-330
Chen C., Lee,H. Chen Y.(2005), Personalized e-learning system using Item Response Theory, Computers &
Education, Volume 44, Issue 3, April 2005, Pages 237-255
Dietrich A. et. al., (2006) Current Trends in eLearning based on Knowledge Space Theory and Cognitive
Psychology Available at: www.research-it.at/ ~ac18008a182527705af0348c10147878d887feb,, Accessed
on: 15th July 2006
Biswas P., Ghosh S.K. , An Universal Assessment Methodology for Evaluating Students' and Teachers'
Performance in an Academic Institute, Proceedings of International Conference on Cognitive Systems
(ICCS ’05), Available at : http://www.niitcrcs.com/iccs/papers/2005_73.pdf , Accessed on 24th July 2007.
A Multilingual Virtual Environment for Shoe Design Training
Abstract
The objective of this paper is to present a virtual environment developed for shoe
design training in English, Romanian, Turkish and Greek. http://www.
vtcforshoedesign.com is a virtual training tool as a product of LdV projects under
LLP program. The virtual training centre is a good example of the development of
innovative practices in the field of vocational education and training, which is One
of Leonardo da Vinci General Objectives. The virtual training tool aims to improve
the Quality of VET systems and practices by contributing to “Learning to learn”,
which is one of Lisbon Key Competences. The paper displays how the developed
content has been transferred to the virtual environment with visual aids. The paper
focuses on the multilingual aspect of the modules within the virtual environment.
1. Introduction
Virtual reality can be defined as a technology allowing a user to interact with a computer-
based environment which may consist of a simulation of the real world or an imaginary
world. Many of such virtual environments are based on audio and visual experiences
reflected on computer screens. These environments can have additional properties with
simulations. These simulated environments can be very similar to the real world. Myron
Krueger used "artificial reality" as term in the 1970s, but the origin of the term "virtual
reality" can be traced back to the French playwright, poet, actor and director Antonin
Artaud. Artaud described theatre as "la réalite virtuelle", a virtual reality "in which
characters, objects, and images take on the phantasmagorical force of alchemy's visionary
internal dramas" [1]. The earliest use cited by the Oxford English Dictionary is in a 1987
article entitled "Virtual reality" [2]. Michael Heim [3] identifies seven different concepts
of Virtual Reality: simulation, interaction, artificiality, immersion, tele-presence, full-
body immersion, and network communication. To Heim, virtual reality already exists and
he deigns to communicate to us via the dead tree medium of books. So strap on your
virtual eye phones and open the covers and prepare yourself for a roller coaster ride
through the labyrinths of hypertext and cyberspace. Heim also identifies the main points
that distinguish our external reality from virtual reality? His answer is 1) natality (we are
born), 2) mortality (we die), and 3) temporality (we remember past happenings). These
limits, he says, "impose existential parameters on reality, providing us with a sense of
The 4th International Conference on Virtual Learning ICVL 2009 215
rootedness in the earth (a finite planet with fragile ecosystems)." I would agree with him,
except I consider the earth to have a robust ecosystem, to be a robust planet, not a fragile
one.
In the report “Studies in the Context of the E-learning Initiative: Virtual Models of
European Universities”, a key concern was how virtual mobility is being supported in
European universities through ICT integration and e-learning [7]. 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.
VTC-Shoe is the title of the product, which is the main training tool developed. The
product is financed by the Executive Agency (EACEA) in Brussels under LdV
Development of Innovation program. The product has been produced in English and then
transformed into the native language of each partner. Each flag in this part represents the
language version of the tool. The tool is accessible only through membership by getting a
user name and password. The buttons of the content are for Address Database, which is
the list of the addresses of the footwear related companies in each country. Lessons have
been formed according to the common curriculum developed before the start of lessons.
This section consists of four parts as well as the Introduction to VTC, Approach and
Methodology used in the development of the content.
The 4th International Conference on Virtual Learning ICVL 2009 217
Part I covers the lessons related with foot focusing on the knowledge on foot anatomy
and biomechanics applied to footwear design and pattern making. Part II is about
footwear. It covers the lessons about materials used for footwear products, footwear
structure, functions and classification criteria, lasts for footwear industry, footwear
technology and technological allowances for pattern making. Part III consists of the
lessons related with measurements and tools used in footwear design. The main topics are
foot anthropometrics, measurement systems and tools for pattern making. Part IV covers
the lessons related with design and pattern making:
The button Tests includes the tests developed for the assessment of each lesson based
on an interactive approach. Animations and Videos are the section that includes movies
and animations classified according to the lessons:
218 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Design Collection includes the designs made by the trainers and trainees. Press News
is the section to serve the dissemination activities of the product through printed or visual
media. The trainee can be in contact with the trainer or the product developer by using the
contact form and can have access to useful links.
Figure 6: Romanian version for Step 2: Draw the girth’s reference line
(3D Modeling of the Loafers)
The 4th International Conference on Virtual Learning ICVL 2009 221
Figure 7: Turkish version for Step 3: Mark the height of the quarter
(3D Modeling of the Loafers)
Figure 8: Greek version for Step 4: Draw the auxiliary line for back part of the quarter
(3D Modeling of the Loafers)
6. Conclusion
VTC-SHOE is a multi-lingual virtual environment in which the shoe design training is
served in English, Romanian, Turkish and Greek according to the curriculum developed
for this purpose up to intermediate level. As a training tool, the curriculum is in accord
with the approach, methodology and techniques required for virtual training. As it is
accessible by anyone who has membership or permission, anyone who is interested in
222 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
shoe design training can benefit from this training tool. The audio and other visual aids
contribute to its attractiveness for a trainee or trainer in this field. In addition, the
animations, quizzes and design collection can further contribute this tool to become more
attractive and effective in training.
Since this training tool is in English, Romanian, Turkish and Greek version, it can
help its scope and effect as a training tool internationally. In this way, it can be
transferred to similar fields such as furniture, textile, air conditioning etc. The approach,
methodology and techniques used in this training centre can be used as a model in
developing and improving other training programmes in particular in the area of new
information technology applications in related sectors.
The VTC-SHOE will establish networks of people who are engaged in footwear
business and training. Thus, it will support the entrepreneurial community, including
small and medium businesses, through collaboration and community support. The
mission of the VTC-SHOE should be to support economic development by facilitating
footwear design training that empowers socially and economically diverse people to
strengthen and sustain growth opportunities in existing businesses or in the planning and
marketing of a start-up business.
REFERENCES
[1] Erik Davis, Techgnosis: myth, magic and mysticism in the information age, 1998
[2] Garb, Yaakov (Winter 1987), "Virtual reality", Whole Earth Review (57): 118ff.
[3] Michael Heim The Metaphysics of Virtual Reality, Published by Oxford University Press, 1993.
[4] Bricken, M., "Virtual Reality Learning Environments: Potentials and Challenges." Human Interface
Technology Laboratory, University of Washington, Seattle, WA: 1991.
[5] Şahin M., Bilalis N., Yaldız S., Antoniadis A., Ünsaçar F., Maravelakis E., (2007): Revisiting CNC
Training–A Virtual Training Centre for CNC. EPVET 2007: International Conference on E-Portfolio
Process in Vocational Education, Present and Future, 2-3 May 2007, Bucharest, Romania
[6] Şahin M., Yaldiz S., Ünsaçar F., Yaldiz B., Bilalis N., Maravelakis E., Antoniadis A. (2007), Virtual
Training Centre for CNC: A Sample Virtual Training Environment, ICVL 2007: The 2nd International
Conference on Virtual Learning, 26-28 October, 2007, Constanta, Romania
[7] 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
Educational software for the simulation of virtual dynamical
systems
Abstract
In this paper some aspects regarding the implementation of the control algorithms
for virtual processes are presented. Virtual reality represents an easy approach to
study the behaviour of the process. Using virtual reality one can achieve knowledge
about the influence of the input and the output signals on the dynamical systems.
Along the implementation of the virtual system it is necessary to do a solid
modelling of all essential aspects of the real process. However, the virtual system is
included into a control loop. Also, the actuator of the control loop is a virtual system
and it can be servomotor, DC motor or step by step motor. The behaviour of the
virtual actuator is based on the mathematical models or the static characteristic. To
achieve compatibility between virtual systems and real systems it is required a card
acquisition for the signal’s adaptation. This educational software has two
advantages. Firstly, when using the card acquisition, the virtual approach is very
similar to the real one. In the virtual approach the control of the virtual system is
made with electrical signals. Secondly, it is possible to analyze the system when
reaching its limits.
1. Introduction
Virtual reality is an artificial environment that is created with software and presented to
the user in such a way that the user suspends belief and accepts it as a real environment.
The simplest form of virtual reality is a 3D image that can be explored interactively at a
personal computer, usually by manipulating hardware interfaces (Kovach, 1997;
Peterson, 2001).
A VR application is made of different components (Burdea and Coiffet, 2003; Vince,
2004) which can be described as:
a) The scene and the objects. The scene corresponds to the world in which the
objects are located. VR contains lights, viewpoints and cameras. The objects have a
visual representation with colour and material properties.
b) Behaviours. The objects may have behaviours (Willans, 2001). For instance, they
can move, rotate, change size and so on.
c) Interaction. The user must be able to interact with the virtual world and its objects.
For instance, a user can pick up some objects or he can drag an object. This may be
224 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
achieved by means of a regular mouse and keyboard or through special hardware such as
a 3D mouse or data gloves (Vince, 2004).
d) Communication. Nowadays, more and more VR applications are also collaborative
environments in which remote users can interact with each other. To achieve this,
network communications is important.
e) Sound. VR applications also involve sound. Some research has been done over the
last 20 years in order to simulate sound in VR application. In this paper, the modelling of
the sound will not be addressed.
