A vast number of learning content and tools can be found over Internet. Currently, most of them are ad-hoc solutions which are developed for a particular learning platform or environment. New concepts, such as Widgets, Smart devices, Internet of Thing and learning Clouds, are ideas whose goals is the creation of shareable online learning scenarios over different devices and environments.
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.
A PLATFORM FOR LEARNING INTERNET OF THINGS de Zorica Bogdanović, Konstantin Simić, Miloš Milutinović, Božidar Radenković and Marijana Despotović-Zrakić del Department for e-Business, Faculty of Organizational Sciences, University of Belgrade Jove Ilića 154, Belgrade, Serbia ... presentado en la International Conference e-Learning 2014
Standing at the Crossroads: Mobile Learning and Cloud Computing at Estonian S...eLearning Papers
This paper studies the impact of mobile learning implementation efforts in Estonian school system – a process that has created a lot of controversy during the recent years. Best practices in mobile learning are available from the entire world, forcing schools to keep up the push towards better connectivity and gadgetry. Even in the best cases where the schools are provided with the necessary tools, the process has met a lot of scepticism from teachers who are afraid to implement new methods. Teachers are often cornered with the ‘comply or leave’ attitude from educational authorities, resulting in a multi-sided battle between involved parties.
We have surveyed students, teachers, parents and management at five Estonian front-runner schools to sort out the situation. The results show different attitudes among students, school leaders and staff – while all of them mostly possess necessary tools and skills, teachers almost completely lack motivation to promote mobile learning. We propose some positive and negative scenarios – for example, we predict major problems if teacher training will not change, e-safety policies are inadequately developed or authorities will continue the tendency to put all the eggs into one basket (e.g. by relying solely on closed, corporate solutions for mobile learning platforms).
GGULIVRR: Touching Mobile and Contextual LearningeLearning Papers
The quest of today’s learning communities is to creatively uptake and embed the emerging technologies to maintain the pace of change, of learning content and platforms, while satisfying learners’ needs and coping with limited resources. As information is delivered abundantly and change is constant, education focuses on driving 21st century fluency.
Project GGULIVRR, Generic Game for Ubiquitous Learning in Interactive Virtual and Real Realities, initiates the study of ubiquitous learning, investigating mobile and contextual learning, challenging small devices with sophisticated computing and networking capacities, testing the pervasive internet and exploring intelligent tags.
The goal of project GGULIVRR is to present learning communities a framework enabling learners to practice and enhance 21st century skills while generating and playing mobile contextual games.
Project GGULIVRR entices learners to get in touch. To play the contextual game one needs to physically go to a ‘touchable’ location, where real objects are tagged with an intelligent tag. By touching a tag one gets in touch with the contextual content. Through playing and developing GGULIVRR games one meets other gamers and developers as the project format induces interdisciplinarity, inter-social and intercultural communication and collaboration empowering local people to unlock contextual content with a minimal technical threshold.
M-portfolios: Using Mobile Technology to Document Learning in Student Teacher...eLearning Papers
We briefly analyse the enhancement of eportfolio processes defined by Zubizarreta (2009) with the introduction of mobile technology. We give some examples of appropriation of mobile device usage in eportfolio processes carried out by student teachers. These examples become the evidence of the enhancement possibilities of one of the portfolio processes defined by Zubizarreta (2009), that of documentation.
OER in the Mobile Era: Content Repositories’ Features for Mobile Devices and ...eLearning Papers
Learning objects and open contents have been named in the Horizon reports from 2004 and 2010 respectively, predicting to have an impact in the short term due to the current trend of offering open content for free on the Web. OER repositories should adapt their features so their contents can be accessed from mobile devices. This paper summarizes recent trends in the creation, publication, discovery, acquisition, access, use and re-use of learning objects on mobile devices based on a literature review on research done from 2007 to 2012. From the content providers side, we present the results obtained from a survey performed on 23 educational repository owners prompting them to answer about their current and expected support on mobile devices. From the content user side, we identify features provided by the main OER repositories. Finally, we introduce future trends and our next contributions.
Designing and Developing Mobile Learning Applications in International Studen...eLearning Papers
This paper reports on an international collaboration in which students from different universities designed and developed mobile learning applications, working together in interdisciplinary teams using social and mobile media. We describe the concept, process and outcomes of this collaboration including challenges of designing and developing mobile learning applications in virtual teams.
