The problem in communication between students and lecturers in large classrooms has increased substantially in last couple of years because many students do not participate in classroom discussions. To engage students into dynamic classroom participation, universities often encourage students to use audience response systems (ARS). By increasing the interactivity between lecturer and students, the dynamic student participation improves and the learning outcome is expected to rise.
The progress in the mobile technologies has influenced new approaches in developing ARS. In this paper, we discuss the need for mobile ARS and we propose a new architecture for developing those systems. Furthermore, we present details from our reference implementation of the proposed architecture, named Click’N’Gage, together with some of the crucial design decisions we took while developing the system. The paper closes with a short evaluation of the system, together with few ideas on how the system could be improved in the future.
An educational bluetooth quizzing application in androidijwmn
Bluetooth is one of the most prevalent technologies available on mobile phones. One of the key questions
how to harness this technology in an educational manner in universities and schools. This paper is about a
Bluetooth quizzing system which will be used to administer quizzes to students of a university. The
Bluetooth quizzing application consists of a server and client mobile Android application. It will utilize a
queuing system to allow many clients to connect simultaneously to the server. When clients connect, they
can register or choose the option to complete a quiz that the lecturer selected. Results are automatically
sent when quiz is done from the client application. Data analysis can then be done to review the progress of
students.
This action research aims to determine if incorporating instructional videos with printed lessons is an effective strategy for teaching email skills to immigrant senior learners. Participants will be divided into two groups - one receiving printed lessons only, and the other receiving printed lessons plus videos. Pre- and post-instruction assessments of email skills and perceptions will be administered and compared between groups to analyze the impact of the multimedia incorporation. The researcher hypothesizes that the group receiving the multimedia will demonstrate greater gains in skills and more positive perceptions.
Predicting depression using deep learning and ensemble algorithms on raw twit...IJECEIAES
Social network and microblogging sites such as Twitter are widespread amongst all generations nowadays where people connect and share their feelings, emotions, pursuits etc. Depression, one of the most common mental disorder, is an acute state of sadness where person loses interest in all activities. If not treated immediately this can result in dire consequences such as death. In this era of virtual world, people are more comfortable in expressing their emotions in such sites as they have become a part and parcel of everyday lives. The research put forth thus, employs machine learning classifiers on the twitter data set to detect if a person’s tweet indicates any sign of depression or not.
HSci2010 - 7th International Conference on Hands-on Science
July 25 - 31, 2010 - The University of Crete campus at Rethymno - Greece.
Hands-on Science: Bridging the Science and Society gap
Science and Technology Literacy is fundamental for the welfare of modern, technology dependent societies. Because, in modern technology dependent societies, more and more of the everyday life regulations are based on the advances in Science and Technology, the basic constituent of democracy, i.e. citizens" participation, makes Science and Technology Literacy a necessity. In this sense, Science and Technology Literacy becomes a "right to democracy".
This document is a student assignment submitted by Nurul Huda binti Fadzil for her course KPT 6044/6043. The assignment contains her answers to 3 questions about Chapter 7 in her textbook on connecting learners at a distance. She defines distance learning and discusses how audio and television systems can facilitate it. She also identifies 3 characteristics each of LANs, WANs, intranets, and wireless networks. The document includes her student identification information, assignment questions and multi-paragraph responses, and a bibliography citing her sources.
This document describes a study that developed a Wireless Technology Enhanced Classroom (WiTEC) to support teaching and learning. The WiTEC integrates wireless LAN, mobile learning devices, an electronic whiteboard, and servers to create an interactive environment. Key features include reducing tedious tasks, engaging students, allowing teacher monitoring, facilitating collaboration, and recording the learning process. The document provides an example of how project-based learning could be implemented using the WiTEC's features. It concludes by discussing suggestions for further research.
The document discusses various aspects of computer mediated communication (CMC) and related concepts like blended learning and flipped classrooms. It defines CMC as communication between individuals via computers and networks, as opposed to direct face-to-face communication. It notes both advantages like breaking down barriers and disadvantages like lack of non-verbal cues. It also discusses blended learning models that combine online and in-person learning, and flipped classrooms where lectures are completed at home and class time is used for activities and projects.
Designation of Web 2.0 tools expected by the students on technology-based lea...alabrictyn
This document summarizes a study that examined students' expectations for web 2.0 tools in technology-based learning environments. A questionnaire was administered to 60 students to understand their opinions. The results showed that students highly value features that allow accessing lessons and communicating with teachers/peers without time or place limitations. Female students and higher-grade students expressed greater expectations overall. No differences were found between nationalities. The study concluded that learning management systems can help meet students' expectations by incorporating requested web 2.0 tools and enabling flexible, collaborative online learning activities.
An educational bluetooth quizzing application in androidijwmn
Bluetooth is one of the most prevalent technologies available on mobile phones. One of the key questions
how to harness this technology in an educational manner in universities and schools. This paper is about a
Bluetooth quizzing system which will be used to administer quizzes to students of a university. The
Bluetooth quizzing application consists of a server and client mobile Android application. It will utilize a
queuing system to allow many clients to connect simultaneously to the server. When clients connect, they
can register or choose the option to complete a quiz that the lecturer selected. Results are automatically
sent when quiz is done from the client application. Data analysis can then be done to review the progress of
students.
This action research aims to determine if incorporating instructional videos with printed lessons is an effective strategy for teaching email skills to immigrant senior learners. Participants will be divided into two groups - one receiving printed lessons only, and the other receiving printed lessons plus videos. Pre- and post-instruction assessments of email skills and perceptions will be administered and compared between groups to analyze the impact of the multimedia incorporation. The researcher hypothesizes that the group receiving the multimedia will demonstrate greater gains in skills and more positive perceptions.
Predicting depression using deep learning and ensemble algorithms on raw twit...IJECEIAES
Social network and microblogging sites such as Twitter are widespread amongst all generations nowadays where people connect and share their feelings, emotions, pursuits etc. Depression, one of the most common mental disorder, is an acute state of sadness where person loses interest in all activities. If not treated immediately this can result in dire consequences such as death. In this era of virtual world, people are more comfortable in expressing their emotions in such sites as they have become a part and parcel of everyday lives. The research put forth thus, employs machine learning classifiers on the twitter data set to detect if a person’s tweet indicates any sign of depression or not.
HSci2010 - 7th International Conference on Hands-on Science
July 25 - 31, 2010 - The University of Crete campus at Rethymno - Greece.
Hands-on Science: Bridging the Science and Society gap
Science and Technology Literacy is fundamental for the welfare of modern, technology dependent societies. Because, in modern technology dependent societies, more and more of the everyday life regulations are based on the advances in Science and Technology, the basic constituent of democracy, i.e. citizens" participation, makes Science and Technology Literacy a necessity. In this sense, Science and Technology Literacy becomes a "right to democracy".
This document is a student assignment submitted by Nurul Huda binti Fadzil for her course KPT 6044/6043. The assignment contains her answers to 3 questions about Chapter 7 in her textbook on connecting learners at a distance. She defines distance learning and discusses how audio and television systems can facilitate it. She also identifies 3 characteristics each of LANs, WANs, intranets, and wireless networks. The document includes her student identification information, assignment questions and multi-paragraph responses, and a bibliography citing her sources.
This document describes a study that developed a Wireless Technology Enhanced Classroom (WiTEC) to support teaching and learning. The WiTEC integrates wireless LAN, mobile learning devices, an electronic whiteboard, and servers to create an interactive environment. Key features include reducing tedious tasks, engaging students, allowing teacher monitoring, facilitating collaboration, and recording the learning process. The document provides an example of how project-based learning could be implemented using the WiTEC's features. It concludes by discussing suggestions for further research.
The document discusses various aspects of computer mediated communication (CMC) and related concepts like blended learning and flipped classrooms. It defines CMC as communication between individuals via computers and networks, as opposed to direct face-to-face communication. It notes both advantages like breaking down barriers and disadvantages like lack of non-verbal cues. It also discusses blended learning models that combine online and in-person learning, and flipped classrooms where lectures are completed at home and class time is used for activities and projects.
Designation of Web 2.0 tools expected by the students on technology-based lea...alabrictyn
This document summarizes a study that examined students' expectations for web 2.0 tools in technology-based learning environments. A questionnaire was administered to 60 students to understand their opinions. The results showed that students highly value features that allow accessing lessons and communicating with teachers/peers without time or place limitations. Female students and higher-grade students expressed greater expectations overall. No differences were found between nationalities. The study concluded that learning management systems can help meet students' expectations by incorporating requested web 2.0 tools and enabling flexible, collaborative online learning activities.
The document discusses the use of audience response systems, also known as clickers, in educational settings. It provides an overview of clickers and their benefits, including increasing interactivity and engagement among students. Clickers allow teachers to pose questions to students and immediately display responses, facilitating discussion and enabling teachers to tailor their lessons based on students' understanding. The document reviews literature showing that clickers promote active learning and improve learning outcomes and satisfaction when used for activities like lectures, discussions, polls, and formative assessments. Key benefits are their ability to provide real-time feedback to teachers and interactive participation for students.
Low cost audience polling using computer visionMicrosoft India
Microsoft has researched a new, low-cost technique that utilizes computer vision for real-time polling of a classroom. The approach allows teachers to ask a multiple-choice question. Students respond by holding up a qCard: a sheet of paper that contains a printed code, similar to a QR code, encoding their student answers (A, B, C or D) by holding the card. Using a laptop and an off-the-shelf webcam, our software automatically recognizes and aggregates the students’ responses and displays them to the teacher. This system was built and performed initially in secondary schools in Bangalore, India.
Solving The Problem of Adaptive E-Learning By Using Social NetworksEswar Publications
This paper propose an enhanced E-Learning Social Network Exploiting Approach focused around chart model and clustering algorithm, which can consequently gathering dispersed e-learners with comparative premiums and make fitting suggestions, which can at last upgrade the collective learning among comparable e-learners. Through closeness
revelation, trust weights overhaul and potential companions change, the algorithm actualized a programmed adjusted trust association with progressively upgraded fulfillments.