The developing of the different components of a VR application is not an easy task
and during the last twenty years, a number of software tools have been created to ease the
developer's task. These tools can be classified into authoring tools and software
programming libraries. Virtual reality can be used for the simulation of a real
environment in training and education and for the development of an imaginary
environment in a game or interactive story.
The most important applications of the virtual systems are those used for training
flight pilots, drivers and ship commanders (Wolffelaar and Winsum, 1995). Besides the
basic training, the simulators can be used for training in risky situations that cannot be
exercised in real life. This paper contains educational virtual processes used for system
analysis and synthesis of the command. The connection between the virtual process and
the control computer is done using a hardware interface. In this way system analysis and
system control are identical with the real system from the user’s point of view.
C C
x&1 = − m ⋅ x1 + x 2 + m ⋅ u
x& = − k ⋅ x + k ⋅ u
2 m
1
m (3)
y = x1 ,
Where x1, x2 represent the state variables, u – the command, y – the output, and m,k, C
- the same meaning as in equations (1) and (2).
Actuator modelling
The actuator amplifies the power of the control signal. In many situations actuators are
dynamical systems. The most known actuator is the DC motor. If the process is described
by time constants greater than the DC motor ones than these are approximated with the
help of input-output static characteristic.
In this paper the following types of actuators are used:
• the DC motor;
• the real servomotor;
• the ideal servomotor.
The DC motor has the mathematical model [13] described by the following set of
differential equations:
& R K1 1
i = − L ⋅ i − L ⋅ ω − L ⋅ u
ω&= K 2 ⋅ i − Fa ⋅ ω − 1 ⋅ m
J J J (4)
where:
ω – the rotor speed [rad/s];
i – the intensity of rotor current [A];
The 4th International Conference on Virtual Learning ICVL 2009 227
The real servomotor is a device that has a linear transfer characteristic but with a finite
rise time. This means that the output follows the input, but with a delay. If the input
varies, the output will have a linear evolution until it reaches the size of the input (figure
no.3).
Figure3 Figure 4
The ideal servomotor is the particular case of the real one, where the rise time is
infinite. In this case the output is equal to the input applied to the actuator: ue(t)=ui(t).
This ideal servomotor is used because the transfer function of the process can be
identified directly from data set obtained from the virtual system.
Data processing
The methods of automat data processing resulted from conducting the experiment will
determine the real and the imaginary part of the transfer locus. Using the nonparametric
representation of the system (transfer locus) the amplitude A(ω)= |G(jω)| and the phase
ϕ(ω)=arg(G(j)) can be determined.
The function of partial polar correlation [4] defined for [0 T] will be used as the
method for determining the transfer locus.
T
1
T ∫0
R yu (τ ) = ⋅ yt ) ⋅ u (t + τ )dt (5)
where u(t) and y(t) are the virtual system (car suspension) input and output respectively.
If the input signal u(t) is a sinusoidal one, the partial polar correlation function will
T
1
⋅ Ai sin [ω (t + τ )] ⋅ Ae sin(ωt + ϕ ) dt
T ∫0
be: R yu (τ ) = (6)
The real and the imaginary parts will be computed for the following values of the τ :
For τ =0 the equation (6) will be
The 4th International Conference on Virtual Learning ICVL 2009 229
Ai2
R yu (0) = ⋅ Re G ( jω ) , (7)
2
And for τ =T/4 the equation (6) will be
Ai2
R yu (T / 4) = ⋅ Im G ( jω ) . (8)
2
System identification
In the following, the steps used for computing the real (equation 7) and imaginary
(equation 8) parts of the hodograph will be presented:
• generating the sinusoidal input signal with the frequency chosen from the
frequency vector
• computing the output corresponding to the sinusoidal input signal
• using equation (7) the correlation function will be computed in order to obtain
the real part and using equation (9) the correlation function will be computed in
order to obtain the imaginary part.
The hodograph and the amplitude-frequency characteristic obtained using the
educational software for dynamical systems analysis will be presented in figure 6.
230 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
5. Conclusions
In this paper a virtual process connected with an embedded computer through an
acquisition card was presented. The virtual reality offers many advantages for system
analysing and for the control low synthesis. In order to approximate the real process, the
models for the car suspension and for the DC motor were also obtained. In the end of the
paper a case study is presented. This case study consists in frequency analysis of the car
suspension system.
REFERENCES
Burdea, G.C., Coiffet, P. (2003): Virtual Reality Technology, Wiley-IEEE Press ISBN: 0471360899.
Coninx, K., De Troyer, O., Raymaekers, C, Kleinermann, F. (2006): VR-DeMo: a Tool-supported Approach
Facilitating Flexible Development of Virtual Environments using Conceptual Modelling, Proc. of Virtual
Concept 2006 Cancun, Mexico, Springer-Verlag, ISBN 2-287-48363-2.
Kovach, P. J. (1997): The Awesome Power of Direct3D/DirectX, Softbound.
Peterson M. T. (2001): 3D Studio MAX FUNDAMENTE, Ed. Teora.
Puscasu Gh., Stancu Al. (2001): "TEHNICI DE IDENTIFICARE A SISTEMELOR. Teorie si aplicatii",
Bucuresti, MATRIX ROM; 260 pag. ISBN 973-685-159-1
Vince, J. (2004): Introduction to Virtual Reality. Springer, ISBN 1852337397.
Voicu M. (1986): Tehnici de analiză a stabilităŃii sistemelor automate, Editura Tehnică, Bucureşti.
Willans J. and Harrison M. (2001): A toolset supported approach for designing and testing virtual
environment interaction techniques. International Journal of Human-Computer Studies, 55(2): 145-165.
Willans, J. (2001): Integrating behavioural design into the virtual environment development process. PhD
thesis. University of York, York, UK.
Wolffelaar PC, Winsum V. (1995): Traffic simulation and driving simulation – an integrated approach, In
Proceedings of the Driving Simulation Conference (DSC’95), Toulouse, France.
Development Interactive Courses of Education in Microbiology
Based on E-Learning System Applying
in Technical College of Yambol
Abstract
The purpose of the article is to represent the results of the development interactive
courses of education in Microbiology based on virtual learning environment. The
virtual learning environment has been created using Moodle software platform
and has been implemented in many different disciplines in Technical College of
Yambol. The advantages of this way of education is the unlimited access of the
training materials in convenient of the learner time, as well as the interactive
method of acquiring the knowledge’s in form of test or by creation of multimedia
presentations.
The performance of virtual study environment allows improving the efficiency of
the learning.
1. Introduction
The rapid development of information and communication technologies (ICT), especially
the recent explosive growth of Internet capacities, offers tremendous educational
opportunities. The future growth and development of e-learning technologies is, perhaps,
the most important of these trends in the realm of education. In fact, e-learning in
particular is slowly being accepted as one of the criteria of a progressive, innovative, and
leading higher educational institution. The Internet has created a new paradigm of
learning which can allow teachers and students to teach and learn collaboratively via web-
designed courses (Al-Fadhli, 2009).
The development of information technologies has contributed to growth in online
training as an important education method (Fazlollahtabar and Yousefpoor, 2009). New
developments in information and communication technologies (ICT) to support learning
have brought about increasing interest by both academic and non-academic institutions in
e-learning. These developments in ICT are principally multimedia and the Internet with
its World Wide Web. Interest in ICT supported learning is also fuelled by the associated
(expected) cost reduction and easy expansion of education to the increasing and flexible
market that is difficult to reach by traditional delivery (Abel Usoro & Bridget Abiagam,
2009).
232 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
tests, etc, all residing in a week-by-week block. The Social format is built around a forum
(bulletin board), which is good for announcements and discussions. The Topic format
organizes everything by topics (or units); regardless of how long they take. Our courses
are in topic format. They are used for e-learning by our students, who use the resources of
their home PCs by logging into http://tk.uni-sz.bg/e (Nedeva, 2005). The online training
environment enables learners to undertake ‘any time, any place’ customized training.
Moreover, information technology allows both trainers and learners to be decoupled in
terms of time, place, and space (Fazlollahtabar and Yousefpoor, 2009).
The Lessons module is exactly that – lessons you develop and post online for your
students to navigate. Questions at the end of each page in a lesson can be multiple choice,
true/false, short answer, numerical, matching, and essay. As an example, to create a
question page you would decide on the type of question, give the page a title, add page
contents (for example, ask the question), provide the answer(s), include feedback to be
displayed depending on the student's answer, and also supply a "jump," to where the
student should go next depending on the answer given (Branzburg, 2005).
The lessons of Microbiology are separated by topics (Figure 1.). After every new topic
the quiz took place. Each quiz includes materials of one or several themes. Questions are
stored in categories for easy access, and these categories are "published" that make them
accessible. Quizzes are automatically graded, and can be re-graded if questions are
modified. Quizzes can have a limited time window outside of which they are not
available. Quizzes can be attempted multiple times, and can show feedback and also the
correct answers, if they are in adaptive mood. Quiz questions and quiz answers are
shuffled (randomized) and that option reduces cheating. Questions allow HTML and
images to be included. Full activity reports for each student are available with graphs and
details about each module. A database of questions has been created and can be used and
re-use in different quizzes (Figure 2.).
Figure 2. The screen shot of the Microbiology resources – available quizzes, created
after each topic
234 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Figure 3. The screen shot of the Microbiology resources – question from the quiz,
adaptive mood with the correct answer, after submission of student choice.