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.
A PLATFORM FOR LEARNING INTERNET OF THINGS de Zorica Bogdanović, Konstantin Simić, Miloš Milutinović, Božidar Radenković and Marijana Despotović-Zrakić del Department for e-Business, Faculty of Organizational Sciences, University of Belgrade Jove Ilića 154, Belgrade, Serbia ... presentado en la International Conference e-Learning 2014
Standing at the Crossroads: Mobile Learning and Cloud Computing at Estonian S...eLearning Papers
This paper studies the impact of mobile learning implementation efforts in Estonian school system – a process that has created a lot of controversy during the recent years. Best practices in mobile learning are available from the entire world, forcing schools to keep up the push towards better connectivity and gadgetry. Even in the best cases where the schools are provided with the necessary tools, the process has met a lot of scepticism from teachers who are afraid to implement new methods. Teachers are often cornered with the ‘comply or leave’ attitude from educational authorities, resulting in a multi-sided battle between involved parties.
We have surveyed students, teachers, parents and management at five Estonian front-runner schools to sort out the situation. The results show different attitudes among students, school leaders and staff – while all of them mostly possess necessary tools and skills, teachers almost completely lack motivation to promote mobile learning. We propose some positive and negative scenarios – for example, we predict major problems if teacher training will not change, e-safety policies are inadequately developed or authorities will continue the tendency to put all the eggs into one basket (e.g. by relying solely on closed, corporate solutions for mobile learning platforms).
GGULIVRR: Touching Mobile and Contextual LearningeLearning Papers
The quest of today’s learning communities is to creatively uptake and embed the emerging technologies to maintain the pace of change, of learning content and platforms, while satisfying learners’ needs and coping with limited resources. As information is delivered abundantly and change is constant, education focuses on driving 21st century fluency.
Project GGULIVRR, Generic Game for Ubiquitous Learning in Interactive Virtual and Real Realities, initiates the study of ubiquitous learning, investigating mobile and contextual learning, challenging small devices with sophisticated computing and networking capacities, testing the pervasive internet and exploring intelligent tags.
The goal of project GGULIVRR is to present learning communities a framework enabling learners to practice and enhance 21st century skills while generating and playing mobile contextual games.
Project GGULIVRR entices learners to get in touch. To play the contextual game one needs to physically go to a ‘touchable’ location, where real objects are tagged with an intelligent tag. By touching a tag one gets in touch with the contextual content. Through playing and developing GGULIVRR games one meets other gamers and developers as the project format induces interdisciplinarity, inter-social and intercultural communication and collaboration empowering local people to unlock contextual content with a minimal technical threshold.
M-portfolios: Using Mobile Technology to Document Learning in Student Teacher...eLearning Papers
We briefly analyse the enhancement of eportfolio processes defined by Zubizarreta (2009) with the introduction of mobile technology. We give some examples of appropriation of mobile device usage in eportfolio processes carried out by student teachers. These examples become the evidence of the enhancement possibilities of one of the portfolio processes defined by Zubizarreta (2009), that of documentation.
OER in the Mobile Era: Content Repositories’ Features for Mobile Devices and ...eLearning Papers
Learning objects and open contents have been named in the Horizon reports from 2004 and 2010 respectively, predicting to have an impact in the short term due to the current trend of offering open content for free on the Web. OER repositories should adapt their features so their contents can be accessed from mobile devices. This paper summarizes recent trends in the creation, publication, discovery, acquisition, access, use and re-use of learning objects on mobile devices based on a literature review on research done from 2007 to 2012. From the content providers side, we present the results obtained from a survey performed on 23 educational repository owners prompting them to answer about their current and expected support on mobile devices. From the content user side, we identify features provided by the main OER repositories. Finally, we introduce future trends and our next contributions.
Designing and Developing Mobile Learning Applications in International Studen...eLearning Papers
This paper reports on an international collaboration in which students from different universities designed and developed mobile learning applications, working together in interdisciplinary teams using social and mobile media. We describe the concept, process and outcomes of this collaboration including challenges of designing and developing mobile learning applications in virtual teams.