IEEE 13th International Conference on Advanced Learning Technologies / Interactive Video enhanced learning-teaching process for digital native students
Question & Answer 2.0: A System to facilitate interaction during and after a ...Kai Michael Höver
§ Q&A 2.0 is a system that facilitates interaction during and after lectures.
§ It allows students to ask questions during lectures and continue the discussion afterwards.
§ The document describes existing systems that enable some interaction, but have limitations like not allowing comments to be made in the context of the learning material or only focusing on the time during or after lectures, not both. Q&A 2.0 aims to address these limitations.
The document provides an overview of the evolution of human education and key educational theories. It discusses early educational practices, influential psychologists like Piaget, Pavlov, Thorndike, and Skinner, and their contributions to understanding teaching and learning. It also reviews the current state of education and conclusions drawn from educational research.
The utilization of virtual learning environment (vle) to improve mathematics ...STEPHEN ONUH OLA
TITLE PAGE
THE UTILIZATION OF VIRTUAL LEARNING ENVIRONMENT (VLE) TO IMPROVE MATHEMATICS EDUCATION STUDENTS’ ACHIEVEMENT AND INTEREST IN MATHEMATICS IN FEDERAL UNIVERSITY OF AGRICULTURE, MAKURDI
BY
OLA STEPHEN ONUH
(UE/24294/12)
A RESEARCHWORK PRESENTED TO THE DEPARTMENT OF SCIENCE EDUCATION, FEDERAL UNIVERSITY OF AGRICULTURE, MAKURDI, BENUE STATE.
IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE AWARD OF BACHELOR OF SCIENCE EDUCATION DEREEIN BSC(ED) MATHEMATICS/STATISTICS.
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVA...EuroCAT CSCL
1. The document describes a 7-step process for designing participation avatars to increase engagement in an online teacher training program in Greece.
2. User evaluations found that calculating participation levels based on the highest posting student and using varied colors improved understanding and motivation.
3. A final study showed the avatars improved active participation and satisfaction with the program compared to the control group without avatars.
In this modern, age of society where everyone requires individual attention to his/her self in order to gain far more than publicly gather information. Internet becomes the part of life in these circumstances when technology is much more active than any other source of communication. People need to have all information regarding their field of interest at one place stop and this could only be possible because of internet. According to a research, students engage with a lot more new information's from various sources. Particularly, students are more independent in electronic based courses than traditional way of learning courses. Although the virtual source of teaching courses are not so effective because of student unable to pay attention being as in practical classrooms but students are still progressive.
This paper is depending on the effectiveness of e-learning system in the field of education. E-learning can be perceived as a computer-learning program in which students can be taught over computer. However, today the concept of e-learning has been totally changed, it is the collection of technological sources to provide the information you required within a very short period of time. What is good e-learning process? The components and the future perspective of the e-learning program will covered in this paper.
The budget simulation assignment recommends purchasing a portable interactive whiteboard system, wireless student response system, and document camera to improve writing skills and engagement at Sims Elementary School. The school's writing scores were below district averages. The recommended technologies would allow interactive lessons, student polling and feedback, and visual presentations to better engage students and support the school's focus on improving writing. The summary includes specifications and pricing for the recommended Mimio portable whiteboard system and Qomo student response system from various vendors.
IRJET - Automatic Lip Reading: Classification of Words and Phrases using Conv...IRJET Journal
This document presents research on developing an automatic lip reading system using convolutional neural networks. The system takes in video frames of a speaker's face without audio and classifies the words or phrases being spoken. The researchers preprocessed the data by detecting faces in video frames and cropping them. They then trained a CNN model on concatenated frames. Their model achieved 80.44% accuracy on the test set in classifying 10 words and 10 phrases from 17 speakers. The researchers concluded the model could be improved by addressing overfitting to unseen speakers with a larger dataset and regularization techniques.
Shaneece Davis conducted her research on 'Increasing Active Learning Among Students: NCCU's Introduction of Virtual Computing Lab to Grades K-12' as part of the 9th annual BDPA IT Showcase held August 4-5, 2011 in Chicago IL. In today's classrooms there are sometimes problems related to teaching students and how they retain information. Incorporating active learning into courses is a solution that would involve students in the learning process will help them to retain, recall and use information in an effective way. High School students in Durham, NC participated in a pilot program that introduced them to Virtual Computing Lab (VCL) in an effort to increase active learning. The pilot program results show that students engage in active learning when given the resources to do so.
This is her 10-page research paper.
Shaneece has recently graduated cum laude with a Bachelors of Science degree in Computer Information Systems (CIS) from North Carolina Central University (NCCU). she attended NCCU for a total of three years and has been an active student, serving as the Secretary and Chair of Events Committee for the CIS Club and by being a member of the Senior Class Council on her campus. She received several awards while a student at NCCU, including two awards for Excellent Academic Achievement and the Courtney S. Ferguson Awards for upholding the ideals of the CIS discipline.
Shaneece is now attending the Unviersity of Maryland for its Masters of Information Management Program. She is truly excited about her journey of education.
Lecturer perspectives on ict uptake in language teaching thu&giang-dec11tdbt_123
This document summarizes a study on ICT uptake in language teaching in Vietnam. It discusses the current practices, barriers, and suggestions based on surveys of 222 language lecturers and interviews with 43 lecturers and staff at Hanoi University. The findings show that lecturers currently use basic ICT tools like PowerPoint but few use online resources. Major barriers include a lack of ICT guidelines, support, and training at the institutional level as well as limited access, training, and time constraints for lecturers. Suggestions include developing an ICT plan, providing incentives and customized training, and establishing an online resource repository. The document concludes with contact details for the authors and acknowledgments.
A vast majority of students in computing and related disciplines expect to interact with their systems and computing devices using a graphical user interface. Any other means of interacting with a device is deemed unseemly and is quickly met with frustration and rejection. This can partly be attributed to the fact that most operating systems and the tools that run on these platforms offer a rich “point-and-click” interface in an effort to make their systems user friendly. However, in contrast, when it comes to the study of system and cyber security, a mastery over the console and the command-line interface is imperative. In our experience in teaching most courses on system and cyber security, students seem to have the greatest difficulty in using the console/command-prompt/shell. This issue is further exacerbated since many security and related open source forensics tools are designed to run in a Unix-based environment, typically a shell, and even fewer students are familiar with the UNIX environment and find the entire experience all the more daunting. Even the simple command-prompt, ubiquitous on all Microsoft Windows operating systems, is met with significant disdain by today's students, both at the graduate and undergraduate levels. There are several solutions that have been proposed and designed to alleviate this exact issue in the field of computer programming. Video tool, Dragon Drop Pictorial Programming, Alice and Jpie are various stand-alone tools introduced to ease the inherent challenges in learning a new programming language and environment. To alleviate this situation, in this paper, we propose the first tool of its kind, to the best of our knowledge, which aims to tutor a console application using a graphical interface and adapts to the students' progress. The ultimate aim is to eliminate students' dependence on graphical interfaces and convert her to a power user of a system. Our tool, called Interactive Bash Shell Adaptive Tutoring System (iBaTs), enables students to familiarize themselves with the UNIX environment and the Bash Shell on a Windows operating system. In this work, we discuss the architecture of our tutoring program and demonstrate that our system sports several innovative pedagogical features that makes it a unique, fun, encouraging and adaptive learning environment. To the best of our knowledge, this is the first such effort that aims to address this issue.
Ishfaq Majid. “ICT in Assessment: A Backbone for Teaching and Learning Process” United International Journal for Research & Technology (UIJRT) 1.3 (2019): 38-40.
Educational technology utilizes technology to improve learning and performance. It relies on a broad definition of technology, including both physical objects and abstract systems. Technology-enhanced learning (TEL) uses technology to support any learning activity and focuses on the interplay between learning activities and technologies. Computer-based learning uses computers as a key part of the educational environment, while computer-based training provides self-paced learning via computers or devices. Computer-supported collaborative learning uses technology to encourage students to work together on learning tasks.
QOE MODEL FOR MULTIMEDIA CONTENT DELIVERY FROM MCLOUD TO MOBILE DEVICESijfcstjournal
Integration of mobile devices in the m-learning systems provides the learner with scaffolding outside the
classroom, it allows them to easily store, record and deliver multimedia content in real-time. The process of
delivering multimedia learning objects (rich text, video, images, audio, animation, etc.) from the mlearning
systems to the users requires more computational resources than mobile devices can provide.
Considering the existence of different kinds of mobile browsers, which have limited support for HTML
plugins (Flash, Java and Silverlight), we face the challenge to deliver the adapted multimedia contents in
the interactive m-learning system. Installation of add-ons to the mobile browsers is just a provisional
solution that is not always possible on each mobile device. Generally, the m-learning systems presented on
the mobile device that not provide rich multimedia information leads to a degraded learning experience. In
order to provide users with multimedia content that is suitable for their mobile devices and according to
their needs we introduce the mobile cloud computing environment as paradigm that is ideal to overcome
these problems.
The proposed interactive mCloud system should provide high scale collaboration and interaction between
the professor and students, in direction of increasing the quality of learning. The main focus is the delivery
of multimedia learning objects to the users depending on the student’s cognitive style and adapting the
content in accordance with the context-aware network conditions. The main task within this paper is to
design a QoE model for estimating the multidimensional metric based on multimedia content adaptive
features.
This document describes a project exploring communication failures between teachers and students using a learning management system (LMS). The project involved ethnographic research including interviews and workshops with teachers and students to understand user experiences and identify key communication problems and scenarios. This led to the design of a prototype called ECHO, which aimed to provide an integrated, intelligent and social communication channel to address issues of time consumption and unmet expectations. The project reflects on lessons learned from previous design projects and positions the work within the field of interaction design.
This document discusses several key issues for effective classroom teaching:
- Classroom dynamics, learning styles, motivation, and learner autonomy affect student learning and should be considered when planning lessons.
- Teachers must facilitate student-centered interaction and evaluate students' progress, while maintaining an appropriate pace in lessons.
- Microskills like questioning, instructions, feedback and correcting errors impact learning when used strategically during lessons. Considering these skills can help maximize students' language development.