Moodle has revolutionized the learning process, by offering an advanced and user-
friendly solution for encouraging the collaborative work of students and teachers. It
comes with a toolbox full of online teaching techniques that facilitate and enhance the
proven teaching principles and traditional classroom activities. The philosophy behind
Moodle states that through an accent on collaborative learning, students get better
motivated to engage themselves in the training process (http://www.ntchosting.com/
elearning-web-hosting.htm).
Moodle allow reader and student to have full view of complete report activity of the
student for each of the items. The reader can use many new techniques and web-resources
(images, links, videos and etc.) to make the unit lessons more attractive to the students
and enough visual, demonstrative, to give illustrative examples, where is considered
necessary (Figure 4).
The student’s attending the course of Microbiology also have the possibilities to make
their own presentations that are published in the e-learning virtual environment and in
that way to take feedback from the reader and their collegians.
The new features that we implement in this course are described bellow (Marcais,
2009).
One of the major changes is that Moodle now uses a set of Roles throughout its
system. Roles are mostly managed and maintained by your system administrator, but as a
teacher, you do need to know the basic concept of the roles. A role is basically a
collection of permissions defined for the whole site that you can assign to specific users
in specific contexts.
The 4th International Conference on Virtual Learning ICVL 2009 235
For example, you may have a Role called "Teacher" that is set up to allow teachers to
do certain things (and not others). Once this role exists, you can assign it to someone in a
course to make them a "Teacher" for that course. You could also assign the role to a user
in the course category to make them a "Teacher" for all the courses under that category,
or assign the role to a user just in a single forum, giving that user those capabilities just in
that forum. Roles can only be added to activities by editing the activity after it has been
created.
One of the nice new enhancements to Moodle, is that you can now see exactly
what your students see when they log into your course! To do this, look at the top right
corner of your course. Using the choices from the drop-down menu, you can switch
temporarily to another role.
The roles available are the same as the roles that you are allowed to assign to people.
Your Moodle administrator can make additional roles as needs arise on your Moodle
system. Any of the permissions given to users in the Moodle system can be added or
removed from these custom roles. For example, in our system… we have created a role
called “Student – No Time Limit on Quizzes” or “student_notimelimit” for short. This
role is identical in every way to a normal student role… EXCEPT… it has been set to
ignore any time limits placed on quizzes. This means that if you have any students with
learning disabilities who need extended time on their quizzes, you can simply set their
role in your class as a “student_notimelimit” rather than as a “student”. Then, every time
they take one of your quizzes… they won’t be timed, even if you have a time limit set for
the other students. The possibilities for custom roles are extensive, and certainly add a
huge level of flexibility to the Moodle system.
236 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
The Backup section now allows you to choose not only the type of activity you want
to backup but you can also choose between individual activities as well. All you have to
do is choose the individual activity you want, decide if you want to include the user data,
and then you can back up your course as usual. The great thing about this enhancement is
that now you know exactly what is being archived! Likewise, when you restore a course,
you will have the option of exactly which activities you wish to restore to your course.
When you use the Import Course Data link, you will also have the option to import
items on an activity-by-activity basis. This makes it much less confusing when you’re
trying to transfer information between two classes.
This page allows you to remove user data from your course, while retaining any
activities and other settings you may have implemented in your course. Types of user
data you can remove include: Students, teachers, course events, logs, and/or groups. You
can also reset the course start date. Also, you have the option to remove posts and/or
subscriptions from any forums created in your course. USE CAUTION when using this
feature, because once you click the “reset course” button, your user data from the course
is gone for good!
The link in the Administration block that was previously named “logs” has changed its
name to “Reports”. There are now additional features available in this section. The
reports page is divided into four boxes, or sections.
The top section entitled “Choose which logs you want to see:” is almost identical to
the previous version. However, you can now also narrow your results from the “all
actions” dropdown menu by type of action (view, add, update, delete all changes). You
can also choose how your results will be displayed (Display on page, download in text
format, download in ODS format, or download in Excel format).
The second section has a link for “Activity Report”. When you click on this link,
you’ll see a summation of all the activity in your course. The third section lets you run a
participation report. Here, you can choose an Activity Module, a period of time to
“Look back”, which users to show, and which actions to show.
The final section has a link for “Statistics” (if this is replaced by the phrase “Statistics
is not currently enabled” this means that your administrator hasn’t activated this feature).
When you click on the “Statistics” link, you will see graphs and tables which show how
many hits there have been on various parts of your site during various time frames.
In Moodle 1.8, the concept of Groupings is introduced: a way of organizing various
groups in a hierarchical structure. While this approach may prove to be more powerful,
using groups is no longer as intuitive. For example, a teacher teaches four sections of the
same class. The teacher could have 4 groupings (i.e. one for each section). Within those
sections the teacher could assign various students to various groups within the groupings.
Another great advancement is that students may now belong to multiple groups.
To add students to a group, the teacher must follow these steps: Create a grouping;
Create a group in the grouping; Assign users to the group.
After you’ve created your groups, you’ll be able to edit them by using the various
buttons.
One of the huge enhancements to Moodle is that it now supports blogs. Blogs allow
students, teachers and administrators to have a public web log. This online journal has
various settings to control who can read them. Every user can create their own blog by
The 4th International Conference on Virtual Learning ICVL 2009 237
going to their profile page (by clicking on their name, anytime it appears on a Moodle
page as a hyperlink). Once you are at your profile, notice that there is a tab called “Blogs”
at the top.
If you made your blog entry only visible to yourself… no one else will be able to see
it. If you made it visible just to anyone on the site… people will only be able to view your
blog if they’re already in the Moodle system. However, most people want to find a way to
share their blog with people outside of their Moodle system. To do this, your entries must
be set to be available to “Anyone in the world”. world”. Once that is done, you can
generate RSS feeds for your blogs. There are basically three types of blogs you can view
in Moodle... a user blog, a course blog and a site blog.
The Database activity allows the teacher and/or students to build, display and search
a bank of record entries about any conceivable topic. The format and structure of these
entries can be almost unlimited, including images, files, URLs, numbers and text amongst
other things. You may be familiar with similar technology from building Microsoft
Access or Filemaker databases. One useful way to use activity in a classroom would be to
use it as a student portfolio area, where students could share their work.
4. Conclusion
Moodle is a Course management system (CMS) - a software package designed to help
educators easily create quality online courses. Such e-learning systems are sometimes
also called Learning Management Systems (LMS) or Virtual Learning Environments
(VLE). It has been designed with pedagogy in mind and fully supports different learning
styles (face-to-face, blended and e-learning). It has a comprehensive feature set covering
all types of content ranging from basic documents, RSS feeds and videos via different
types of assessments (formative and summative) to forums, questionnaires and blogs.
Moodle fully supports student management, course and curriculum management
(http://www.synergy-learning.com/moodle/).
Creation the virtual learning environment in the College has positive influence on the
prosperity of the students, due to the more interesting and useful materials that are
offered. E-learning encourages the collaborative work of students and teachers and
overcomes the shortcomings of the traditional forms of learning. The online teaching
techniques facilitate and enhance the proven teaching principles and traditional classroom
activities. Students are more satisfy from the evaluation of their knowledge’s, because the
factor of subjectivism is missing. It has been registered that students get better motivated
to engage themselves in the training process.
REFERENCES
Abel Usoro & Bridget Abiagam University Of The West Of Scotland, Paisley, United Kingdom, Providing
Operational Definitions to Quality Constructs for E-learning in Higher Education, е-Learning Volume 6
Number 2 2009 ISSN 1741-8887 http://www.wwwords.co.uk/elea/content/pdfs/6/issue6_2.asp#1
Al-Fadhli, Salah Kuwait University, Kuwait Instructor Perceptions of E-learning in an Arab Country: Kuwait
University as a case study, е-Learning Volume 6 Number 2 2009 ISSN 1741-8887,
http://www.wwwords.co.uk/elea/content/pdfs/6/issue6_2.asp#1
238 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Branzburg, Jeffrey, (Aug 15, 2005), How To: Use the Moodle Course Management System,
http://www.techlearning.com/story/showArticle.jhtml?articleID=168600961.
Fazlollahtabar Hamed, Yousefpoor Narges, Cost Optimization in E-learning-Based Education Systems:
implementation and learning sequence, Mazandaran University Of Science & Technology, Babol, Iran,
е-Learning Volume 6 Number 2 2009 ISSN 1741-8887,
http://www.wwwords.co.uk/elea/content/pdfs/6/issue6_2.asp#1
http://moodle.com/?moodlead=moodle.general
http://www.synergy-learning.com/?moodlead=synergyie.courseware
http://www.synergy-learning.com/moodle/
http://www.ntchosting.com/elearning-web-hosting.htm
Marcais, Tom Moodle – Upgrading from version 1.5.3 to 1.8 Important Changes for Teachers,
https://moodle.sbc.edu/mod/resource/view.php?id=8088
Nedeva V., The Possibilities of e-learning, Based on Moodle Software Platform, Trakia Journal of Sciences,
Vol. 3, No.7, pp 12-19, 2005.