A PARADIGM FOR THE APPLICATION OF CLOUD COMPUTING IN MOBILE INTELLIGENT TUTOR...IJSEA
Nowadays, with the rapid growth of cloud computing, many industries are going to move their computing
activities to clouds. Researchers of virtual learning are also looking for the ways to use clouds through
mobile platforms. This paper offers a model to accompany the benefits of “Mobile Intelligent Learning”
technology and “Cloud Computing”. The architecture of purposed system is based on multi-layer
architecture of Mobile Cloud Computing. Despite the existing challenges, the system has increased the life
of mobile device battery. It will raise working memory capacity and processing capacity of the educational
system in addition to the greater advantage of the educational system. The proposed system allows the
users to enjoy an intelligent learning every-time and every-where, reduces training costs and hardware
dependency, and increases consistency, efficiency, and data reliability.
Aalto University offers the largest IT programme in Finland both in number of students and size of faculty! The new Master's Programme in Computer, Communication and Information Sciences (CCIS) includes both broad and focused majors. CCIS has two broad majors in Computer Science and Communications Engineering. Students can also specialize in Software and Service Engineering. Focused majors are based on leading-edge research areas of the university: Acoustics and Audio Technology, Machine Learning, Mobile Computing, and Speech and Language Technology. Game Design and Production is a unique major offered together with School of Arts, Design, and Architecture.
Integration of an e-learning Platform and a Remote Laboratory for the Experim...Federico Lerro
Nowadays, it is more common to use both
systems, a Learning Management System (LMS) and a
remote laboratory, independently. However, we understand
it is highly convenient for the students to have access and
perform real experimental practices in remote laboratories
from a LMS. This integration of both educational resources
constitutes one objective of a project developed by a joint
venture company-university: a technology company (“educativa”)
and a public university (UNR). The project is
based on the addition to the “Virtual Campus LMS”,
developed by “e-ducativa”, of a function that allows the
access and control, via Internet, to the “Remote Laboratory
of Electronic Physics” located in the university
headquarters. Technology is basically a self-communication
protocol that allows exchanging data in a standardized way
between the LMS software and the device control connected
to the remote equipment. The project includes the
implementation of an interface that allows the users of the elearning
platform to have access to it and to future
developments of remote laboratories. In this paper the
authors describe the technical implementation of the project
and provide educational criteria in order to integrate the
new development into the electronic engineering
curriculum.
Information Security Management in University Campus Using Cognitive SecurityCSCJournals
Nowadays, most universities offer free Internet connections, access to scientific databases, and advanced computer networks for the members of their community, which generates dynamic and complex scenarios. In this context, it is necessary to define proactive security strategies, as well as the integration of technology and research. This work presents a general vision of the experience adopted by the universities in the field of information security management using cognitive security.
IoT-based students interaction framework using attention-scoring assessment i...eraser Juan José Calderón
IoT-based students interaction framework using attention-scoring assessment in eLearning. Muhammad Farhan a,b, Sohail Jabbar a,c,d, Muhammad Aslam b, Mohammad Hammoudeh e, Mudassar Ahmad c, Shehzad Khalid f, Murad Khan g,Kijun Han d,
Keynote presentation at IEEE TALE 2013 conference - A Second Step Ahead in the Future of Labs and Learning: MOOCs, Widgets, Ubiquity and Mobility - Bali, Indonesia, August 2013 http://www.tale-conference.org/tale2013/
ADL workshop on mobile learning challenges May 2010Inge de Waard
This presentation gives an overview of ITM's latest mobile project (in Peru) and distills possible strategies to enhance mobile learning research. The presentation also takes a look at the mid-term evaluation results.
A PARADIGM FOR THE APPLICATION OF CLOUD COMPUTING IN MOBILE INTELLIGENT TUTOR...IJSEA
Nowadays, with the rapid growth of cloud computing, many industries are going to move their computing
activities to clouds. Researchers of virtual learning are also looking for the ways to use clouds through
mobile platforms. This paper offers a model to accompany the benefits of “Mobile Intelligent Learning”
technology and “Cloud Computing”. The architecture of purposed system is based on multi-layer
architecture of Mobile Cloud Computing. Despite the existing challenges, the system has increased the life
of mobile device battery. It will raise working memory capacity and processing capacity of the educational
system in addition to the greater advantage of the educational system. The proposed system allows the
users to enjoy an intelligent learning every-time and every-where, reduces training costs and hardware
dependency, and increases consistency, efficiency, and data reliability.