Body language and voice variety in teachingDavid Lind
This document provides guidance on using one's voice effectively when teaching. It discusses that a teacher's voice is their most valuable asset in transmitting not just information but also mood, emotion and atmosphere. It emphasizes the importance of voice qualities like volume, pace, pitch and tone. Various exercises are suggested to practice vocal projection, breath control, vocal warmups and exploring different emotional tones of voice. The overall message is that through conscious work on one's voice, teachers can engage students and make learning more impactful.
This slideshow summaries how work in integrating video games and gaming dynamics in my science classes. The slideshow is made for the 1:1 Learning Uncoference.
The document discusses improving classroom dynamics and interaction. It recommends that the teacher create a trusting environment where communication among all members is encouraged. Mistakes should be seen as part of the learning process. Interactive activities should be integrated to develop competencies used in the first language. Cooperation between students in pairs and groups can help students learn from each other. The teacher should give students an important role by including them in decisions about goals, content and activities. Suggestions from students should be accepted and rules negotiated to establish ownership. A variety of techniques, activities and materials are needed to maintain interest and avoid boredom.
The document discusses the use of audience response systems, also known as clickers, in educational settings. It provides an overview of clickers and their benefits, including increasing interactivity and engagement among students. Clickers allow teachers to pose questions to students and immediately display responses, facilitating discussion and enabling teachers to tailor their lessons based on students' understanding. The document reviews literature showing that clickers promote active learning and improve learning outcomes and satisfaction when used for activities like lectures, discussions, polls, and formative assessments. Key benefits are their ability to provide real-time feedback to teachers and interactive participation for students.
Low cost audience polling using computer visionMicrosoft India
Microsoft has researched a new, low-cost technique that utilizes computer vision for real-time polling of a classroom. The approach allows teachers to ask a multiple-choice question. Students respond by holding up a qCard: a sheet of paper that contains a printed code, similar to a QR code, encoding their student answers (A, B, C or D) by holding the card. Using a laptop and an off-the-shelf webcam, our software automatically recognizes and aggregates the students’ responses and displays them to the teacher. This system was built and performed initially in secondary schools in Bangalore, India.
Solving The Problem of Adaptive E-Learning By Using Social NetworksEswar Publications
This paper propose an enhanced E-Learning Social Network Exploiting Approach focused around chart model and clustering algorithm, which can consequently gathering dispersed e-learners with comparative premiums and make fitting suggestions, which can at last upgrade the collective learning among comparable e-learners. Through closeness
revelation, trust weights overhaul and potential companions change, the algorithm actualized a programmed adjusted trust association with progressively upgraded fulfillments.
IEEE 13th International Conference on Advanced Learning Technologies / Interactive Video enhanced learning-teaching process for digital native students
Question & Answer 2.0: A System to facilitate interaction during and after a ...Kai Michael Höver
§ Q&A 2.0 is a system that facilitates interaction during and after lectures.
§ It allows students to ask questions during lectures and continue the discussion afterwards.
§ The document describes existing systems that enable some interaction, but have limitations like not allowing comments to be made in the context of the learning material or only focusing on the time during or after lectures, not both. Q&A 2.0 aims to address these limitations.
The document provides an overview of the evolution of human education and key educational theories. It discusses early educational practices, influential psychologists like Piaget, Pavlov, Thorndike, and Skinner, and their contributions to understanding teaching and learning. It also reviews the current state of education and conclusions drawn from educational research.
The utilization of virtual learning environment (vle) to improve mathematics ...STEPHEN ONUH OLA
TITLE PAGE
THE UTILIZATION OF VIRTUAL LEARNING ENVIRONMENT (VLE) TO IMPROVE MATHEMATICS EDUCATION STUDENTS’ ACHIEVEMENT AND INTEREST IN MATHEMATICS IN FEDERAL UNIVERSITY OF AGRICULTURE, MAKURDI
BY
OLA STEPHEN ONUH
(UE/24294/12)
A RESEARCHWORK PRESENTED TO THE DEPARTMENT OF SCIENCE EDUCATION, FEDERAL UNIVERSITY OF AGRICULTURE, MAKURDI, BENUE STATE.
IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE AWARD OF BACHELOR OF SCIENCE EDUCATION DEREEIN BSC(ED) MATHEMATICS/STATISTICS.
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVA...EuroCAT CSCL
1. The document describes a 7-step process for designing participation avatars to increase engagement in an online teacher training program in Greece.
2. User evaluations found that calculating participation levels based on the highest posting student and using varied colors improved understanding and motivation.
3. A final study showed the avatars improved active participation and satisfaction with the program compared to the control group without avatars.
In this modern, age of society where everyone requires individual attention to his/her self in order to gain far more than publicly gather information. Internet becomes the part of life in these circumstances when technology is much more active than any other source of communication. People need to have all information regarding their field of interest at one place stop and this could only be possible because of internet. According to a research, students engage with a lot more new information's from various sources. Particularly, students are more independent in electronic based courses than traditional way of learning courses. Although the virtual source of teaching courses are not so effective because of student unable to pay attention being as in practical classrooms but students are still progressive.
This paper is depending on the effectiveness of e-learning system in the field of education. E-learning can be perceived as a computer-learning program in which students can be taught over computer. However, today the concept of e-learning has been totally changed, it is the collection of technological sources to provide the information you required within a very short period of time. What is good e-learning process? The components and the future perspective of the e-learning program will covered in this paper.
The budget simulation assignment recommends purchasing a portable interactive whiteboard system, wireless student response system, and document camera to improve writing skills and engagement at Sims Elementary School. The school's writing scores were below district averages. The recommended technologies would allow interactive lessons, student polling and feedback, and visual presentations to better engage students and support the school's focus on improving writing. The summary includes specifications and pricing for the recommended Mimio portable whiteboard system and Qomo student response system from various vendors.
IRJET - Automatic Lip Reading: Classification of Words and Phrases using Conv...IRJET Journal
This document presents research on developing an automatic lip reading system using convolutional neural networks. The system takes in video frames of a speaker's face without audio and classifies the words or phrases being spoken. The researchers preprocessed the data by detecting faces in video frames and cropping them. They then trained a CNN model on concatenated frames. Their model achieved 80.44% accuracy on the test set in classifying 10 words and 10 phrases from 17 speakers. The researchers concluded the model could be improved by addressing overfitting to unseen speakers with a larger dataset and regularization techniques.
Shaneece Davis conducted her research on 'Increasing Active Learning Among Students: NCCU's Introduction of Virtual Computing Lab to Grades K-12' as part of the 9th annual BDPA IT Showcase held August 4-5, 2011 in Chicago IL. In today's classrooms there are sometimes problems related to teaching students and how they retain information. Incorporating active learning into courses is a solution that would involve students in the learning process will help them to retain, recall and use information in an effective way. High School students in Durham, NC participated in a pilot program that introduced them to Virtual Computing Lab (VCL) in an effort to increase active learning. The pilot program results show that students engage in active learning when given the resources to do so.
This is her 10-page research paper.
Shaneece has recently graduated cum laude with a Bachelors of Science degree in Computer Information Systems (CIS) from North Carolina Central University (NCCU). she attended NCCU for a total of three years and has been an active student, serving as the Secretary and Chair of Events Committee for the CIS Club and by being a member of the Senior Class Council on her campus. She received several awards while a student at NCCU, including two awards for Excellent Academic Achievement and the Courtney S. Ferguson Awards for upholding the ideals of the CIS discipline.
Shaneece is now attending the Unviersity of Maryland for its Masters of Information Management Program. She is truly excited about her journey of education.
Lecturer perspectives on ict uptake in language teaching thu&giang-dec11tdbt_123
This document summarizes a study on ICT uptake in language teaching in Vietnam. It discusses the current practices, barriers, and suggestions based on surveys of 222 language lecturers and interviews with 43 lecturers and staff at Hanoi University. The findings show that lecturers currently use basic ICT tools like PowerPoint but few use online resources. Major barriers include a lack of ICT guidelines, support, and training at the institutional level as well as limited access, training, and time constraints for lecturers. Suggestions include developing an ICT plan, providing incentives and customized training, and establishing an online resource repository. The document concludes with contact details for the authors and acknowledgments.
A vast majority of students in computing and related disciplines expect to interact with their systems and computing devices using a graphical user interface. Any other means of interacting with a device is deemed unseemly and is quickly met with frustration and rejection. This can partly be attributed to the fact that most operating systems and the tools that run on these platforms offer a rich “point-and-click” interface in an effort to make their systems user friendly. However, in contrast, when it comes to the study of system and cyber security, a mastery over the console and the command-line interface is imperative. In our experience in teaching most courses on system and cyber security, students seem to have the greatest difficulty in using the console/command-prompt/shell. This issue is further exacerbated since many security and related open source forensics tools are designed to run in a Unix-based environment, typically a shell, and even fewer students are familiar with the UNIX environment and find the entire experience all the more daunting. Even the simple command-prompt, ubiquitous on all Microsoft Windows operating systems, is met with significant disdain by today's students, both at the graduate and undergraduate levels. There are several solutions that have been proposed and designed to alleviate this exact issue in the field of computer programming. Video tool, Dragon Drop Pictorial Programming, Alice and Jpie are various stand-alone tools introduced to ease the inherent challenges in learning a new programming language and environment. To alleviate this situation, in this paper, we propose the first tool of its kind, to the best of our knowledge, which aims to tutor a console application using a graphical interface and adapts to the students' progress. The ultimate aim is to eliminate students' dependence on graphical interfaces and convert her to a power user of a system. Our tool, called Interactive Bash Shell Adaptive Tutoring System (iBaTs), enables students to familiarize themselves with the UNIX environment and the Bash Shell on a Windows operating system. In this work, we discuss the architecture of our tutoring program and demonstrate that our system sports several innovative pedagogical features that makes it a unique, fun, encouraging and adaptive learning environment. To the best of our knowledge, this is the first such effort that aims to address this issue.