Nedeva V., P. Prodanov, Zl. Ducheva, D. Nedev, Moodle Lesson Activity In Measuring The Hardness Of
Materials, Trakia Journal of Sciences, Vol. 4, No. 4, pp 20-27, 2006, pp.20-27
Nedeva V., E-learning – a condition to increase the quality of education, International Scientific Conference
The Educational Policies Of European Union, Yambol, 18.05.2006, стр.94-102
Williams, Bryan, (Sep 1, 2005) Moodle 1.4.3 For Teachers &
Trainers,http://moodle.org/file.php/29/English_Manuals/Moodle_1.4.3_For_Teachers_and_Trainers.pdf
Advantages of the Web-Based Training for the Increasing Quality
of Preparation and Self-Preparation of Students from the
Specialty “Food Technology”
Abstract
The report represents the results of implementation e-learning based lessons and
quizzes in the education of students in Technical College of Yambol, Bulgaria. The
e-learning is a way to use networking technologies that allow to access the training
materials at any possible time, permit interacting with the training environment in
convenient for the user time, that lead to improving self motivation and the
effectiveness of acquiring knowledge’s. The area of e-learning study in Technical
College of Yambol included courses in Informatics, Programming languages,
Information technology, Common and General Chemistry, Biochemistry,
Microbiology, Ecology. The results of our investigation show that the performance
of e-learning system is the reason for improving the effectiveness of the education,
as well as improving the motivation among students and teachers have been
registered.
1. Introduction
The education and possibility of acquiring different competences must be available, not
only in the range of the compulsory education, but also after the beginning of an active
social life, if possible, without taking too much time from the professional, social and
personal activities. These educational tendencies, in particular for University education,
are imposed, because of the need of active involvement of the educational institutions in
the development of the European educational and scientific space; the demographic
characteristics of the students; the expanding globalization and stronger competition in
the area of educational services, especially with the introducing of the electronic and
distant learning. The implementation of Bologna strategy the EU's efforts should be
directed to unification in 2010 to educational programs in all EU member states (short
training courses, BA, MA, MD ect.). That means to develop and coordinate flexible,
modernized curricula in all areas, which to correspond to the requirements of the labour
market, and quality assurance systems (Furtunova, 2009). This demands the integration of
classic and modern educational models and establishment of new ones that can give
opportunity not only of acquiring knowledge and skills in a modern environment, but also
to develop intellect and social skills to the students, alter the accent of the education,
240 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Figure 1. The Topic format of organizing, compulsory subject Microbiology, the lessons
and test are organized by topics (or units), regardless of how long they will take
The 4th International Conference on Virtual Learning ICVL 2009 241
The e-learning materials are base for raising the quality of learning; it forms a
permanent interest in the students towards the studied subjects. The study materials in
the self-training modules are developed and approbated (Figure 1). Tests and glossaries
are also created in the college system of e-learning for the following subjects: General
and Inorganic Chemistry, Biochemistry, Microbiology and Ecology.
There are three different formats for the class (course) – Weekly, Topic, and Social
(Nedeva, 2005). The weekly format organizes the class into weeks, with assignments,
discussion boards, tests, etc, all residing in a week-by-week block. The Social format is
built around a forum (bulletin board), which is good for announcements and discussions.
The Topic format organizes everything by topics (or units), regardless of how long they
take (Figure 1.). Our courses are in topic format. They are used for e-learning by our
students, who use the resources of their home PCs by logging into http://tk.uni-sz.bg/e-
learning/.
Quiz module allows the teacher to design and set quiz tests (Figure 2). Each question
has a category. When you create a new question, it is stored in the category you select. To
create a new question, you must select the type of question you want from the pull-down
menu. You have the option of adding, which includes: Multiple choice questions;
True/False questions; A short answer question; A numerical question; Matching question;
Description question; Random set; Random short answer; A special embedded question
(Cloze). These questions are kept in a categorized database, and can be re-used within
courses and even between courses. Quiz module includes grading facilities (Nedeva,
2005).
The Glossary offers the opportunity to create and maintain a list of definitions and
terms that are specific to the content of the given area of study. The Glossary can be
The 4th International Conference on Virtual Learning ICVL 2009 243
separately for each lesson or thematic to the all area of the study subject. The students can
be searched or browsed in many different formats (Figure.3). It is possible to
automatically create links to these entries throughout the course.
Our considerations to choose the MOODLE are based on:
• First, this is Modular Object-Oriented Dynamic e- Learning Environment.
• Second, it includes large community of programmers and users;
• Licensed under GPL;
• Translated into 60 languages (incl. – Bulgarian).
Its build up by 9 modules, which could be extended and enlarged; compatible with
large number of browsers; it has integrated HTML editor; secure and safe; gives options
for interface setting. Our opinion is that the main advantage, from pedagogical point of
view, is that it is based on implementing the theory of the social construction, the
discussing problems and individual adaptation in the process of learning.
80% 78,13%
75%
70% 66,67%
60%
50%
neutral
40%
33,33% very much
30% absolutly yes
20% 15% 15,63%
10% 5% 6,25%
0
0%
first second third
40%
37,50%
35% 35%
30% 30%
25% 25%
25%
20% f irst
18,75%
16,67% second
15% 15% 15%
third
10% 8,33% 8,33%
5% 5%
0% 0%0% 0
absolutly not neutral very absolutly
no much yes
The diagram from the investigation shows that during these years students change
their opinions and preferences about the e-learning (Figure 5). Most of the investigated
students (60, 94%) have very good skills with computer technologies that support their
prosperity in other educational courses and self-preparation in a virtual environment.
Only 9% haven’t the necessary skills to work with computers.
About half of students evaluated the electronic form of training as a very interesting
and useful (Figure 6). This fact is confirmed by the results for the practical relevance of
content and form of training. This is an indirect indicator that speaks to increased
motivation for learning. Only 37% of students find that teaching content is easy for
assimilation.
The development of content in different disciplines is characterized by modules,
multiple and varied use, interactivity, flexibility about learning strategies and take into
account of student’s individual skills, time and place of usage and opportunity for
development.
0,5 50%
48,44%
0,4
0,3 26,66%
interesting
0,2 17,79% 15,63%
practical
0,1 7,81%
0 0 0 1,56%
0
absolutly neutral absolutly
no yes
The advantages of assessing the preparation of students by electronic tests are that:
• they are automated;
• individualized;
• with repeated use;
• easy processing of results;
• opportunity for self-evaluation;
• data retention and production of portfolio performance of students.
According to the database 17 % of the students under investigation access as very well
the possibilities to use the electronic tests; 34 % - responded as absolute. That means that
half of the inquired students appreciated the advantages, objectiveness and impartiality of
evaluating their knowledge’s by electronic tests.
4. Conclusion
The analysis of the results and the database of our investigation enable us to make the
following conclusions:
• there are increase interest and preferences of the students from specialty “Food
Technology” to the introduction e-learning in the main compulsory disciplines;
• practicalness, usefulness and interesting way of presentation the content are the
main reasons for the increasing the motivation and the interest of the students;
• increasing the preferences to the educational materials, published on the web-
page, has been mentioned, as well as the rising the level of self-preparation of the
students;
• students reported that electronic tests overcome a large part of the effects of
subjectivism in the evaluation of their knowledge’s;
• the development of educational information in accordance to the pedagogical
criteria and indicators for quality, facilitating the adoption by students and
increased their activity.
REFERENCES
Branzburg, Jeffrey, (Aug 15, 2005), How To: Use the Moodle Course Management System,
http://www.techlearning.com/story/sho wArticle.jhtml?articleID=168600961.
Furtunova, 2009 – За модернезиране на висшето образование, Trakia Journal of Sciences, Vol. 7, Suppl. 2,
pp i -ix, 2009.
Margarita Pehlivanova, Zlatoeli Ducheva Quality of e-learning in Technical Colleage - Yambol , Bulgaria,
Technikal College – Yambol, Fourh International Bulgarian - Greek Scientific Conference, COMPUTER
SCIENCE’2008, 1-6.
Nedeva V. The Possibilities Of E-Learning, Based On Moodle Software Platform, Trakia Journal of Sciences,
Vol. 3, No. 7, 2005, 12-19.
Dynamics in the meaning negotiation: can online participation
and reification be correlated in informal settings?
Abstract
According to Wenger’s theory of Communities of Practice, the learning process is a
fruit of complex dynamics that involves participation and reification processes,
which are dual and essential for the meaning negotiation. So, given that both the
processes are complementary and each cannot exclude the other, through the use of
ICT toolset within a virtual learning environment, it is possible to explore the
dynamics of the respective processes in order to trace and individuate eventual
correlation between them. Owing to the intangible nature of informal learning, a
part of reification and participation phenomena will be untraceable, because they
can happen also outside the e-learning platform, but, inviting e-learners to use a
common forum within the VLE, it is possible to have a great part of traceable data
about meaning negotiation. This paper deals with a sample of teachers invited to
create individually some multimedia artifacts in a free context, using Moodle™
environment as common communicative preferred system. Through the use of an
Sociomatrix Finder software, it was possible to extrapolate the sociometric matrix of
the teachers’ social reticle in order to esteem the individual participation level;
besides, an independent judge assessed all artifacts giving a vote to each reification.
Comparing participative and reificative data it is possible to verify the existence of a
correlations. The experience was repeated with some of teachers’ students at the
same conditions.
1. Learning as social practice and the role of educator in creating the conditions
to grant its existence and development
This paper assumes the Wenger’s Community of Practice theory (1998) as reference
according to which learning is conceived as a social activity that stands in practice of
social exchanges and in particular in the fusion between participative and reificative
processes among people. That fusion takes the name of meaning negotiation. Owing to
the complex nature of learning and the empirical evidences of the importance of informal
learning within individual and social learning processes, it is necessary for educators to
stimulate learners in participating and producing something tangible that could be
representative of meaning negotiation’s dynamics.
248 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
The nature of informal learning processes, which is spontaneous, natural and free
(Cross, 2007) and the non-traditional places in which it happens (usually outside schools,
universities and other institutional places: see Lave, & Wenger, 1991), it is very difficult
for an educator to engage his/her students in informal activities, for many reasons: first,
can happen inside school’s boundaries, the major part of it is probable activated by
contacts outside school; second, assigning a precise task to learners means to impose a
precise operative strategy which is in total contradiction with the informal nature of the
processes that the educator wants to activate; third, if the educator wants to leave free his
students, he has the necessity to evaluate their activities, but, monitoring them, he in
practice would contradict the informal nature of the context in which informal learning
should happen (Piave, 2008).