Aalto University offers the largest IT programme in Finland both in number of students and size of faculty! The new Master's Programme in Computer, Communication and Information Sciences (CCIS) includes both broad and focused majors. CCIS has two broad majors in Computer Science and Communications Engineering. Students can also specialize in Software and Service Engineering. Focused majors are based on leading-edge research areas of the university: Acoustics and Audio Technology, Machine Learning, Mobile Computing, and Speech and Language Technology. Game Design and Production is a unique major offered together with School of Arts, Design, and Architecture.
Integration of an e-learning Platform and a Remote Laboratory for the Experim...Federico Lerro
Nowadays, it is more common to use both
systems, a Learning Management System (LMS) and a
remote laboratory, independently. However, we understand
it is highly convenient for the students to have access and
perform real experimental practices in remote laboratories
from a LMS. This integration of both educational resources
constitutes one objective of a project developed by a joint
venture company-university: a technology company (“educativa”)
and a public university (UNR). The project is
based on the addition to the “Virtual Campus LMS”,
developed by “e-ducativa”, of a function that allows the
access and control, via Internet, to the “Remote Laboratory
of Electronic Physics” located in the university
headquarters. Technology is basically a self-communication
protocol that allows exchanging data in a standardized way
between the LMS software and the device control connected
to the remote equipment. The project includes the
implementation of an interface that allows the users of the elearning
platform to have access to it and to future
developments of remote laboratories. In this paper the
authors describe the technical implementation of the project
and provide educational criteria in order to integrate the
new development into the electronic engineering
curriculum.
Information Security Management in University Campus Using Cognitive SecurityCSCJournals
Nowadays, most universities offer free Internet connections, access to scientific databases, and advanced computer networks for the members of their community, which generates dynamic and complex scenarios. In this context, it is necessary to define proactive security strategies, as well as the integration of technology and research. This work presents a general vision of the experience adopted by the universities in the field of information security management using cognitive security.
IoT-based students interaction framework using attention-scoring assessment i...eraser Juan José Calderón
IoT-based students interaction framework using attention-scoring assessment in eLearning. Muhammad Farhan a,b, Sohail Jabbar a,c,d, Muhammad Aslam b, Mohammad Hammoudeh e, Mudassar Ahmad c, Shehzad Khalid f, Murad Khan g,Kijun Han d,
Keynote presentation at IEEE TALE 2013 conference - A Second Step Ahead in the Future of Labs and Learning: MOOCs, Widgets, Ubiquity and Mobility - Bali, Indonesia, August 2013 http://www.tale-conference.org/tale2013/
ADL workshop on mobile learning challenges May 2010Inge de Waard
This presentation gives an overview of ITM's latest mobile project (in Peru) and distills possible strategies to enhance mobile learning research. The presentation also takes a look at the mid-term evaluation results.
Islam Ka Tassawur E Ilha Aur Modoodi, Islam ka Aqeeda e Ilah, Ilah, Tassawur e Ilah in Islam, Modoodi khazzab, modoodi shaitan, modoodi jahil, wahabi deobandi modoodi, qarn ashaitan, wahabi najdi, wahabi modoodi, jamat e islami, aqeeda e modoodi, modoodi ki khabasat,
Mobile learning architecture using fog computing and adaptive data streamingTELKOMNIKA JOURNAL
With the huge development in mobile and network fields, sensor technologies and fog computing help the students for more effective learning, flexible and in and effective manner from anywhere. Using the mobile device for learn encourage the transition to mobile computing (cloud and fog computing) which is led to the ability to design customized system that help student to learn via context aware learning which can be done by set the user preference and use proper methods to show only related manner subject. The presented study works on developing a system of e-learning which has been on the basis of fog computing concepts with deep learning approaches utilized for classification to the data content for accomplishing the context aware learning and use the adaptation of video quality using special equation and the data encrypted and decrypted using 3DES algorithm to ensure the security side of the operation.