Ishfaq Majid. “ICT in Assessment: A Backbone for Teaching and Learning Process” United International Journal for Research & Technology (UIJRT) 1.3 (2019): 38-40.
Educational technology utilizes technology to improve learning and performance. It relies on a broad definition of technology, including both physical objects and abstract systems. Technology-enhanced learning (TEL) uses technology to support any learning activity and focuses on the interplay between learning activities and technologies. Computer-based learning uses computers as a key part of the educational environment, while computer-based training provides self-paced learning via computers or devices. Computer-supported collaborative learning uses technology to encourage students to work together on learning tasks.
QOE MODEL FOR MULTIMEDIA CONTENT DELIVERY FROM MCLOUD TO MOBILE DEVICESijfcstjournal
Integration of mobile devices in the m-learning systems provides the learner with scaffolding outside the
classroom, it allows them to easily store, record and deliver multimedia content in real-time. The process of
delivering multimedia learning objects (rich text, video, images, audio, animation, etc.) from the mlearning
systems to the users requires more computational resources than mobile devices can provide.
Considering the existence of different kinds of mobile browsers, which have limited support for HTML
plugins (Flash, Java and Silverlight), we face the challenge to deliver the adapted multimedia contents in
the interactive m-learning system. Installation of add-ons to the mobile browsers is just a provisional
solution that is not always possible on each mobile device. Generally, the m-learning systems presented on
the mobile device that not provide rich multimedia information leads to a degraded learning experience. In
order to provide users with multimedia content that is suitable for their mobile devices and according to
their needs we introduce the mobile cloud computing environment as paradigm that is ideal to overcome
these problems.
The proposed interactive mCloud system should provide high scale collaboration and interaction between
the professor and students, in direction of increasing the quality of learning. The main focus is the delivery
of multimedia learning objects to the users depending on the student’s cognitive style and adapting the
content in accordance with the context-aware network conditions. The main task within this paper is to
design a QoE model for estimating the multidimensional metric based on multimedia content adaptive
features.
This document describes a project exploring communication failures between teachers and students using a learning management system (LMS). The project involved ethnographic research including interviews and workshops with teachers and students to understand user experiences and identify key communication problems and scenarios. This led to the design of a prototype called ECHO, which aimed to provide an integrated, intelligent and social communication channel to address issues of time consumption and unmet expectations. The project reflects on lessons learned from previous design projects and positions the work within the field of interaction design.
This document discusses several key issues for effective classroom teaching:
- Classroom dynamics, learning styles, motivation, and learner autonomy affect student learning and should be considered when planning lessons.
- Teachers must facilitate student-centered interaction and evaluate students' progress, while maintaining an appropriate pace in lessons.
- Microskills like questioning, instructions, feedback and correcting errors impact learning when used strategically during lessons. Considering these skills can help maximize students' language development.
Body language and voice variety in teachingDavid Lind
This document provides guidance on using one's voice effectively when teaching. It discusses that a teacher's voice is their most valuable asset in transmitting not just information but also mood, emotion and atmosphere. It emphasizes the importance of voice qualities like volume, pace, pitch and tone. Various exercises are suggested to practice vocal projection, breath control, vocal warmups and exploring different emotional tones of voice. The overall message is that through conscious work on one's voice, teachers can engage students and make learning more impactful.
This slideshow summaries how work in integrating video games and gaming dynamics in my science classes. The slideshow is made for the 1:1 Learning Uncoference.
The document discusses improving classroom dynamics and interaction. It recommends that the teacher create a trusting environment where communication among all members is encouraged. Mistakes should be seen as part of the learning process. Interactive activities should be integrated to develop competencies used in the first language. Cooperation between students in pairs and groups can help students learn from each other. The teacher should give students an important role by including them in decisions about goals, content and activities. Suggestions from students should be accepted and rules negotiated to establish ownership. A variety of techniques, activities and materials are needed to maintain interest and avoid boredom.
This document provides teachers with strategies for making English class more interactive and engaging for students. It discusses using activities that incorporate movement, auditory, and visual elements to appeal to different learning styles. Suggested activities include Simon Says to review vocabulary, group games like Land and Water that motivate students through competition. The document stresses the importance of activities allowing all students to participate and practice multiple skills like speaking, listening, and writing. A checklist is provided to help teachers design lessons that meet these criteria. Examples of additional interactive games are also outlined, such as vocabulary racing and sentence building activities at the board.
Training workshop for teachers on participatory teaching methodsAyoub Kafyulilo
The document summarizes a workshop on participatory teaching methods. It discusses moving from a traditional teacher-centered approach to a learner-centered one aimed at developing students' skills. It outlines objectives like identifying good teaching characteristics and student-centered methods. Activities explore defining teaching/good teachers and participatory methods like questioning, discussions, and role-playing that encourage student construction of knowledge.
This document discusses teaching speaking skills in a second language classroom. It begins by outlining the objectives and reasons for teaching speaking, such as its importance for language learning and students' evaluations of their progress. It then defines speaking and describes its features. Next, it defines teaching speaking and the rationale for using communicative approaches and collaborative learning. Some examples of communicative activities are then provided, such as discussions, role-plays, simulations and storytelling. Guidelines for teachers on conducting speaking activities are also outlined.
This document discusses interactive teaching strategies to engage learners of all styles. It identifies the main learning styles as visual, auditory, and kinesthetic. Interactive teaching involves both the facilitator and learners, with questions and hands-on activities to stimulate discussion. Group work is highlighted as an effective strategy, as learners retain more when they discuss and apply the material. A variety of interactive techniques should be used to maintain interest, assess understanding, and make the session participatory.
The document provides guidance for activities and techniques to promote speaking skills in English language learners. It recommends that teachers create a communicative classroom where students can engage in authentic tasks that require real-life communication, such as group discussions, role plays, simulations, information gaps, brainstorming, storytelling, interviews, story completions, class reporting, playing cards, picture sequencing/narrating, picture describing, and finding differences in pictures. The document also provides suggestions for teachers, such as providing opportunities for student speaking time, reducing corrections, involving speaking practice both in and out of class, and diagnosing individual student difficulties.
Using Ontology in Electronic Evaluation for Personalization of eLearning Systemsinfopapers
I. Pah, F. Stoica, L. F. Cacovean, E. M. Popa, Using Ontology in Electronic Evaluation for Personalization of eLearning Systems, Proceedings of the 8th WSEAS International Conference on APPLIED INFORMATICS and COMMUNICATIONS (AIC’08), Rhodes, Greece, August 20-22, ISSN: 1790-5109, ISBN: 978-960-6766-94-7, pp. 332-337, 2008
Language Translation for E-learning SystemsIRJET Journal
The document discusses machine translation techniques for e-learning systems to allow educational materials to be translated into multiple languages. It describes different types of machine translation, including MT for watchers, revisers, translators, and authors. It also outlines various machine translation approaches like knowledge-based MT, statistical MT, and example-based MT. The goal is to use machine translation to generate study materials in languages students can understand, in order to improve learning outcomes and enable students to achieve online learning goals.
A Survey on E-Learning System with Data MiningIIRindia
E-learning process has been widely used in university campus and educational institutions are playing vital role to enhance the skill set of students. Modern E-learning done by many electronic devices, such as smartphones, Tabs, and so on, on existing E-learning tools is insufficient to achieve the purpose of online training of education. This paper presents a survey of online e-Learning authoring tools for creating and integrating reusable e-learning tool for generation and enhancing existing learning resources with them. The work concentrates on evaluation of the existing e-learning tools a, and authoring tools that have shown good performance in the past for online learners. This survey work takes more than 20 online tools that deal with the educational sector mechanism, for the purpose of observations, and the outcome were analyzed. The findings of this paper are the main reason for developing a new tool, and it shows that educators can enhance existing learning resources by adding assessment resources, if suitable authoring tools are provided. Finally, the different factors that assure the reusability of the created new e-learning tool has been analysed in this paper.E-learning environment is a guide for both students and tutorial management system. The useful on the e-learning system for apart from students and distance learning students. The purpose of using e-learning environment for online education system, developed in data mining for more number of clustering servers and resource chain has been good.
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
IMMEDIATE FEEDBACK: A NEW MECHANISM FORREAL-TIMEFEEDBACK ON CLASSROOM TEACHIN...IJITE
The proliferation of technology has re-defined the traditional learning environment. The classical
classroom model of teacher to student delivery is changing as technology becomes more pervasive in
educational environments. In addition, the availability of technology and the breadth of different device
categories and platforms is a stark contrast to the traditional classroom, and the pervasiveness of low-cost
devices provides opportunities to significantly re-define the learning environment. In this paper, we have
developed a real-time feedback mechanism supported by technology to allow students and educators to
assess comprehension in the teaching environment. Real-time feedback is input that is acquired whilst a
teaching practice is ongoing, and the outcomes derived from the feedback mechanism have provided a
strong pedagogical value to the learning environment. These benefits have been clearly elicited by the
academic staff who trialled the system.
IMMEDIATE FEEDBACK: A NEW MECHANISM FORREAL-TIMEFEEDBACK ON CLASSROOM TEACHIN...IJITE
The proliferation of technology has re-defined the traditional learning environment. The classical
classroom model of teacher to student delivery is changing as technology becomes more pervasive in
educational environments. In addition, the availability of technology and the breadth of different device
categories and platforms is a stark contrast to the traditional classroom, and the pervasiveness of low-cost
devices provides opportunities to significantly re-define the learning environment. In this paper, we have
developed a real-time feedback mechanism supported by technology to allow students and educators to
assess comprehension in the teaching environment. Real-time feedback is input that is acquired whilst a
teaching practice is ongoing, and the outcomes derived from the feedback mechanism have provided a
strong pedagogical value to the learning environment. These benefits have been clearly elicited by the
academic staff who trialled the system.