This paper deals with the possibility of verifying a correlation between participation
and reification levels in informal settings which corresponds to a proof of effective
learning activity. In order to do this, the ICT toolset was implemented within a VLE (that
is MoodleTM), in which people were called to collaborate in producing a personal artefact
about a theme of own interest, giving help to own colleagues in difficulty. The individual
task was very simple, without a precise structure and granted the possibility to have a
specific proof of reification not only through the common forum’s posts but also through
the evaluation of personal production.
High level of SS for the tutor are justified because in both the groups the tutor opened
a thread to present the activity and, according to the convention of Sociomatrix Finder
software we used, the first who opens a thread in the forum, is considered as a member
who sends a message to all the group.
Table 1
group operated in an intensive way, reaching substantially the same level of participation,
with scarce differentiation.
Making reference to the votes attributed by judge about the personal artifacts made by
teachers, we can observe more differentiation.
Calculating Pearson’s coefficient between average of SS(i) and R(i) for each member,
we obtain:
0,247630411
Data show that SS(i) and R(i) are correlated positively. This measure can be
considered reasonable because of the scarce variance of SS(i) values, so that the average
of SS(i) levels seems to be significant and representative of the effective “weight” that
each member had during the production in the group. A roles’ distribution would avoid
this kind of choice.
– in some cases the correlation between SS(i) and J(i) was inverse or absent
(Mortisia, Papillon, Kikka), while in the major part of them was direct;
Calculating the average among correlation results, we obtained that R(i) e J(i) are in
general correlated and that R(i) e SS(i) are in general correlated. The same correlation
exists in general also between SS(i) and J(i).
252 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
It is obvious that more data are necessary to obtain more significant conclusions.
No Existing leadership, because SS(i) variance not is = or higher than double SS(i) average
average of p results
0,086029508
between SS(i) and R(i)
average of p
results
0,271182241
between SS(i) and
J(i)
average of p results
between R(i) and 0,199110367
J(i)
Table 2
5. Discussion of findings
After the data presented in the previous paragraph, it is necessary to put some questions
for a further analysis about the observed processes:
a) why R(i) and SS(i) are not always correlated, and when they are correlated the
nature of correlation is weak (p=0,08)?
b) what are the possible reasons of the inverse correlation (p=-0,86 and p=-0,89)
happened in some cases between R(i) and SS(i)?
The 4th International Conference on Virtual Learning ICVL 2009 253
c) Although R(i) and J(i) represented different kinds of judgement (the former about
the multimedia and completeness of the artifact and latter the general evaluation
about the interrogation of the author’s artifact), they are correlated. Why?
d) When R(i) and J(i) are not correlated and why?
5.1 About correlation between reification and sociometric status
About a) e b) questions, it is the Wenger’s theory itself which can offer a possible
explanation: given that participation and reification are dual processes and each of them
cannot be representative of the whole meaning negotiation activity, it implies that
reification includes a part of participation activity and vice versa; so, in presence of
significant meaning negotiation activity, the correlation between SS(i) and R(i) is
probable, but it is not a certainty, because even if SS(i) is high or vice versa, the other
process can also be not productive owing to the quality of collaboration and the
exchanges within the group/community. When SS(i) or R(i) taken alone are high, it is not
equivalent to affirm the existence and the effectiveness of underlying meaning
negotiation activity. In some cases SS(i) and R(i) can be inversely correlated for the same
reason: an high level of participation does not imply, taken alone, that the learner will
produce good reification. It is also true the inverse observation: a good reification can not
imply an high level of participation automatically.
The weakness of the positive correlation, which is recorded in the major part of the
cases, is justified by the evanescent nature of the dual processes: we cannot observe all
the processes within the community, because part of them are intangible and can even
happen outside the VLE itself among learners; so it is possible to affirm that, in general,
the role in social reticle and the reification are correlated, with some exceptions.
About correlation between reification and the external general evaluation
About the c) and d) questions it is necessary to specify the nature of both the parameters.
R(i) is the subjective judgement about several aspects of the multimedia artifacts made by
teachers/students, according to a specific evaluation rubric that was known for all the
authors before the beginning of the activity. J(i) instead represents a sort of complete and
general evaluation of the results deriving from the activity: so, it includes the evaluation
about informal production and exchanges among learners, but it is calibrated on the
visible and complex results that each leaner can show through an interrogation about the
chosen theme. R(i) and J(i) are not the same thing, but J(i), in a certain sense, includes
R(i). So, it is obvious that R(i) and J(i) can be correlated in probabilistic terms.
In some cases this correlation does not happen: in other terms, what happens between
R(i) and J(i) is a direct consequence of the relationship between SS(i) and R(i). Although
an high level of participation can imply an higher level of R(i), it can also be wrong when
something within the meaning negotiation process goes wrong; so, even between R(i) and
J(i) is highly probable a correlation, but it can happen that the reification (which is not
alone a proof of the negotiation effectiveness) is not representative of a good learning.
6. Conclusion
The paper presented a brief analysis of the behaviour of two different informal groups,
working in a free way without the supervision of a tutor, in order to investigate the
possible correlation between participation and reification processes.
254 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
The informal contexts and the analysis of both the processes involved in meaning
negotiation confirmed that, in general, participation and reification are correlated
positively. Besides, in general, the more a learner participates online, better he will
produces appreciated reifications and, in probabilistic terms, in presence of high levels of
participation (and therefore of reification) his/her total learning (that is formal and
informal learning, at the end of the experience) will be of better quality than in other
conditions of participation or reification. The Wenger’s theory of community of practice
seem to be confirmed by this empirical study, but it is necessary to make more researches
about this theme, with an higher number of subjects and monitoring the finality of
learning through the introduction of an e-portfolio, in order to have more data correlated
with the development of reification processes in the time.
The paper opens possible scenarios for further researches in formal settings and in the
knowledge of meaning negotiation dynamics’ related to various kind of assigned tasks
(for example collective or individual task) and time spent in the productions (for
example: will the informal group’ structure remain the same for a longer period of
observation or not?).
7. Acknowledgments
The author thanks Prof. Giuseppe Refrigeri, Full Professor of Didactics in University of
Cassino (Italy) for his disposability in putting him in condition to operate within the
Master Course “La Professionalità del docente e del dirigente” from which illustrated
data were collected. The author also thanks all teachers of Master Course (and their
students), as members of the samples, who gave their availability for this study.
REFERENCES
SOFTWARE SOLUTIONS
Abstract
In this paper we illustrate a solution to reduce the gap between teachers and the Net
Generation. In the framework of an European funded project called Tenegen, based
on a former project called Sloop, we encourage teachers to produce, share,
comment, tag and modify Open Learning Objects, as their students are used to do on
the Net with different types of information. In such a way, teachers are involved in
network social activities, use Web 2.0 tools, and their learning objects are the
examples of application of collective intelligence. To sum up, teachers emulate their
students’ learning behavior.
1 Introduction
During the last 5 years, the number of repositories of digital educational contents has
rapidly increased, as a consequence of the diffusion of e-learning methodologies and
solutions in schools. Despite this, the number of teachers using, producing and sharing
digital contents is still low. The adoption of the Learning Object (LO) paradigm as the
main model for the content in most of the Learning Management Systems set up in
schools has not facilitated the use of digital contents by teachers. Actually, the technical
standards behind the LO model (e.g. SCORM) represents one of the main obstacles to the
adoption of the LO model by teachers, together with the initial lack of software packages
that could simplify the creation of SCORM compliant LOs. Consequently, for many years
the production of educational materials for e-learning has been demanded to the digital
content providers and developers, usually cooperating with traditional editors, thus
compromising one of the principles of e-learning 2.0: the possibility for a community of
teachers to produce and share their own materials.
In order to support teachers in the production and sharing of their educational material,
in 2005 we started a European funded project called SLOOP: Sharing Learning Object in
an Open Perspective (Masseroni and Ravotto 2005). Two of the main results of the
project were an extension of the Learning Object model, called OpenLO, and the concept
of a new category of software tools called Learning Object Management Systems
258 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
According to the report on Free and Open Source Software (FOSS) for Open
Educational Resources (VV.AA., 2006), the traditional tools to manage the elaboration of
LOs can be divided into: authoring tools, tools to implement learning technology
standards, learning object repositories, learning management systems, collaborative
environments for sharing LOs. A teacher wishing to develop a LO needs to have all the
skills required for using different tools to handle the LOs in the different phases. This
represents a major obstacle for teachers in adopting the LO paradigm. In addition, these
tools are not suitable for managing the evolution of LOs and controlling the dynamics
introduced by the new OpenLO model.
For this reason it is essential to design a new kind of environment which can manage
LOs throughout their entire lifecycle. This kind of platform, that we call Learning Object
Management System (Gentile et al., 2006), allows teachers and experts to create a
network where they can participate collaboratively in the processes of design,
development, sharing, reusing and evaluation of open learning resources through a typical
Web 2.0 approach. In our vision, a LOMS is a Rich Internet Application; at the same time
a LOMS can be seen as a set of services accessible through the Web from different
applications. The goal is to make it easy to use the services provided by a LOMS, and not
to impose specific software, but rather to propose a philosophy that makes the creation,
management and reuse of digital educational resources efficient and effective.