Adoption of Digital Learning Technology: An Empirical Analysis of the Determi...IJAEMSJORNAL
Technology has advanced significantly from the analogue period to the digital era. Digital Learning Technology (DLT) is a learning paradigm based on the use of ubiquitous latest technologies, by using smart devices. It can be described as a learning environment that is assisted in daily life by wireless networks, mobile, and embedded computers. It aims to offer content and interaction to students wherever they are, at any time. The learning process has advanced thanks to the technology revolution, which has also fundamentally altered how knowledge is shared and learned. At present, there exist other frameworks too, but they are centered towards different paradigms, and point of view pertaining to DLT with its emphasis on Telecommunication Sector has not been taken into consideration. As, existing frameworks are centered towards different environments hence there exists a need to add dimensions of Empowered Learner, Digital Citizen, Knowledge Curator, Innovative Designer, Computational Thinker and Creator, Communicator & Global Collaborator. These have not been integrated together in existing available research. The study will ascertain level of knowledge of DLT and examined factors which affect the adoption rate, use, and role of DLT in telecoms setups. The results of this research will help create a framework that, if used in any academic or learning setting in a technology-based firm.
AN OVERVIEW OF CLOUD COMPUTING FOR E-LEARNING WITH ITS KEY BENEFITSijistjournal
Education is a necessary human virtue and essential for society because it reflects the personality of the human being in our society. The effective way of teaching gives the quality of education and advance learning such as e-learning to the learners and also a high quality of teaching to the tutors. Information Technology (IT) plays a significant role in field of education. Now days, E-learning and M-learning have become very popular trends of the education technology riot. E-Learning is the new tool related to the virtualized distance learning by means of electronic communication mechanisms, specifically the Internet to enhance the traditional learning system. An E-learning system generally needs a lot of software and hardware resources. Today, many educational institutions cannot afford such investments and environments therefore cloud computing is the finest solution. The Cloud Computing environment rises swiftly as a natural platform to provide support to e-Learning systems. Hence, this paper presents the impact on using cloud computing for e-learning which contains an innovative environment resulting from both virtual and personal learning environments. This paper introduces concepts of e-learning and cloud computing infrastructure with their key benefits.
In recent times, the definition of internet of things has evolved to great extent and it means different things
to different people. However the basic idea of Internet of Things remains the same which is use of information and
communication Technologies(ICT’s) as well as Internet to provide efficient services to the mankind for their
optimum benefits. While implementing the Internet of Things itself is complex due to large of devices various link
layer technologies and services that are involved in such systems. In this paper, we specifically implement an urban
Internet of Things system which primarily gives an emphasis on smart educational institute which aims at
exploiting advanced communication technologies to support for administration of the institute and for the new
visitor who find it difficult to find their way around the institute. This paper thereby provides a comprehensive
survey of various technologies such as Android , Java, protocols and architecture for using Internet of Things in
Smart Institute. Furthermore ,this system will provide an overlook of the institute via the administration office
,playground and canteens. The user of the system will also get an static image map to roam around the institute.
Lastly the system will provide technical solutions and best practice guidelines for finding the way around the
institute and also help a new visitor in reaching his desired location.
Design of an IT Capstone Subject - Cloud RoboticsITIIIndustries
This paper describes the curriculum of the three year IT undergraduate program at La Trobe University, and the faculty requirements in designing a capstone subject, followed by the ACM’s recommended IT curriculum covering the five pillars of the IT discipline. Cloud robotics, a broad multidisciplinary research area, requiring expertise in all five pillars with mechatronics, is an ideal candidate to offer capstone experiences to IT students. Therefore, in this paper, we propose a long term master project in developing a cloud robotics testbed, with many capstone sub-projects spanning across the five IT pillars, to meet the objectives of capstone experience. This paper also describes the design and implementation of the testbed, and proposes potential capstone projects for students with different interests.
Design of an IT Capstone Subject - Cloud RoboticsITIIIndustries
This paper describes the curriculum of the three year IT undergraduate program at La Trobe University, and the faculty requirements in designing a capstone subject, followed by the ACM’s recommended IT curriculum covering the five pillars of the IT discipline. Cloud robotics, a broad multidisciplinary research area, requiring expertise in all five pillars with mechatronics, is an ideal candidate to offer capstone experiences to IT students. Therefore, in this paper, we propose a long term
master project in developing a cloud robotics testbed, with many capstone sub-projects spanning across the five IT pillars, to meet the objectives of capstone experience. This paper also describes the design and implementation of the testbed, and proposes potential capstone projects for students with different interests.
Virtualizing testbed resources to enable remote experimentation in online tel...FORGE project
EDUCON'15 Conference: In this paper we present an approach towards empowering online telecommunications engineering education by enabling hands-on remote experimentation over Trinity College Dublin's wireless testbed. Moreover, in order to offer a flexible testbed, capable of fulfilling the different and particular requirements of experimenters, we have created a framework that allows the virtualization of our testbed resources to create experimentation units to be used by remote experimenters/learners. Furthermore, we present the FORGEBox framework that offers an environment and resources to create online material capable to access the virtualized and physical testbed resources for incorporating experimentation into HTML-based online educational material.