Immediate Feedback : A New Mechanism for Real Time Feedback on Classroom Teac...IJITE
The proliferation of technology has re-defined the traditional learning environment. The classical classroom model of teacher to student delivery is changing as technology becomes more pervasive in educational environments. In addition, the availability of technology and the breadth of different device
categories and platforms is a stark contrast to the traditional classroom, and the pervasiveness of low-cost devices provides opportunities to significantly re-define the learning environment. In this paper, we have developed a real-time feedback mechanism supported by technology to allow students and educators to assess comprehension in the teaching environment. Real-time feedback is input that is acquired whilst a teaching practice is ongoing, and the outcomes derived from the feedback mechanism have provided a strong pedagogical value to the learning environment. These benefits have been clearly elicited by the academic staff who trialled the system.
Immediate Feedback : A New Mechanism for Real Time Feedback on Classroom Teac...IJITE
The proliferation of technology has re-defined the traditional learning environment. The classical classroom model of teacher to student delivery is changing as technology becomes more pervasive in educational environments. In addition, the availability of technology and the breadth of different device categories and platforms is a stark contrast to the traditional classroom, and the pervasiveness of low-cost devices provides opportunities to significantly re-define the learning environment. In this paper, we have developed a real-time feedback mechanism supported by technology to allow students and educators to assess comprehension in the teaching environment. Real-time feedback is input that is acquired whilst a teaching practice is ongoing, and the outcomes derived from the feedback mechanism have provided a strong pedagogical value to the learning environment. These benefits have been clearly elicited by the academic staff who trialled the system.
Immediate Feedback : A New Mechanism for Real Time Feedback on Classroom Teac...IJITE
The document describes a new real-time feedback mechanism called the E-slide Feedback System that allows students to provide feedback to educators during lectures using their mobile devices. Students can indicate if they understand or are unclear on the lecture content by tapping icons on their device interfaces. The feedback is displayed to educators in real-time through a gauge on their presentation screen. This helps educators identify confusing concepts and improve their teaching. A study was conducted with 112 students and 11 lecturers across various subjects who found the system supported learning and teaching.
This study explored the use of a mobile learning (m-learning) framework and applications to extend e-learning to wireless devices. Researchers implemented a prototype m-learning environment in 3 university courses over 2 semesters with 63 students total. Students accessed course materials and discussions on both computers and mobile devices. Surveys found students valued the convenience but disliked slow connections and small screens. While technology posed barriers, m-learning showed potential if these issues were addressed.
Classroom Observation System M.Arumugaraja - Assistant Professor,
K.P.Aravinda Kumar - UG Scholar,
V.Karthick - UG Scholar,
Department of ECE,
SNS College of Engineering, Coimbatore, India
A Flowchart-Based Intelligent Tutoring System For Improving Problem-Solving S...Martha Brown
This document describes a study that developed and tested a Flowchart-based Intelligent Tutoring System (FITS) to help novice programmers improve their problem-solving skills. FITS uses Bayesian networks to personalize instruction and guide students. It converts problem statements into flowcharts to help students visualize program structure. A study found FITS improved students' problem-solving abilities more than a control group, especially for those with lower prior knowledge. However, more research is still needed on problem-solving ITS and personalized learning environments for programming.
Recent Trends in E-Learning and Technologies IIJSRJournal
This work centers around the various advances accessible to help instructing and learning in e-Learning frameworks whose significance for schooling educators and framework designers is obvious. It is important to decide the most fitting e-learning advances to help the individual necessities in instructing, which make it conceivable to give the best learning freedoms to understudies, considering the current circumstance where instructive frameworks have quick requests got from the Covid 19 pandemic, which makes homeroom based instructive practices offer way to far off exercises. There are as of now drifts in the improvement of an assortment of accessible advances which might be outlined in Web environments and Virtual Reality among other arising advances; subsequently, the choice to utilize a specific innovation should be founded on strong exploration and obvious proof. This article audits a considerable lot of these e-Learning framework innovations and gives data, about their utilization, openings and patterns being developed.
Information Communication Technology: Practices for AcademiaIJMER
The document discusses the role of information and communication technology (ICT) in academia. It outlines several challenges facing the current educational system, including issues with teaching, learning, assessment, and service delivery. The document then explores how ICT can help address these challenges through tools like cognitive tutors, simulation-based teaching, and online assessment systems. It concludes by recommending increased ICT integration, infrastructure development, training, and public-private partnerships to maximize the benefits of technology for education.
This document discusses classifying user preferences of web learning systems using a neural network with genetic algorithm optimization. It begins with an abstract describing using cognitive attributes from user questionnaires to train classifiers to identify areas for improving a web learning system's layout. A multilayer perceptron neural network was proposed to classify user preferences, and genetic algorithm was used to optimize the neural network parameters to improve performance. 182 students were given questionnaires assessing their cognitive responses to known and unknown subjects on a learning website to collect training data for the proposed genetically optimized neural network classifier.
This presentation has been created by Hayat, Moza and I for one of our courses' assessments. It is about using technology to enhance learning and teaching...
AN ADAPTIVE AND INTELLIGENT TUTOR BY EXPERT SYSTEMS FOR MOBILE DEVICESijmpict
Mobile Learning (M-Learning) is an emerging discipline in the area of education and educational technology. So researchers are trying to optimize and expanding its application in the field of education. The aim of this paper is to investigate the role of mobile devices and expert systems in disseminating and supporting the knowledge gained by intelligent tutors and to propose a system based on integration of intelligent M-Learning with expert systems. It acts as an intelligent tutor which can perform three processes - pre-test, learning concept and post-test - according to characteristic of the learner. The proposed system can improves the education efficiency highly as well as decreases costs. As a result, every time and everywhere (ETEW) simple and cheap learning would be provided via SMS, MMS and so on in this system. The global intention of M-Learning is to make learning “a way of being”.
The document summarizes a study that developed a multimedia mobile classroom feedback system to improve interaction between instructors and students. Key features of the system include automated attendance checking, in-class evaluations, improving student willingness to ask questions, instant grade checking, cross-platform use, and recording the learning process. An evaluation of 105 undergraduate students found the system was superior to traditional methods in interactivity, mobility, and functionality. The system uses a client-server model to allow students to respond to questions and provide feedback using mobile devices, which is then displayed for the instructor in real-time.
Review of monitoring tools for e learning platformsijcsit
The advancement of e-learning technologies has made it viable for developments in education and
technology to be combined in order to fulfil educational needs worldwide. E-learning consists of informal
learning approaches and emerging technologies to support the delivery of learning skills, materials,
collaboration and knowledge sharing. E-learning is a holistic approach that covers a wide range of
courses, technologies and infrastructures to provide an effective learning environment. The Learning
Management System (LMS) is the core of the entire e-learning process along with technology, content, and
services. This paper investigates the role of model-driven personalisation support modalities in providing
enhanced levels of learning and trusted assimilation in an e-learning delivery context. We present an
analysis of the impact of an integrated learning path that an e-learning system may employ to track
activities and evaluate the performance of learners.
An analysis of Mobile Learning Implementation in Shinas College of Technology...ijcnes
In the past decade, technology has grown exponentially, especially the speed of the Internet and mobile technology have reached its peak it seems. This technology advancement also gives its impact to all the areas especially in the education sector. Researchers have to be interested in investigating how these technologies can be exploited for educational purposes aiming to enhance learning experiences. Subsequently, this has prompt an exploration slant which is ordinarily alluded to as Mobile Learning (M-Learning) in which specialists endeavors have meant to disseminate fitting learning encounters to learners considering their own flexibility needs, the universal usage of portable advances and the accessibility of data whenever � anyplace. By and by, m-learning is still in its start and extraordinary endeavors should be done as such as to explore the potential outcomes of educational outlook change from the conventional on-estimate fits-all illuminating ways to deal with a versatile and customized discovering that can be circulated by means of portable creations. This paper, presents the suitability and need of mobile learning facility in Shinas College of Technology(SHCT) and also presents the framework for implementing m-learning in SHCT.
Similar to Improving Classroom Dynamics: Click’N’Gage, a Mobile Audience Response System (20)
IMPACT Silver is a pure silver zinc producer with over $260 million in revenue since 2008 and a large 100% owned 210km Mexico land package - 2024 catalysts includes new 14% grade zinc Plomosas mine and 20,000m of fully funded exploration drilling.
The Most Inspiring Entrepreneurs to Follow in 2024.pdfthesiliconleaders
In a world where the potential of youth innovation remains vastly untouched, there emerges a guiding light in the form of Norm Goldstein, the Founder and CEO of EduNetwork Partners. His dedication to this cause has earned him recognition as a Congressional Leadership Award recipient.
HOW TO START UP A COMPANY A STEP-BY-STEP GUIDE.pdf46adnanshahzad
How to Start Up a Company: A Step-by-Step Guide Starting a company is an exciting adventure that combines creativity, strategy, and hard work. It can seem overwhelming at first, but with the right guidance, anyone can transform a great idea into a successful business. Let's dive into how to start up a company, from the initial spark of an idea to securing funding and launching your startup.
Introduction
Have you ever dreamed of turning your innovative idea into a thriving business? Starting a company involves numerous steps and decisions, but don't worry—we're here to help. Whether you're exploring how to start a startup company or wondering how to start up a small business, this guide will walk you through the process, step by step.
Part 2 Deep Dive: Navigating the 2024 Slowdownjeffkluth1
Introduction
The global retail industry has weathered numerous storms, with the financial crisis of 2008 serving as a poignant reminder of the sector's resilience and adaptability. However, as we navigate the complex landscape of 2024, retailers face a unique set of challenges that demand innovative strategies and a fundamental shift in mindset. This white paper contrasts the impact of the 2008 recession on the retail sector with the current headwinds retailers are grappling with, while offering a comprehensive roadmap for success in this new paradigm.
The APCO Geopolitical Radar - Q3 2024 The Global Operating Environment for Bu...APCO
The Radar reflects input from APCO’s teams located around the world. It distils a host of interconnected events and trends into insights to inform operational and strategic decisions. Issues covered in this edition include:
Call8328958814 satta matka Kalyan result satta guessing➑➌➋➑➒➎➑➑➊➍
Satta Matka Kalyan Main Mumbai Fastest Results
Satta Matka ❋ Sattamatka ❋ New Mumbai Ratan Satta Matka ❋ Fast Matka ❋ Milan Market ❋ Kalyan Matka Results ❋ Satta Game ❋ Matka Game ❋ Satta Matka ❋ Kalyan Satta Matka ❋ Mumbai Main ❋ Online Matka Results ❋ Satta Matka Tips ❋ Milan Chart ❋ Satta Matka Boss❋ New Star Day ❋ Satta King ❋ Live Satta Matka Results ❋ Satta Matka Company ❋ Indian Matka ❋ Satta Matka 143❋ Kalyan Night Matka..