In the framework of the Sloop project, we have developed a specific LOMS, called
FreeLOms. In order to manage learning objects created in a variety of digital formats and
provide users with tools to support collaborative activities, FreeLOms has been designed
by means of an abstract model of the contents which is able to manage different formats
of learning materials, thus facilitating sharing, retrieving and reusing of LOs. FreeLOms
includes functionalities for:
− uploading digital educational resources into a repository (LOs in SCORM
terminology: Assets, SCOs or Content Aggregations);
− editing LO IEEE Metadata (IEEE 2002); editing of metadata can occur at any stage
of the LO lifecycle, and not only when it is uploaded into the platform;
− searching LOs shared by the users; specialized and personalized searches can also
be defined (these features meet the needs of authors who usually apply the same
search criteria, e.g. to search some specific topics for their discipline);
− managing existing LOs in SCORM vision, by allowing users to edit Assets, SCOs
and Content Aggregations (CAs);
− creating Content Aggregations by using the resources available in the repository;
− managing the changes made to the didactic contents through versioning and
differencing, both at metadata and content levels (more precisely, these features
will make it possible to handle the contributions supplied by each user on the same
LO, thus guaranteeing the “collaborative evolution” of LOs);
− transforming digital contents developed in technical formats unsuitable for learning
platforms, into contents compliant with the SCORM standards; this functions is
limited to some formats
− communicating asynchronously and/or synchronously with other users in order to
support group processes; this reflects the typical functionalities available in a Computer
The 4th International Conference on Virtual Learning ICVL 2009 261
Tenegen. Most of the attempts worldwide to reduce the gap between teachers and the Net
Generation focus on the learning needs and attitudes of young students, and tend to train
teachers on the pedagogical models that best suit young students and on the ICT tools
used by them.
This is an extremely important part of the whole process, and it is one of the main
goals of the Tenegen project as well. However, very few experiences focus on the
learning needs of the teachers, which are as important as the teaching skills targeted by
most of the research projects. How can we support teachers to speak the same language -
in Prensky’s vision (Prensky, 2001) - as their students? We could organize a traditional
course, maybe in the school lab; or we could invite teachers to join a social network, and
try to stimulate learning through dialogue and personal interests. Both these methods will
encourage learning and produce some knowledge. But do these methods suit learning
needs and attitudes of teachers used to teach in a traditional classroom?
The solution adopted in Tenegen is to introduce VET teachers and trainers to the new
pedagogies and tools gradually, through a distance course based on Moodle and
FreeLOms, where they can still find their cultural and social references (teachers,
educational resources, learning objectives to achieve, learning outcomes to produce, and
so on), and at the same time to make them to experience the new pedagogical models, to
use the new ICT tools and to establish social ties aimed at developing Open Learning
Objects. In such a way, transitions between the different pedagogical models will be
smooth enough to allow teachers to get closer to the Net Generation learning behaviors.
Specifically to the transfer of the FreeLOms platform, the new version reviewed
according to the Tenegen needs, will be called the TenLOs system. As mentioned before,
the TenLOs system aims at two distinct aspect: providing the Tenegen partners and the
teachers involved in the project with a respository of digital learning resources; secondly,
providing teachers with a tool that can allow them to cooperatively develop learning
objects. The second aspect represents one of the strategic aims of the Tenegen project,
consisting in the fostering of significant collaboration processes between the teachers
through the Net. Online social networking mechanisms amongst students are usual: quite
often, students activate informal learning processes and develop knowledge implicitly
through these networks. By using the TenLOs system to cooperatively develop and share
open learning objects, we provide teachers and trainers in Tenegen with an example of
net-tool that can be used to develop knowledge (as digital learning resources) in a
network. In this case, knowledge is produced in an explicit way.
5 Conclusions
Last June, Italian students at their final year of high school were asked to write an essay
concerning Social Networks, Internet and New Media, based on some excerpts from
different authors, including Castells and De Kerckhove. This topic received a very
positive feedback by the students. However, this raised an interesting debate in Italy,
around the question if Italian teachers, and in general teachers in traditional schools
worldwide, can properly evaluate and assess the thoughts expressed by the students. The
debate reflects a real problem in the traditional educational system: teacher competences
need to be renewed in order to reduce the gap between them and their students.
The 4th International Conference on Virtual Learning ICVL 2009 263
Teacher education and training is at the top of the European policy agenda (European
Commission, 2008), and similar interest can be found worldwide. Nevertheless, each
initiative aimed at improving teacher competences should take into account teacher
resistance to change: informal and non-formal learning; self-directed learning; collective
intelligence are examples of concepts which are popular in the web 2.0 conception,
typical of the Net Generation, but hardly accepted by teachers working in traditional
contexts.
In this paper we have illustrated a solution to reduce the gap between teachers and
their students, In the framework of an European funded project called Tenegen, based on
a former project called Sloop, we encourage teachers to produce, share, comment, tag and
modify Open Learning Objects, as their students are used to do on the Net with different
types of information. In such a way, teachers are involved in network social activities,
use Web 2.0 tools, and their learning objects are the examples of application of collective
intelligence. To sum up, teachers emulate their students’ learning behaviour.
REFERENCES
ADL - Advanced Distributed Learning (2006), SCORM 2004 3rd Edition, Content Aggregation Model
(CAM), Available at ADLNet.gov, November, 2006
Atkins, D. E., Brown, J. S. & Hammond, A. L. (2007). A Review of the Open Educational Resources (OER)
Movement: Achievements, Challenges, and New Opportunities. (online): OERderves. Retrieved July 1,
2009 from http://www.oerderves.org/wp-content/uploads/2007/03/a-review-of-the-open-
educationalresources-o
Cardinaels, K., Meire, M. and Duval, E. (2005): Automating Metadata Generation: the Simple Indexing
Interface, In Proceedings of ACM 1-59593-046-9/05/0005 International World Wide Web Conference
Committee (WWW 2005), Chiba, Japan.
Collis, B. and Strijker, A. (2004) Technology and Human Issues in Reusing Learning Objects, Journal of
Interactive Media in Education, 4. Special Issue on the Educational Semantic Web. ISSN:1365-893X
[www-jime.open.ac.uk/2004/4]
European Commission (2008). Draft 2008 joint progress report of the Council and the Commission on the
implementation of the 'Education & Training 2010' work programme "Delivering lifelong learning for
knowledge, creativity and innovation" - Adoption
Fulantelli, G., Gentile, M., Taibi, D. and Allegra, M. (2007): The Open Learning Object model for the
effective reuse of digital educational resources. In Proceedings of the Openlearn 2007: Researching open
content in education, Milton Keynes, UK.
Fulantelli, G., Gentile, M., Taibi, D., and Allegra, M. (2008). The Open Learning Object model to promote
Open Educational Resources. Journal of Interactive Media in Education. http://jime.open.ac.uk/2008/09/
Gentile, M., Taibi, D., Allegra, M. and Fulantelli, G. (2006) A collaborative “open Learning Objects”
managements system. WSEAS Transactions on Advances in Engineering Education 6, 3, ISSN:1790-
1979, 586-592.
Han, P., Kortemeyer, G., Krämer, B. J., von Prümmer, C. (2008) Exposure and support of latent social
networks among learning object repository users. Journal of the Universal Computer Science 14,10,
1717-1738.
IEEE 2002, IEEE Learning Technology Standards Committee : IEEE Standard for Learning Object Metadata
1484.12.1.
Masseroni, M. and Ravotto, P. (2005): SLOOP: un progetto europeo per un archivio condiviso di Free
Learning Object. In Proceedings of the EXPO eLearning Conference, Ferrara.
McCrindle, M. (2006). New Generations at Work: Attracting, Recruiting, Retraining & TrainingGeneration
Y: McCrindle Research
264 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
O’Reilly, T. (2005) What Is Web 2.0: Design Patterns and Business Models for the Next Generation of
Software. http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5).
OECD - Organisation for Economic Co-operation and Development, Centre for Educational Research and
Innovation (2007). Giving Knowledge for Free: The Emergence of Open Educational Resources,
SourceOECD Education & Skills, Vol. 2007, No. 3, May 2007
OLCOS (2007). Open Educational Practices and Resources: OLCOS Roadmap 2012. (online): OERderves.
Retrieved Oct 30, 2007 from http://www.olcos.org/cms/upload/docs/olcos_roadmap.pdf
Ravotto P., Fulantelli G., (2007). The Sloop idea: sharing free/open learning objects. In Sloop – Sharing
Learning Objects in an Open Perspective, 2007.
Siemens, G. (2005). Connectivism: A Learning Theory for the Digital Age, Retrieved Sept 15, 2008 from
http://www.elearnspace.org/Articles/connectivism.htm
VV.AA. (2006). Report of the discussion on Free and Open Source Software (FOSS) for Open Educational
Resources (2006). Retrieved Jan. 2008 from: http://oerwiki.iiepunesco.org/images/
1/17/FOSS_for_OER_final_report.pdf
Wiley, D.A. (2000): Connecting learning objects to instructional design theory: A definition, a metaphor, and
a taxonomy. The instructional use of learning objects, D. A. Wiley Editor.
Applying Agent-Based Technology to
University Knowledge Management
Abstract
A university knowledge management system is composed by three components: the
educational management, the research management, and the institutional
management. The high complexity of the whole university knowledge management
system, that is also a distributed system, can be handled by using a multi-agent
system. Through communication and cooperation the agents are solving different
problems specific to knowledge management in a real or virtual university. The
agents are associated to the humans involved in all processes (e.g. educational,
research, institutional) that are running in a university, such as professors,
assistants, students, researchers, technical staff, management staff, administrative
staff etc. The paper presents an university knowledge management system based on
agents technology. Two case studies are described in detail, one for the university
research management, and the other for the educational management. The
implementation of the agent-based system was done in ZEUS, a toolkit for multi-
agent systems development.