Online instrument systems in reality for remote wiring and measurement of ele...IJECEIAES
Recently The prestigious universities of the world strive and aim to computerize their distance education service and more specifically the remote practical work, which allows students to manipulate electronic experiments via the web, for to solve a set of problems: pedagogical, management, security, restriction by time and place and the problems the overcrowding of students in universities. This paper will describe the E@SLab system developed by the university Cadi Ayyad member of the e-live project funded by EU in the frame of ERASMUS+E@SLab is based on the latest technologies of development and respects educational and pedagogical standards. E@SLab offers 2 versions different of remote laboratory: first version (s1) is an embedded system its part software is node js+Ubuntu and the part hardware a card pcduino or raspebery. The second version (s2) is based on LABview and its hardware part is the NI ELVIS II pedagogical map. In this paper, we will compare and discuss the architecture, performance of the 2 versions of E@SLAB and review other famous approaches NetLab, VISIR, for comparing with E@SLab with the intention show its singularity.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
Widget and Smart Devices. A Different Approach for Remote and Virtual labs
1. Widget and Smart Devices. A Different Aproach for
Online Learning Scenarios
Elio Sancristobal1, Pablo Orduña 3, Mohamed Tawfik1, Félix García1, Olga Dziabenko4, Diego López-de-Ipiña3,Christophe
Salzmann5, Denis Gillet5, Javier García-Zubia4, Catalina Martinez-Mediano2, Gabriel Díaz1, Manuel Castro1
1
Electrical and Computer Engineering Department (DIEEC), Spanish University for Distance Education
2
MIDE-I – Spanish University for Distance Education (UNED)
3
Deusto Institute of Technology, University of Deusto
4
University of Deusto
5
École Polytechnique Fédérale De Lausanne
Abstract— A vast number of learning content and tools can be
found over Internet. Currently, most of them are ad-hoc
solutions which are developed for a particular learning platform
or environment. New concepts, such as Widgets, Smart
devices, Internet of Thing and learning Clouds, are ideas whose
goals is the creation of shareable online learning scenarios over
different devices and environments.
Keywords- Distance Learning, Learning Standards, Virtual and
Remote labs, Smart Devices.
I.
INTRODUCTION
Until the last decades, distance learning is based on
traditional communication means, such as mail, phone, books
cassettes and tapes. The appearance of Internet and the World
Wide Web allowed students and teacher to work with Web
pages, e-mail and electronic video and audio files through Web
browser. Normally, these Web pages were composed by static
content. The evolution of communication networks and
protocols, and the advance of programming languages made
easier the introduction of interactive content and e-learning
tools. Currently, these e-learning tools are being used in
distance learning, such as:
Open courseware a set of e-learning resources (elearning content, test, other materials) in an established
order [1].
Learning management systems or LMS are a set of
services that allow displaying theoretical content in an
organized and controlled way. Also it is able to fulfill
with e-learning standards such as Sharable Content
Object Reference Model (SCORM) [2] or IMS
Common Cartridge (IMS-CC) [3]
display educational content. Also concepts such as smart
devices [5], internet of thing [6] and cloud computing are
modifying the way of working. This paper is focused on this
issue.
As it was mentioned, it is possible to find a vast number of
e-learning tools and content over Internet. These are usually
organized to create online learning scenarios or activities [7-8].
The main problem is that these scenarios are ad-hoc solution
and their components are developed for a particular device or
e-learning system. To avoid this, e-learning standards such as:
Content e-learning standards (SCORM or IMS-CC)
provide a set of normative to pack learning content in
an organized way. This learning package can be
deployed in a learning management system.
Widgets. According to W3C World Wide Web
Consortium (W3C), widgets
are client-side
applications that are authored using Web standards
such as HTML and packaged for distribution. They are
typically downloaded and installed on a client machine
or device where they run as stand-alone
applications, but they can also be embedded into Web
pages and run in a Web browser. These can
create
complex applications that pull data from
multiple sources to be "mashed-up" and presented
interesting
and
useful
way
to a user in some
(http://www.w3.org/TR/widgets/). These widgets can
be combined to create online learning scenarios and
activities which can be displayed in different
devices, such as smart phones, tables, web browser and
PCs.