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
Each framework is presented with visually engaging diagrams and templates, ensuring the content is both informative and appealing. While this compilation is thorough, please note that the slides are intended as supplementary resources and may not be sufficient for standalone instructional purposes.
This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
1. Stanford’s Design Thinking
2. IDEO’s Human-Centered Design
3. Strategyzer’s Business Model Innovation
4. Lean Startup Methodology
5. Agile Innovation Framework
6. Doblin’s Ten Types of Innovation
7. McKinsey’s Three Horizons of Growth
8. Customer Journey Map
9. Christensen’s Disruptive Innovation Theory
10. Blue Ocean Strategy
11. Strategyn’s Jobs-To-Be-Done (JTBD) Framework with Job Map
12. Design Sprint Framework
13. The Double Diamond
14. Lean Six Sigma DMAIC
15. TRIZ Problem-Solving Framework
16. Edward de Bono’s Six Thinking Hats
17. Stage-Gate Model
18. Toyota’s Six Steps of Kaizen
19. Microsoft’s Digital Transformation Framework
20. Design for Six Sigma (DFSS)
To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations
𝐔𝐧𝐯𝐞𝐢𝐥 𝐭𝐡𝐞 𝐅𝐮𝐭𝐮𝐫𝐞 𝐨𝐟 𝐄𝐧𝐞𝐫𝐠𝐲 𝐄𝐟𝐟𝐢𝐜𝐢𝐞𝐧𝐜𝐲 𝐰𝐢𝐭𝐡 𝐍𝐄𝐖𝐍𝐓𝐈𝐃𝐄’𝐬 𝐋𝐚𝐭𝐞𝐬𝐭 𝐎𝐟𝐟𝐞𝐫𝐢𝐧𝐠𝐬
Explore the details in our newly released product manual, which showcases NEWNTIDE's advanced heat pump technologies. Delve into our energy-efficient and eco-friendly solutions tailored for diverse global markets.
Digital Marketing with a Focus on Sustainabilitysssourabhsharma
Digital Marketing best practices including influencer marketing, content creators, and omnichannel marketing for Sustainable Brands at the Sustainable Cosmetics Summit 2024 in New York
3 Simple Steps To Buy Verified Payoneer Account In 2024SEOSMMEARTH
Buy Verified Payoneer Account: Quick and Secure Way to Receive Payments
Buy Verified Payoneer Account With 100% secure documents, [ USA, UK, CA ]. Are you looking for a reliable and safe way to receive payments online? Then you need buy verified Payoneer account ! Payoneer is a global payment platform that allows businesses and individuals to send and receive money in over 200 countries.
If You Want To More Information just Contact Now:
Skype: SEOSMMEARTH
Telegram: @seosmmearth
Gmail: seosmmearth@gmail.com
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
How MJ Global Leads the Packaging Industry.pdfMJ Global
MJ Global's success in staying ahead of the curve in the packaging industry is a testament to its dedication to innovation, sustainability, and customer-centricity. By embracing technological advancements, leading in eco-friendly solutions, collaborating with industry leaders, and adapting to evolving consumer preferences, MJ Global continues to set new standards in the packaging sector.
Improving Classroom Dynamics: Click’N’Gage, a Mobile Audience Response System
1. Improving Classroom Dynamics: Click’N’Gage,
a Mobile Audience Response System
Ivo Neskovic
∗
Dragan Bisercic Mitko Zafirovski
City College City College City College
3, Leontos Sofou Street 3, Leontos Sofou Street 3, Leontos Sofou Street
Thessaloniki, Greece Thessaloniki, Greece Thessaloniki, Greece
ivo.neskovic@gmail.com dbisercic@city.academic.gr mitkozaf@yahoo.com
ABSTRACT Keywords
The problem in communication between students and lec- Audience response systems, classroom dynamics, connected
turers in large classrooms has increased substantially in last limited device configuration, clickers, Java micro edition 2,
couple of years because many students do not participate Java enterprise edition 6, mobile devices, student engage-
in classroom discussions. To engage students into dynamic ment, sun Java wireless toolkit
classroom participation, universities often encourage stu-
dents to use audience response systems (ARS). By increasing
the interactivity between lecturer and students, the dynamic
student participation improves and the learning outcome is
1. INTRODUCTION
expected to rise. With the increasing number of students in the classrooms,
the classroom teaching is becoming more and more a one
The progress in the mobile technologies has influenced new way communication between lecturers and students. The
approaches in developing ARS. In this paper, we discuss the problem with the large classrooms is that the lecturers are
need for mobile ARS and we propose a new architecture for not able to engage in a discussion with every student. How-
developing those systems. Furthermore, we present details ever, even when given chance, many students do not want to
from our reference implementation of the proposed architec- get into discussion because they might be too shy, too tired,
ture, named Click’N’Gage, together with some of the crucial or simply unconcerned with the topic discussed [11]. Such
design decisions we took while developing the system. The one way communication approach to teaching can lead to
paper closes with a short evaluation of the system, together many undesirable consequences. For example, the lecturer
with few ideas on how the system could be improved in the in the classroom might not be able to always notice what
future. the students have understood in the lecture and what they
have not understood. So, it might happen that the lecturer
is moving too quickly over a difficult concept. The result is
Categories and Subject Descriptors students loosing interest in the subject matter. Therefore,
D.2.11 [Software Engineering]: Software Architectures— the communication in the classroom should be a two way
domain-specific architectures; H.4 [Information Systems communication between lecturers and students as often as
Applications]: Miscellaneous; J.1 [Computer Applica- possible.
tions]: Administrative Data Processing—education; K.3.1
[Computers and Education]: Computer Uses in Edu- In order to enhance the classroom teaching and communi-
cation—computer-assisted instruction; K.3.2 [Computers cation, many automated systems have been developed. The
and Education]: Computer and Information Science Edu- goal of such automated systems is to get student responses
cation—self-assessment, curriculum as quickly and as cheaply as possible [5]. Also, the students
are willing to participate more in classroom interaction when
they can do it anonymously. Therefore, by letting all stu-
General Terms dents answer questions in class anonymously, the lecturers
Design, Performance, Human Factors can get more attention from students and improve the class-
room learning.
∗City College is an International Faculty of the University
of Sheffield. In improving the classroom dynamics [7], we have found the
main motivation for developing our system, Click’N’Gage.
The inspiration of this paper is to present our solution to
the problem explained above. The remainder of this paper
is organized as follows: section 2 describes the audience re-
sponse systems in general, section 3 discusses the advantages
and disadvantages of some of the similar systems, section 4
gives additional information on mobile clickers, section 5
talks about the Click’N’Gage in detail, section 6 provides
the evaluation of our system, and finally section 7 provides
the conclusion and possible future extensions of the system.
2. 2. AUDIENCE RESPONSE SYSTEMS ClassTalk used scientific calculators with data ports con-
An audience response system (ARS) is a system that can nected to a basic network via wire [11]. It was a great sys-
help lecturers initiate the two way communication with their tem for the time. However, nowadays such a system is not
students. The basic idea of such system can be explained in considered appropriate due to high cost of the hardware and
three simple steps. Firstly, the lecturers introduce to stu- many possible problems that can arise when trying to set up
dents a question with the list of possible answers. Secondly, the system in the very large classrooms. Anyway, ClassTalk
the students choose the answer that they consider to be cor- provides very simple functionality to its users. For exam-
rect. Finally, the answers are collected and the statistical ple, the lecturer prompts the question on the projector and
results in the form of graphs are displayed to students. the students answer the question via scientific calculators.
When all the answers are collected by the system, the system
The most well known ARS systems used in education are shows the graphs displaying the statistical results of student
clickers [15]. Clickers consist of three different parts. The responses. These graphs tell the lecturer how much material
first part consists of the hand-held devices (clickers) that has been understood by the students.
are used by the students to communicate information to
the system. Furthermore, the receiver is a device that gets One of the first systems that used wireless communication
the information from the clickers. Finally, the third part is between clickers and the system was EduCue’s PRS. This
a software application that stores, processes, and displays system was developed at Hong Kong University of Science
student responses. and Technology by Nelson Cue and C. K. Lee [11]. EduCue
used a keypad and infrared technology for sending signals. It
The clickers look similar to the TV remote control units has become popular at many Universities. However, infrared
[15]. They can be hardwired to the receiver or they can technology is today rarely used since it has been overcome
send data to the receiver wirelessly (infrared or radio fre- by other modern wireless technologies.
quency). Such clickers have been used in Universities since
late 1990s. They enhance learning in class. Namely, by us- Another interesting system that has been developed and
ing instant feedback, the lecturers are able to identify any used is TXT-2-LRN. The system lets the students answer
concepts being misunderstood [13]. Also, they are fun to the questions via their cellular phones using built in SMS
use since the lecturer can start a new, interesting, and dif- technology. The only assumption that the developers made
ficult topic by starting the anonymous discussion between was that most of the students actually own at least one cell
students. However, clickers are not free. Considering the phone [12]. The system uses a sophisticated SMS filtering
fact that students need to pay tuition fees and textbooks, tool on the server side. This approach leads to great avail-
the clickers can be too expensive for students if required for ability of the system, which is easy to use since most of the
lectures. Also, it can be too expensive for the University to students use SMS messaging facilities daily. The problem
provide clickers for all students. In addition to this, if click- with this solutions, however, is the high cost of the SMS
ers are hardwired to the receiver, it might even be difficult messages. It is a big burden for students when they need
to set up the system for very large classrooms. to pay from their own pockets for the use of the system.