Keywords: University knowledge management, Multi-agent systems
1 Introduction
Knowledge management (KM) became an important research area in the last decade, with
applications in most of the domains (e.g. industrial, governmental, medical, economical,
educational) [1], [7], [9]. It deals with knowledge and collaboration management in a
specific organization. The purpose of KM is the management of activities related to
knowledge creation, preservation, distribution and also, the management of the
collaboration between people [8]. A strategic domain that uses and provides knowledge is
the educational domain [3], [4]. In this paper, we focus on the higher education domain,
and we propose an agent-based model for the university knowledge management system.
Other agent-based solutions that can be adopted for the management of some university
activities are presented in [2] and [6].
The university knowledge management system, that is a distributed system, can be
modeled as a multi-agent system, associating agents to all humans involved in the
266 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
processes that run in the university (educational, research, institutional etc). Thus, we
have personal agents for professors, assistants, students, researchers, technical staff,
management staff, administrative staff. The paper presents an university knowledge
management system based on agents technology. The implementation of the agent-based
system was done in ZEUS, a toolkit for multi-agent systems development. Two case
studies are described in detail, one for the university research management, and the other
for the educational management.
UNIVERSITY
MANAGEMENT
FACULTIES
DEPARTMENTS
UNIVERSITY
MANAGEMENT
The teaching knowledge management module is dealing with all the didactical
activities done in the university (e.g. teaching courses, training in laboratories, student’s
examinations, and so on) for different forms of study programmes. Related to the
didactical activities there are some auxiliary tasks such as admission exams (in July and
September), student’s enrollment (in September), university courses and laboratories
scheduling (at the beginning of each semester). The teaching knowledge sources are
specific to each study programme. Examples of teaching knowledge sources and products
are hard copy and electronic courses and laboratories materials, manuals, textbooks,
software tools, computer networks.
The research knowledge management module is dealing with all the research activities
done in the academic departments or in the independent research departments (research
centers, research laboratories). The research activities are done under national and
international research projects. Examples of knowledge sources and products are research
papers, research reports, Master and PhD theses, computer software, inventions (e.g. new
devices).
The institutional knowledge management module is dealing with all the activities done
for the good functioning of the university so that its main goal is reached, i.e. a high
quality educational system based on training and research, according to the current needs
on the national and international employment markets. Some institutional activities are
the management of all faculties and departments (i.e. including students, and all
university personnel), university budget planning, management of projects for the
university development (e.g. university infrastructure development projects). Examples of
institutional knowledge sources and products are the university charta, university
management quality guide, different university management guides and methodologies,
laws and norms.
268 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Legenda:
Agent University
Management
MAS
Department Department
MAS … MAS
that collaborates between them and with the manager agent for university specific
activities. The system UnivKM can be viewed in different ways depending on the
activities that are followed, teaching, research, and institutional. Thus, particular
architectures, specific to different applications, can be generated.
4 Case studies
We have implemented the agent-based university knowledge management system for two
applications of university research management, and educational management. The
development of the UnivKM multi-agent system was done in Zeus, a Java-based toolkit
for intelligent agents.
University_resp Agent
Faculty_resp Agent
Each person involved in this application has a personal agent. The involved persons
are the persons responsible with research at the university level, at each faculty level, and
at each department level. In our case study we have considered the Faculty of Science and
Letters from the University Petroleum-Gas of Ploiesti, and two departments from this
faculty, Department of Mathematics and Department of Informatics.
The University_resp agent initializes the agents’ communication asking the
Faculty_resp agent to provide the faculty research report for a certain academic year
(selected from the interface). To achieve this goal, the Faculty_resp agent asks the needed
information furthermore to the Mathematics and Informatics departments. The two
research responsibles from these departments extract the information from a MySQL
database, where all the needed data are stored from the academic year 1990-1991. Once
extracted from the database, the information are presented in a special report to the
department responsible, and furthermore to the faculty responsible, which centralize
them, and send the final report to the university responsible for analysis of the university
research activity. The ontology of the multi-agent system includes terms specific to this
application (e.g. ISI_article, International_project, National_project,
Informatics_research, Mathematics_research), that are used by the agents during
communication. Figure 5 shows the interface of the system during a run for the academic
year 2008-2009.
Figure 6 presents a screenshot of the UnivKM multi-agent system run, with the DOS
windows, corresponding to each task agent. Figure 7 presents the agents society for this
application.
TeacherAgent
Take_the_test Give_the_results
StudentAgent
Once the student starts the application, he will be explained the test’ rules and the
conditions in which the examination will take place. The 10 multiple choice questions test
window appears after pressing a button. This event will trigger the timer which will be
stopped only when the test is ready. The test finish is confirmed by pressing the Submit
button. The responses will be sent to the TeacherAgent for revision and the test’ results
are displayed in the Test Results window.
Figure 10. Screenshot of the UnivKM multi-agent system run for the educational
management application
Figure 11 and 12 show the user interface of the test system, and the Object Oriented
Programming test.
274 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Submit
5 Conclusion
The paper presented a generic architecture of an agent-based system for knowledge
management in a university. Also, we have described two experimental systems
developed for an application from the university research management (research activity
analysis), and for an application from the educational management (online students
examination). For simplicity, we have developed a specific ontology for each application.
Another solution would be to use the general university management ontology presented
in [5] and to add the application specific terms.
Intelligent agents can improve the benefits obtained in the implementation of an
university agent-based knowledge management system, due to their characteristics of
autonomy, flexibility, pro-activity and sociality [10], [11]. The collaboration and implicit,
the communication involved in a knowledge management system can be modeled in a
natural way in multi-agent knowledge management systems.
REFERENCES
[1] Bodea C., Andone, I. (2007): Knowledge management in the modern university, in Romanian, ASE
Printing House, Bucharest.
[2] Dignum, V., Dignum F. (2003): Agent-Mediated Knowledge Sharing. In Proceedings of CEEMAS 2003,
Springer, 168-179.
[3] Luan, J. (2002): Data Mining and Knowledge Management in Higher Education – Potential Applications.
AIR Forum, Toronto, Canada, 2002.
[4] Mikulecká, J., and Mikulecký, P. (2000): University Knowledge Management – Issues and Prospects.
Research report. University of Hradec Králové. Czech Republic.
[5] Oprea, M. (2009): An Ontology for Knowledge Management in Universities, In Proceedings of the 9th
International Conference on Informatics in Economy. ASE Printing House, Bucharest, 560-565.
[6] Oprea, M. (2006): Multi-Agent System for University Course Timetable Scheduling. Proceedings of
ICVL 2006, Bucharest University Press, 231-238.
[7] Smith, R.G., and Farquhar, A. (2000): The road ahead for knowledge management. AI Magazine, Winter,
17-40.
[8] Valente, G. (2004): Artificial Intelligence Methods in Operational Knowledge Management. PhD Thesis.
Università degli Studi di Torino.
[9] Weber, R., and Kaplan, R. (2003): Knowledge-based Knowledge Management. In Innovation in
Knowledge Engineering, 4:151-172.
[10] Weiss, G. (1999): Multiagent systems, The MIT Press, Cambridge, Massachusetts.
[11] Wooldridge, M., and Jennings, N.R. (1995): Intelligent agents: theory and practice. The Knowledge
Engineering Review, 10(2):115-152.
Differential Geometry of Surfaces with Mathcad:
A Virtual Learning Approach
Nicolae DăneŃ
Abstract
In this paper we propose an alternative to traditional teaching techniques of
Differential Geometry. The new concept is to create a virtual learning environment
by using modern software with good capabilities for plotting curves and surfaces.
For this purpose we used Mathcad because this software has a user friendly
interface in which it is easy to combine math equations, plots and texts.
1. Introduction
Teaching Differential Geometry of surfaces for students in engineering is a difficult task
for every teacher, because this topic requires not only that the students have solid
knowledge of geometry, calculus and linear algebra but they must also have a good 3D
imagination. The Differential Geometry requires the use of visual tools for better
understanding, because it is three–dimensional geometry with high complexity degree.
Traditionally, for the study of a surface the teacher draws on the blackboard the surface,
the tangent planes and normal lines at some point of the surface, some curves on surface
and the angles between them etc.
In this paper we propose an alternative to traditional teaching techniques of
Differential Geometry. The new concept is to create a virtual learning environment by
using modern software with good capabilities for plotting curves and surfaces. For this
purpose we used Mathcad because it has a user friendly interface in which it is easy to
combine math equations, plots and texts. The models initially created by teacher for his
lectures can be later used by students for the visualization of new surfaces or for
computation of some numerical characteristic associated to the surfaces. All these facts
are possible because the environment is an interactive Mathcad e-book in which the
students can make their own changes and can see immediately the answer to these
modifications.
Section 2 contains some theoretical background about the surfaces. This section is
necessary especially for recalling the formulas used in the rest of the paper. Section 3
contains an example. To show the possibility offered by the techniques base on Mathcad
for teaching Differential Geometry of surfaces we choose to study a simple surface: the
elliptic paraboloid. In Section 4 there are some short conclusions.
The 4th International Conference on Virtual Learning ICVL 2009 277
The vector
ρ ρ ρ
[7] N(u, v ) = ru (u, v ) × rv (u, v ) , (u, v ) ∈ D ,
is called the normal vector to the surface S at the point P( u, v ). The straight line
through the point P0 ( x 0 y0 , z 0 ) of the surface S orthogonal to the tangent plane
TP0 ( S ) is called the normal line to the surface S at point P0 . The vector equation of
the normal line is
ρ ρ ρ
[8] L(t ) = r (u0 , v0 ) + t N( u0 , v0 ) , t ∈ R .