Remote labs are applications that allow students to
work with real instruments. In the case of remote web
labs, students hand the instruments through Internet [34].
The Smart drive device paradigm [9-10].
Physically, the considered smart device is made of the
adjunction of a controlling computer the server
connected to physical equipment on one the
server side and connected to the Internet on the
other side. A smart device has enough intelligence
to communicate and adapt to any clients and it is also
capable of adaptation to its surrounding (Fig 1.).
Normally, all these e-learning tools were designed for Web
browser and PCs. Nowadays, this is changing; new devices
such as tablets and smart phones are important elements to
This paradigm is being considered by organization
such as IEEE that is working in IEEE1451. This is not
concept of smart objectsbut it the a step forward in the
an e-learning standard, and is future use of them in
Virtual labs are software of simulation that allows
students can carry out experiments from their home.
2. e-learning field. This set of standards makes it easier
for transducer manufacturers to develop smart devices
and
to
interface
those
devices
to
networks, systems, and
instruments
by
incorporating
existing
and emerging
sensorand
networking
technologies
(http://www.nist.gov/el/isd/ieee/ieee1451.cfm)
Technology,
Queensland
University
of
Technology, RMIT University, University of South
Australia,
and the
University
of
Technology, Sydney [13]. This project aims to
create a national network of shared remotely
accessible Laboratories. This mean a greater number
of
high-quality
laboratory-based
educational
experiments are available to university and high school
students from anywhere in Australia and around the
world.
The WebLab-Deusto project is an open source project
providing a web-based, experiment-agnostic, scalable
software infrastructure, which permits the University
of Deusto to offer several laboratories to its students
through the Internet [14]. Some available online
experiments are:
Figure 1. Example of Smart Devices.
The application of these e-learning standards allow the
reuse of e-learning content and activities over Internet and
provide teachers a new approach to create learning scenarios
which can be implemented on different devices and platforms.
II.
DESCRIPTION AND INITIATIVES TO REUSE REMOTE LABS
IN LEARNING ENVIROMENTS
Currently it is possible to find a vast number of universities
and institutions which are developing remote labs [11]. These
are usually a set of instruments physically linked one of each
other through buses or USB connectors (Fig. 2) that display
over Internet a set of experiment which can be carried out by
students out of traditional classrooms.
The iLab Shared Architecture (ISA) implemented by
the MIT to facilitate the rapid development of new web
laboratories and to provide a mechanism for students
from one university to use the experiments and the
hardware instruments of another university [15].
VISIR is an open source laboratory dedicated to
remote experimentations on analog electronics [16].
Some of the online experiments provided are: function
generator and oscilloscope use, DC circuits, AC
circuits or MOS transistor characterization.
OCELOT (Open and Collaborative Environment for
the Leverage of Online insTrumentation) is an open
source and collaborative Online Laboratory framework
and middleware. It is based on mixed reality and
interactive multimedia. One of its core features is the
multimodality of the W3C Widgets-based Graphic
User Interface delivered to the learner. It is currently
being implemented by Télécom Saint-Etienne (France)
under LGPL (http://ocelot.ow2.org) [17].
LiLa (stands for Library of Labs), a European
eContentPlus project that promotes a portal of Online
Labs resources and fosters exchanges on experiments
among institutions [18]. To do this the using an elearning standard named SCORM. To do this, LiLa
packs the remote laboratory in SCORM and use
JavaScript to launch the experiments. Although this
solution is able to use the laboratory, its main problem
is that the exchange and storing of information
between the SCORM package and of Lab is limited by
the Javascript and the version of SCORM data model.
Figure 2. Remote lab architecture
According to Hardward [12] “we learned that developing
new labs from scratch required considerable effort and that the
domain specialist, only under rare circumstances a software
engineer, had to play a key role”. To make easier the
development and reuse of remote labs several initiatives
emerged in the last two decades:
LabShare is led by the University of
Technology, Sydney, and is a joint initiative of
Technology Network:
Curtin
University
of
the Australian
Slab project Integration of open services for remote
and virtual laboratories distributed, reusable and safe
[7] [19-20]. It was developed by Electrical and
Computer Engineering Department from UNED. The
main goals were the use of remote labs in learning
management systems, mobiles and the application of
biometrics method focused on the
All these projects werewith remote labs.use of “traditional”
remote labs (Fig. 2) where each remote lab is shown as an
indivisible e-learning component which provides a set of online
experiments. The next section will describe a new way to
3. understand remote labs and make easier the creation of elearning scenarios into different learning scenarios and
environments.