A survey has shown that almost 65% of the students using
The rapid development in mobile technologies has made pos- TXT-2-LRN spend monthly around 35$ for SMS, approxi-
sible for developers to build cheaper ARS systems by using mately sending 2 to 3 messages per day [12]. But, even with
cellular phones as the new development environment [12]. the high cost, 90% of the students had positive opinion of
The rationale for developing ARS systems on mobile phones the system overall and they were happy to use it.
lies in the fact that most, if not all, students nowadays own
them [11, 8]. Modern mobile phones take all the advantages Furthermore, one of the most advanced ARS systems today
of the new technologies. Therefore, these phones have be- is VotApedia. This system is web based and gives its users
come more powerful than clickers. Not only that, mobile few alternative options when voting. Namely, the users have
phones also do not require any installation process and they the option to register with VotApedia web site and vote on-
do not distract students in classrooms while taking notes line. Also, VotApedia has a specific algorithm that crates a
due to their small size [8]. The phones capable of running specific phone number for each answer from the given ques-
Java applications using SMS, Bluetooth, or WiFi can signifi- tion. The voters can call this phone number and answer the
cantly reduce the overall cost of the ARS system [3, 4]. Such question or simply send SMS message with the answer to
mobile applications are fun and easy to use. However, the the same phone number [2]. Given these options, VotApe-
possible drawback is that students might consume too much dia can be very dynamic in terms of effectiveness, cost, and
time doing other things with the mobile phones instead of complexity. Each of the voters can use anyone of the given
participating in class [12]. services. VotApedia seems to be a perfect system at the
first glance, however, few flaws can be found when trying to
3. SIMILAR SYSTEMS apply the system in the classroom. The Web based voting
option, where students need to log in and find the question
Many systems that use mobile phones or similar handheld
created by the lecturer, can take a lot of time, which, unfor-
devices have been developed in recent years to improve the
tunately, is a time that a class can not afford to lose. The
classroom interaction in educational institutions. In this
other option, which is calling a number in order to vote, can
section, we discuss advantages and disadvantages of some of
be easy for the students, but it disrupts the class when 200
these systems.
students make a call at the same time. The SMS seems as
a more discrete option than the previous two, however, the
One of the first ARS systems, developed in the early 1990s
problems with SMS have already been explained above.
by Better Education Inc., is known today as ClassTalk [6].
3. While evaluating the above systems, a few drawbacks have Connectivity: Due to the high cost of SMS messages, the
become apparent. The most notable disadvantage is the cost proposed architecture utilizes the Internet. It is im-
of either setting up or using these systems. For example, in portant to mention that the system will require only
most cases, the students are required to pay not only for the an active Internet connection, not needing the details
tuition and books at the universities but also for the accom- of how that connection is being established, whether
modation and food. Enforcing students to spend additional it is through WAP, WiFi, GPRS or 3G. The rationale
resources for extra devices or services, which are needed only behind this decision is that most of todays phones have
to improve the classroom participation, is considered as a at least one way of connecting to the Internet and that
bad idea. In addition to this, not all universities can pro- most universities offer free WiFi connection for its stu-
vide such devices or services for all of their students due to dents inside its premises.
high cost. However, the cost is not the only drawback. The
Duplicate Answers: It is imperative to restrict the stu-
lecturers need to put additional effort to design questions
dent of providing more than one answer to a specific
before class. Therefore, some lecturers might consider the
questions. Failure to achieve this feature might re-
benefits of using ARS negligible and continue lecturing in
sult in inaccurate statistical charts presented to the
the traditional way.
lecturer. The simplest method of achieving the de-
sired effect is to assign user accounts to every stu-
4. MOBILE CLICKERS AS AN AUDIENCE dent and restrict the accounts of providing more than
RESPONSE SYSTEM one answer. However this conflicts with the feature
As we showcased in the previous section, mobile phones have of anonymity, thus rendering it impossible to use ac-
been already an integral part of many of the most popular counts. The mechanism of achieving this feature with-
audience response systems, albeit utilizing only the Short out violation students’ anonymity is left for the con-
Message Service. Therefore, these systems generated high crete implementation of our architecture, although we
costs for its end users, the students, which ranged to 35$ provide an example in our reference implementation
per month, a very high cost for the average student [12]. In of the mobile clickers audience response system in the
spite of the high cost, most of the students were very happy next section.
using their mobile device in the classroom [12, 15]. This Question/Answer Correspondence: Students need to
paper proposes a new architecture for developing audience know which question they are answering to and should
response systems utilizing mobile devices as their main com- not be allowed to answer questions they are not sup-
ponent. The proposed architecture addresses the problems posed to. This problem is solved by assigning a unique
raised in previous AR systems, introducing further improve- code to every issued question which the students will
ments in the process. input before they provide their answer. The code will
be generated by the system moments before the ques-
The abstract architecture of the mobile clickers ARS (Figure tion is answered and will be presented by the lecturer
1) provides an overview of the proposed methodology: only to the class of students who should answer the
question.
1. Students use their Internet powered mobile devices to Dynamic Number of Answers: Not all multiple choice
answer questions [5] questions will have the same number of possible an-
swers. Usually, they are in the range of two, for true-
2. Answers are sent over the Internet to the core applica- false questions, to six answers. The system should al-
tion system (server) low the lecturer of specifying a concrete number of
possible answers and this should be reflected at the
3. Data is analyzed and statistical charts are generated students mobile device screen. The way this could be
achieved is by using a mechanism for dynamic genera-
4. Results are observed by the lecturer tion of the answering form on the mobile device which
will provide custom screens for every amount of possi-
ble answers.
Using this architecture, answers are no longer sent via SMS
and it introduces the concept of an answers storage place,
which in turn provides the ability to extract statistical data Using our proposed architecture does not only solve the
used by lecturers for self-improvement. Additionally, our problems identified in the reviewed AR systems, but it also
architecture allows for implementing extra Quality of Service provides extra features that are crucial for the adoption of
(QoS) [9] features into the system. We have identified five the mobile clickers audience response system.
key features that every ARS should provide:
5. REALIZATION OF CLICK’N’GAGE
Click’N’Gage is the reference implementation of the mobile
Anonymity: The system does not use any student personal clickers audience response system, developed in partial ful-
data. Anonymity and trust are two very important is- fillment of the Industrial Group Project module at City Col-
sues that students have [1, 14, 6]. The reviewed AR lege. As the proposed architectural design implies, the sys-
systems use the students telephone number for identi- tem is composed of two main components: the mobile client
fication, which creates discomfort for them. The pro- and the main system dashboard. Design-wise, both of the
posed architecture does not use any data which can be components were developed as separate systems in a vac-
used to track back an answer to a specific student. uum [10]. Consequently, each of them has been targeted to
4. Figure 1: Architectural overview of a mobile clickers audience response system.
a different user group, leading to design decision specific for
the targeted audience. The users of the mobile client are the
students themselves, whereas the users of the dashboard are
the university’s lecturers.
The mobile client has been developed for the Java platform,
using the Java Micro Edition 2.0 SDK. Considering the fact
that more than 2.1 million mobile devices are pre-installed
with a Java Virtual Machine (JVM), is a justification enough
for choosing the Java platform. Additionally, this allows
for easier distribution due to Java’s ”Write once, run any-
where!” nature. The application is packaged as a standard
Java Archive (JAR) file which is guaranteed to run on every
Java enabled mobile device.
5.1 Students’ Mobile Client Figure 2: The main screens presented to the stu-
Simplicity and usability are two invariants present through- dent.
out the mobile client system. It is imperative for the student
to easily answer a given question, with minimal involvement.
The only tasks required from the student are to enter the all of the steps performed by the system and the input re-
question code and to provide the question answer. This is quired from the user for a successful execution.
achieved by using only two forms which can be observed in
Figure 2. Finally, all of the five key characteristics of a mobile audience
response system with the exception of Question/Answer Cor-
Internally, the mobile client is in a constant communica- respondence are developed exclusively in the mobile client.
tion with the core Click’N’Gage application. This has been The following few paragraphs discuss each of them in greater
achieved with the use of SOAP-enabled Web Services (WS). detail.
Part of the core functionality has been exposed on the In-
ternet in a form of a WS, offering two operations:
Anonymity vs. Duplicate Answers. Trust is one of the
major issues that students have with audience response sys-
• Validate the question code and return the number of tems used in educational settings. Their main concern is
possible answers for the corresponding question that their performance, while answering the given questions
in class, will affect their grade in an often negative way. For
• Submit the student’s answer to the specific question this reason, the Click’N’Gage system does not use the usual
notion of accounts which is present in commercial audience
response systems. This however, conflicts with the necessity
The mobile client has access to the service endpoint and con- to control students to answer each question only once.
nects upon initialization. The operations of the Web Service
are then invoked as needed. The function flow diagram (Fig- The solution implemented for this two conflicting issues is
ure 3) provides a more detailed explanation, clearly stating the use a unique identifier of the mobile device. Every man-
5. Connectivity. One of the goals of Click’N’Gage is to allow
students to use their preferred typed of connection (WAP,
WiFi, GPRS or 3G) to connect their mobile clients to the
core server of the application. Fortunately, Java ME offers
an abstract way of establishing connections. Using Java’s
Generic Connection Framework, the mobile client is devel-
oped in such a way that it only needs an active Internet
connection, without requiring the details of the type of the
connection and how it is established. The framework auto-
matically extracts this data from the native operating sys-
tem of the mobile device. Because privacy is a crucial con-
cept throughout the development of Click’N’Gage, this data
is not accessed without the user’s consent.
5.2 Lecturers’ Dashboard
Similarly with the mobile client, the lecturers’ dashboard has
been developed with two invariants present in the system:
intuition and innovation. The dashboard is developed as
a web application which offers novel and innovative way of
interacting with the lecturer and presenting data. It acts as
a management portal of the core Click’N’Gage application.
