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1.
Virtual learning environments (VLEs) developed under constructivism and embedded personalization learning functions have the potential to meet different requirements of different learners and thus increase e-Learning effectiveness. We formulated internal personalized learning mechanisms by implementing intelligent agents in a VLE under a constructivist learning model and further developed an e-learning effectiveness framework by integrating educational and IS theories. An empirical field experiment involving 228 university students was conducted. The findings suggested that personalized e-learning facilities enhance online learning effectiveness in terms of examination, satisfaction, and self-efficacy criteria.  相似文献   

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随着Web服务的迅速发展,在一个开放环境中功能相似的Web服务越来越多,Web社区的出现大大降低了相似功能Web服务管理和运营成本,服务提供商根据功能将其Web服务部署到相应的社区中,用户则可以通过其功能需求到相应的服务社区来调用其所需的服务.由于社区中的Web服务存在着合作竞争关系,如何将Web服务社区的整体收益公平合理地分配给社区中每一个Web服务的供应商成为亟需解决的问题.在利益分配问题上,Shapley值因具有诸多公平性特征被广泛应用,因此根据Web服务社区的特点,结合联盟博弈论中的Shapley模型,并针对传统Shapley模型的在Web服务社区中的局限性进行改进.通过实验表明:在Web服务社区中,该分配算法较传统Shapley算法更加有效且具有实用性.  相似文献   

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Human hearing is an important sense, which complements the other senses, and is essential for children to begin to acquire basic concepts of the world; however, in severe cases of disability, children become marginalized from these benefits. An example of this is with music, a deaf individual is to be able to perceive it. With this in mind, we developed a novel medical expert system based on virtual reality, called Toc‐Tum mini‐games, applying basic concepts of music in an accessible way to the deaf culture. The intelligent proposed system is validated in two different tests: (a) with the target audience to evaluate the interest in the game and (b) with professionals knowledgeable in the field of music or who have had contact with the deaf, evaluate the impact of the game teaching music to the deaf. The tests with the target audience showed that the methods of interaction allowed the children to understand most of the stages and that they were animated during the test days. Regarding the professionals, they were interested in the possibility of using the proposed system in question, even if some modifications in the design had to be made. The results showed that the Toc‐Tum mini‐games is an intelligent tool capable of introducing music in a playful and manageable way using a virtual environment.  相似文献   

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Traditional hypermedia applications present the same content and provide identical navigational support to all users. Adaptive Hypermedia Systems (AHS) make it possible to construct personalized presentations to each user, according to preferences and needs identified. We present in this paper an alternative approach to educational AHS where a virtual character personalizes the interaction with the user through the use of a particular recommender system. The character has natural language communication abilities; it can learn students’ profiles and use this knowledge to recommend appropriate contents and activities. Through its interaction with the user, the character is able to collect and organize information about students in order to identify appropriate suggestions of contents. The recommender system employs a knowledge representation scheme that is easy to understand and to modify, enabling teachers/tutors to explore the types of recommendations being made and to appreciate why they are made. An experiment with computer science students was carried out in order to validate the approach proposed. The results of the experiment showed that the presentation of personalized links through a virtual character had a positive impact in the users’ perception of the system as a learning tool. The combination of the virtual character with a recommender system proved to be a good alternative for the delivery of personalized contents without making constant changes in the main user interface. This approach provides mechanisms to guide users through paths of study followed by students with similar profiles, without violating the human–computer interaction principle of perceived stability.  相似文献   

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One of the most important issues in Adaptive and Intelligent Educational Systems (AIES) is to define effective pedagogical policies for tutoring students according to their needs. This paper proposes to use Reinforcement Learning (RL) in the pedagogical module of an educational system so that the system learns automatically which is the best pedagogical policy for teaching students. One of the main characteristics of this approach is its ability to improve the pedagogical policy based only on acquired experience with other students with similar learning characteristics. In this paper we study the learning performance of the educational system through three important issues. Firstly, the learning convergence towards accurate pedagogical policies. Secondly, the role of exploration/exploitation strategies in the application of RL to AIES. Finally, a method for reducing the training phase of the AIES.
Fernando FernándezEmail:
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8.
Educational software games aim at increasing the students’ motivation and engagement while they learn. However, if software games are targeted to school classrooms they have to be usable and likeable by all students. Usability of virtual reality games may be a problem because these games tend to have complex user interfaces so that they are more attractive. Moreover, if the games acquire an educational content they may lose the attractiveness and appeal that they have on users who are familiar with commercial games. Consequently, likeability may also be questioned. In this paper, we address the issue of usability and likeability of a virtual reality game that is meant to teach students geography. We describe the evaluation experiments conducted, which involved three categories of students in terms of their level of game-playing expertise: novice, intermediate and expert game players. The evaluation results showed that the game was indeed usable and likeable but there was scope for usability and likeability improvement so that the educational benefits may be maximised for all categories of students. The evaluation studies reported in this paper, revealed important issues about further research on virtual reality educational games.  相似文献   

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Most applications accessible through the Web suffer from a noticeable lack of support for adapting to the different information needs that different users may have regarding a certain topic. However, completely automatic adaptive support can still be confusing for users who may not understand the reasons for the dynamic change in the behaviour of an application. In this paper, we present a possible solution to provide adaptive support that does not disorient the user. The solution integrates a virtual January 18, assistant that is able to provide adaptive support in an adaptable application. We discuss an example of the application of this approach involving the support of Web visits to virtual museums. We then present the results of an empirical usability test of such an application. Published online: 29 January 2002  相似文献   

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To date, long-term preservation approaches have comprised of emulation, migration, normalization, and metadata – or some combination of these. Most existing work has focussed on applying these approaches to digital objects of a singular media type: text, HTML, images, video or audio. In this paper, we consider the preservation of composite, mixed-media digital objects, a rapidly growing class of resources. We describe an integrated, flexible system that we have developed, which leverages existing tools and services and assists organizations to dynamically discover the optimum preservation strategy as it is required. The system captures and periodically compares preservation metadata with software and format registries to determine those objects (or sub-objects) at risk. By making preservation software modules available as Web services and describing them semantically using a machine-processable ontology (OWL-S), the most appropriate preservation service(s) for each object (or sub-object) can then be dynamically discovered, composed and invoked by software agents (with optional human input at critical decision-making steps). The PANIC system successfully illustrates how the growing array of available preservation tools and services can be integrated to provide a sustainable, collaborative solution to the long-term preservation of large-scale collections of complex digital objects.  相似文献   

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Due to the lengthy learning process associated with complicated clinical techniques, undergraduate radiotherapy students can struggle to access sufficient time or patients to gain the level of expertise they require. By developing a hybrid virtual environment with real controls, it was hoped that group learning of these techniques could take place away from the clinical departments.  相似文献   

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