An arbitrary curve Γ on the surface S is locally defined by equations for the
curvilinear coordinates u = u(t ) , v = v(t ) , with t in a real interval I . The vector
equation of the curve Γ is
ρ ρ
[9] ρ(t ) = r (u(t ), v(t )) , t ∈ I .
ρ
The length of the curvilinear segment situated on the curve ρ(t ) between the points
M 1 (t = t1 ) and M 2 (t = t 2 ) is computed with the formula
t ρ
[10] L( M1M 2 ) = ∫ 2 ρ' (t ) dt .
t1
For unexplained notions about surfaces see (Rovenski, 2000) and (Lipschutz, 1969).
We now define a point P0 on the surface. To plot this point we use the Mathcad
function “CreateSpace” defined for a constant vector function P(t ) .
The coordinate curves which pass through the point P0 are defined by formulas [2]
and [4]. They are plotted by using “CreateSpace” function.
Attention! First plot the point and the coordinate curves and then the surface. For the
first three plots use the option “3D Scatter Plot” and for the last plot use the option
“Surface Plot” from Graph menu. Figure 2 shows the two coordinates curves on the
surface.
r P0 , Γu , Γv , r
Figure 1 Figure 2
280 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
To plot the tangent plane and normal line we first define the derivatives of the vector
ρ ρ ρ
function r (u, v ) , that is, the vectors ru ( u, v ) and rv (u, v) , and compute their values by
using symbolic computation.
The tangent plane and the normal line to the surface at the given point P0 have the
equations given by the formulas [6] and [8], respectively.
Figures 3 and 4 show the tangent plane and the normal line to the surface at the given
point.
P0 , Γu , Γv , r , T P0 , Γu , Γv , L , r , T
Figure 3 Figure 4
The 4th International Conference on Virtual Learning ICVL 2009 281
Let us now consider the following two curves which pass through the point ( u0 , v0 )
in the planar domain of definition of the surface. Figure 5 shows the graphs of these
curves.
5
u0
3
v1 ( t )
v0
1
v2 ( t )
0 2 4 6
1
u1 ( t ) , u2 ( t )
P0 , Γ1 , Γ2 , t1 , t2 , r
Figure 5 Figure 6
Then we define the two corresponding spatial curves situated on the elliptic paraboloid.
In order to plot and to compute the angle between these two curves we define the
derivative vectors of the curves,
282 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
The curves on the surface and the angle between them are shown in Figure 6.
This picture suggests that the angle between these two curves at the given point is
equal with π / 2 . A simple computation confirms this observation.
Finally, we define the tangent lines to the fist two curves at origin, which is their
common point, and represent these lines. (See Figure 8.)
C1 , C2 , C3 , r C1 , C2 , C3 , t1 , t2 , r
Figure 7 Figure 8
4. Conclusions
Differential Geometry is considered a difficult topic by the students in engineering
because using it requires good skills in geometry, calculus and linear algebra. But the first
difficulty for them is to “see” the surfaces and the curves in space.
The paper shows that using modern software like Mathcad the teacher can help the
students to really see the surfaces and all the other elements related to them (coordinate
curves, tangent planes, normal lines, arbitrary curves on surfaces etc.). By using Mathcad
the teacher has a huge advantage: the equations are written in Mathcad similar to the
blackboard. The students can easily see the connections between surfaces and their equations.
REFERENCES
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.
Restructuring the Easy Learning On-line Platform
Abstract
The present paper deals with the methodology used to reinvent the Easy Learning
platform, in order to facilitate the overall control of this e-learning system. The
main goal was to increase the coherence in writing the code and in designing the
database. Therefore, the programming errors are easy to detect and the flexibility of
the platform modules is increased. The best solution was to use the Symfony
architecture, for its independence on the database. The restructuring of the platform
has two purposes: unification of the existing database components and
standardization of the basic rules for programming.
experts in their fields, but have limited knowledge in IT. A solution to this problem could
be a prior course in computer use before the actual undertaking of an eLearning course,
so that tasks such as manipulating web texts and e-mail correspondence become trivial.
When a tutor is forced to work, only with eLearning tools without any background
training the chance of dismissal of the entire web-based system rise dramatically.
eLearning is much more than a simple web page creation for a certain course; it must
also involve the constant communication between the tutor and the students of the virtual
class. Only in this way, the human factor can intervene in the students forming process.
The simple posting of an electronic content and password-protected access is without a
doubt insufficient for the implementation of an eLearning system.
The mentioned problems generate a third one: additional funding is needed, as
expenses rise (due to overtime, or the further training of already employed staff or even
creating new jobs) because the finished product is directly linked to the quality of the
human resource. Besides these expenses, more are generated by the need to upgrade the
infrastructure (both hardware and software) of the institution.
The funding issue is therefore a serious one, even if software is purchased (such as
Blackboard, WebCT, etc.) or the platform is produced in-house (such as the Easy-
Learning platform). Again, the same problem pops up: the training needed for the staff
that will manage the hard and soft components of the eLearning system.
This section presents the risks that might occur when the mentioned problems are
treated superficially, as well as the ones generated by the unsuited handling of teaching
methods and course development. The major risk involved in an eLearning system is the
students loss of interest in both this kind of teaching method and the courses included by
the system. An on-line course can never substitute for a tutor’s charisma and his ability to
adapt to a certain situation through a subtle humor or changing the pedagogic strategies at
the right time. Therefore, it is a real possibility that the rupture created by a virtual
environment will cause a student to become estranged from the community. Although
creating virtual communities is a priority in an eLearning system, nothing can really
substitute for human interaction.
Although there are many on-line communication methods, both synchronous (chat
rooms) and asynchronous (e-mail, forums), the loss of communication between the
student and tutor, as well as between the students themselves is a real danger. Many times
a student seeks in the education process a right of passage into the real world.
That is why the introduction of active mediators in forums and appointing a percent of
the grade to the student’s involvement in the on-line discussions are suggestions that
could maintain an acceptable communication level [2].
In addition, this dependency on technology for the complete teaching process is a risk
in itself. Any problems that appear in the infrastructure hide the students’ access to
information. That is why every precaution must be taken in order to avoid situations like
the above. Although there are many risks involved, the migration to an eLearning system
is strictly necessary. Society is evolving and the learning process seems to become never-
ending, and this implicitly will lead to the creating of more-and-more on-line teaching
systems. The key is to make the transition with at little risks as possible and always adapt
the transition process to the society’s needs. This is why illustrating and describing the
problems that might occur is the first step in solving them.
286 University of Bucharest and “Gh. Asachi” Tehnical University of Iasi
Figure 1 illustrates the database structure and its tables. As the database was
implemented, the main factors that were taken into account were:
• Logic;
• Homogeneity;
• Simple links between tables;
• Uniform structure;
• Maintaining a buffer zone for further additions of tables and fields.
If these simple conditions are met, the project will have a solid foundation, extremely
easy to handle.
At a first glance, it may look crowded and hard to follow. Actually, we tried to create
very simple table relations, with as few link tables as possible. This was achieved by
limiting the number of fields a table can have. This led to a higher table count, but it was
a small price to pay considering the logic and control it offers.
We should note the fact that even the most complex query does not link more than
three tables simultaneously, which dramatically reduces the query’s execution time to a
few ms, a big improvement considering the old platforms results.
„443A”, which can have very different students, or even common ones, if a student failed
a year and was obliged to retake it, but each group situation is stored and interpreted
differently. In addition, because a similar link exists between any course and a school
year, it means we can keep a clear statistic for every year.
As we can see from the database diagram, the „course” table is in the center of the
database, because of the multiple direct or indirect links it has. As data consistency it is a
must in every database, an automated generator was used to create the modules which
manage every table linked to the „course” and „users” tables. The current platform allows
just configuring a „generator.yml” file and a completely functional module is auto-
generated by the Symfony framework.
Thus, the advantages Symfony offers were used to their full potential, and the actual
work was lessened, once the manipulation process of such a generator was fully
understood. Although this type of generator offers more than enough advantages, there
were some moments when it was not enough and certain custom actions were necessary
to maintain the logical way of introducing information into the database.
Each module is secured through the pre Execute () function, which is present in every
module. The Symfony framework will execute this function before anything else in each
module, and in this function, the logged user’s permission rights are verified. If he does
not have the right credentials, access will be denied. This check may seem redundant, but
it comes to prevent a Symfony spec saying that a logged user can access any interface.
Therefore, a logged student could have access to the tutor and administrator interfaces,
but this preliminary check removes any doubts regarding the platform’s security.
The automatically generated code is extremely robust, but also very flexible, thus the
same conduct of writing code was attempted.
The php files from the view layer could be copied from the automatically generated
ones to keep coherence at a visual level throughout the application
Thus two more modules have been added, „personal data” and „documents”.
7 Conclusions
The Easy-Learning platform started out as a simple project, but, as the years passed, it
became, though extremely useful from the student’s point of view, a very hard to control
teaching instrument. Because every year somebody else appended new code to the
existing one, because every programmer has a specific style, and mostly because the
database had become incoherent, any bugs that had to be handled or improving an
existing segment became daunting tasks.
It became clear that a ground restructuring was needed, and it had the following
guidelines:
Joining all the existing databases that served the same platform into a single one, a
database that could offer data cohesion and the flexibility of adding new tables as the
platform grows.
Standardization of the code written and laying some ground rules as to how the code
will be written and commented, so that any programmer can easily understand and debug
old code, as well as writing new one in the same manner.
The Symfony platform was a