Click’N’Gage has been developed as a Java Enterprise Edi-
tion (EE) 6.0 application. It runs on a Glassfish V3.0 ap-
plication server, and is connected to a database stored on
a MySQL Community Edition Server 5.1.47. The presenta-
Figure 3: Function flow diagram for the mobile tion layer of the overall application is handled by the recently
client. updated Java Server Faces 2.0 technology, which now allows
for clear web site development using XHTML, while at the
same time exposing custom tags with the ability to access
data encapsulated in the Java application. The flow of the
internal execution of Click’N’Gage is depicted in Figure 4,
ufactured mobile device, whether it is a GSM, WCDMA, which emphasizes the core steps performed when an answer
iDEN or a satellite phone, has a unique International Mo- is submitted to the system.
bile Equipment Identity (IMEI) number assigned to it. The
number is usually printed inside the batter compartment of Prior to using the system, lecturers must register and create
the mobile device. Using Java’s ability to read the properties their account with Click’N’Gage using the web registration
of the mobile device, the IMEI number is acquired which is form. In order to prevent misuse of the system, upon the
processed by a hash function, together with the issue date of completion of the registration, the lecturer needs to wait for
the question, and sent with every answer to the server. This an official acceptance e-mail from the system’s administra-
in turn ensures that no question will be answered more than tor, who is responsible for maintaining Click’N’Gage.
once from a device with the same IMEI number and because
there are no meaningful information enclosed in the hash it Once registered, the lecturer is able to:
is impossible to track back the number to the specific user.
The hash is computed on both the IMEI number and the
issue date of the question answered to ensure that the same Enroll on a course - Enrolling on a course signifies that
hash will not repeat itself on more than one question which the lecturer is teaching the specific course. Lecturer’s
with some careful statistical analysis might lead to mapping can only browse, create and issue questions for courses
the hash value to a student. that they teach.
Create a course - If a lecturer starts a new course at the
university, he/she must first create it in the system by
Dynamic Form Generation. Click’N’Gage offers lecturers specifying the course name and its unique code.
the ability to specify the number of possible answers to
a question, varying from the minimum of two answers, to Create a question - Creating a question involves the lec-
the maximum of six. This feature however, leads to consis- turer stating the question, providing some keywords
tency issues with the screens of the mobile device. The form which describe it (keywords are used in refining the
present on the screen of the mobile device must offer the search results), providing the possible answers and spec-
same number of choices as the question has. This has been ifying the correct one, and finally selecting the type of
achieved by modifying the Web Service operation, which chart in which the results will be displayed.
performs the validation of the question code, to return the
number of possible answers for said question. Afterwards, Browse existing questions - Upon selecting a course, the
the form of choices is dynamically generated, according to lecturer will be presented with a list of questions for
this number. the specific course. In the case of a long list, which
6. Figure 4: Detailed architectural diagram of the core Click’N’Gage system.
Figure 5: Example of a time-series statistical chart.
Figure 6: Sample chart types.
would be the result of using the system for few years,
the lecturer can refine the search by filtering the search Additionally, every issued question has a corresponding chart
results using the keywords specified when creating the illustrating the results from the students answers (Figure 6).
question. Clicking on an entry in the presented list The type of the chart is the one specified when the ques-
will redirect the lecturer to the statistics page for the tion is first created, possible choices being Bar, Bar 3D,
selected question, and clicking on the Issue link next to Pie, Pie 3D charts. An innovative feature implemented
every question will generate the unique question code, in Click’N’Gage is the dynamic generation of the images
used by the students to answer the question. representing the charts whenever they are requested from
the browser or when embedded in a MicrosoftTM Power-
Point presentation. When a user navigates its browser to
Using JFreeChart, an open source chart generation library http://x.x.x.x/clickngage/charts/IQC.png, the system
implemented in the Java programming language, we offer a automatically locates the question specified with the code,
variety of statistical charts to the lecturer. Every question recalculates the submitted answers and returns an updated
has a time-series chart which represents the success rate of chart every time. The same holds for the time-series charts,
the question over time (Figure 5). It calculates the amount with the only difference in the request URL which is
of correct answers submitted to every question instance and http://x.x.x.x/clickngage/timeseries/QID.png. This
it presents a graph where the domain axis is the set of dates feature is specifically useful when embedding result charts
when the specific question has been issued to the students, in various presentations and reports.
and the range axis is the set of percentages of correct an-
swers submitted for the question. This type of charts is Last, but not least, it is important to mention that the web
particularly useful for the self-evaluation of lecturers. application has been developed using the Web 2.0 standards,
7. which include asynchronous AJAX communication with the ate feedback from students to be very helpful. They can use
server, full XHTML and CSS conformance and a design fol- feedback to reevaluate and improve their teaching methods.
lowing the Web 2.0 guidelines. The students, on the other hand, can easily participate in
classroom discussions while using this system. The system
6. EVALUATION provides anonymity and it is simple to use, therefore, it en-
Click’N’Gage has been demoed at the 9th Student Spring courages students’ engagement in the classroom. Moreover,
Symposium, organized annually at City College, Thessa- lecturers have insights on statistical data that is generated
loniki. The presentation included a detailed discussion of the over significant period of time. This motivates lecturer to
system. After the presentation, the students in the audience use the system.
got an opportunity to participate in the system evaluation.
Over 30 students took part in the evaluation. Firstly, they The Click’N’Gage software application is built in a modular
were required to download the mobile application from our approach. The modularity supports extensibility. There-
web site. Then, a question and a list of possible answers fore, many possible future extensions are possible for our
were displayed on the projector. The students chose an an- system. One possible future extension includes porting the
swer and submitted it via mobile application. After that, Java mobile application to both iPhone and Android. The
the output was displayed in graphical notation. Finally, the current version of the Click’N’Gage does not support these
students gave us feedback on the system. The feedback was two popular mobile platforms. Furthermore, another possi-
positive and few interesting observations were discussed in ble extension is the integration of Click’N’Gage with LMS.
greater detail. Such integration would keep the overhead of creating and
enrolling courses by lecturer minimized. Last but not least,
Everyone at the symposium agreed that Click’N’Gage can the system could, in the future, support student assessment
improve the traditional practices in education. Before eval- in the form of quizzes and tests.
uation, many students considered that the system would be
unnecessary. However, later they enjoyed using it and saw 8. REFERENCES
the benefit for both students and lecturers. What students [1] A. Abrahamson. Teaching with classroom
liked the most was that everyone was welcome to participate communication system: What it involves and why it
in class. Also, they liked the simplicity and usability of the works. In 7th International Workshop New Trends in
mobile application. The lecturers were particularly satisfied Physics Teaching, Puebla, Mexico, number July 1992,
with the instant feedback received from the student. 1999.
[2] R. Alves. Enhancements to VotApedia Audience
Furthermore, before evaluation, some lecturers considered Response System.
that activities related to designing questions and using mo-
[3] R. Davidrajuh. Java Bluetooth Wireless Technology
bile clickers in class can be time consuming. They ques-
for Evaluating Student Performance in Classroom.
tioned the benefit of the system by stressing the operational
Citeseer, 5(4):33–38, 2005.
costs. However, after the demonstration, they accepted that
benefits of using the system are far more important than [4] R. Davidrajuh. Evaluating performance of a
the overhead of creating questions before class. In addi- Bluetooth-based classroom tool. International Journal
tion to this, lecturers made couple of interesting suggestions. of Mobile Learning and Organisation, 3(2):148, 2009.
Namely, they would like to see the system integrated with [5] M. Esponda. Electronic voting on-the-fly with mobile
the existing Learning Management Systems (LMS), such as devices. ACM SIGCSE Bulletin, 40(3):93, August
Claroline - the one used at City College, in order to take 2008.
some of the advantages that those systems offer. [6] R. H. Kay and A. LeSage. Examining the benefits and
challenges of using audience response systems: A
Nevertheless, both students and lecturers agreed at the end review of the literature. Computers & Education,
that Click’N’Gage can keep students more focused and pro- 53(3):819–827, November 2009.
vide better communication. Therefore, the system provides [7] S. O. King and C. L. Robinson. ’Pretty Lights’ and
the means for enhancing classroom learning. However, the Maths! Increasing student engagement and enhancing
outcome of such teaching could not be evaluated. Only the learning through the use of electronic voting systems.
use of the system for a longer period of time (couple of years) Computers & Education, 53(1):189–199, August 2009.
can show the actual outcome of this approach to teaching. [8] D. Lindquist, T. Denning, M. Kelly, R. Malani, W. G.
Griswold, and B. Simon. Exploring the potential of
7. CONCLUSIONS AND FUTURE WORK mobile phones for active learning in the classroom.
Classroom interaction at universities is considered to be very Proceedinds of the 38th SIGCSE technical symposium
important. The recent advances in mobile technologies have on Computer science education - SIGCSE ’07, page
enabled the use of mobile phones in the classrooms as a 384, 2007.
tool for the mutual benefit for both students and lecturers. [9] I. Pah, C. Oprean, I. Moisil, and C. Kifor. Technology
Furthermore, the mobile phones provide notable extension to Support Education Software Solutions for Quality
over the traditional clickers. By providing support for bet- Assurance in e-learning. Communications, III:433–436,
ter communication between students and lecturers, mobile 2008.
phones are expected to improve the learning outcome as well. [10] R. Pressman. Software Engineering: A Practitioner’s
Approach. McGraw-Hill, Inc., New York, NY, USA,
Our software, Click’N’Gage, provides a support for better 7th edition, July 2010.
interactivity in classrooms. The lecturers find the immedi- [11] G. Russell and I. Pitt. Visions of a wireless future in
8. education technology. Journal of issues in Informing
Science and Information Technology, 1:747–752, 2004.
[12] E. Scornavacca, S. Huff, and S. Marshall. Mobile
phones in the classroom. Communications of the
ACM, 52(4):142, April 2009.
[13] B. F. E. Sharkawy and F. Meawad. Instant Feedback
Using Mobile Messaging Technologies. 2009 Third
International Conference on Next Generation Mobile
Applications, Services and Technologies, pages
539–544, September 2009.
[14] J. Wasteney. The Impact of Voting Systems in the
Classroom. Bill Tagg Bursary Research Project, 2005,
2004.
[15] W. Wood. Clickers: A Teaching Gimmick that Works.
Developmental Cell, 7(6):796–798, 2004.