III.
LEARNING SCENARIOS, SMART OBJECTS AND WIDGETS
According to Klebl [21], “a learning scenario is a social
setting dedicated to learning, education or training. It is a
process of interaction between people in a specific learning
situation using resources for learning within a designed
environment. People in role of learners perform activities
directed towards learning objectives using resources for
learning. Learners may work won their own or in a group of
learners. They may be supported by teaching staff”.
Normally, these learning scenarios are composed of set
of
learning resources
and
activities,
such
as
assessments,
web pages, electronic files, forums, and
remote labs. Moreover they are usually displayed in
webpages or learning management systems [22].
Currently learning management systems are not the only
way of displaying learning scenarios. Internet browser, mobile
devices, tablets or social environments provide a software
learning framework to design and create learning scenarios.
For instance, google chrome provides a set of web applications
which can be included and run from every device which
supports Chrome (Fig. 3). These application are called App and
they are miniature application views that can be embedded in
other applications and receive periodic updates. Also, mobiles
operating system such as android works in a similar way (Fig.
4). Therefore a learning scenario could be a set of app focused
on a determined learning goal.
Chrome and android use native Apps, these can be
converted to standardized format called W3C Widget [23-24].
A. W3C widgets
According to W3C “Widgets are full-fledged client-side
applications that are authored using Web standards such as
[HTML] and packaged for distribution. They are typically
downloaded and installed on a client machine or device where
they run as stand-alone applications, but they can also be
embedded into Web pages and run in a Web browser” [25].
Widgets are packing in a valid Zip archive that contains the
following:
One configuration file called config.xml (casesensitive). This contains vital information about the
widget,
such
as
the
name, author, description, license, and more.
One or more start files, located at the root of the widget
package and/or at the root of locale folders or
referenced by a content element's src attribute. There
are two kinds of start file: custom start file and default
start file.
o
A custom start file is a processable file inside
the widget package identified by a content
element's src attribute.
o
A default start file is a reserved start file at the
root of the widget package or at the root of a
locale folder whose file name is index (casesensitively).
Zero or more icons, either located at the root of the
widget package and/or at the root of locale folders or
referenced by the icon element's src attribute.
Zero or more arbitrary files located either at the root of
the widget package and/or in arbitrary folders or in
locale folders.
Zero or more digital signatures located at the root of
the widget package.
An example of the structure of a widget package is shown
in the figure 5.
Figure 3. Web applications for Chrome web storage.
Figure 5. Widget package.
Figure 4. App Widgets for Android.
4. These widgets can be stored and deployed through a widget
engine such as google chrome or android (Fig. 3 and 4).
B. Internet of things, Smart devices, remote labs and Widgets
According to IEEE time machine “the Internet of Things
(IoT) refers to the vision that in the next 20 years, a revolution
in device-to-device communication will take place that will be
comparable to the revolution in person-to-person
communication that erupted in the last two decades with the
Internet and World Wide Web.” [26].
Therefore,
apart
from
e-learning content
and
applications, Internet is composed by a large range of
hardware. This hardware will be directly connected to Internet
and will be able to manage itself and communicate with other
hardware. Also it can be embedded in widgets and
displayed on World Wide Web. This hardware is called smart
devices or objects.
As it was mentioned, remote labs are usually web
applications which allow students to carry out online
experiments
and
hand
physical
instruments.
Therefore, Concepts such as smart devices and widgets
should
be considered on the design, development and
implementation of remote labs (Fig 6).
3.
The teachers use the toolkit editor to create
experiments and learning scenarios through a set of
widgets (smart devices, application, curricula
material, etc.).
4.
These learning scenarios are deployed in the World
Wide Web through a widget engine.
5.
Students can access to these learning scenarios through
different devices.
A key factor in this process is the design software and
implementation of widgets (communication API between
widgets and hardware, among widgets, etc.).
IV.
CONCLUSION
Concepts such as internet of things, smart devices and
widgets are concepts which allow the reuse of hardware, elearning content and activities over Internet. Also it provides
teachers with a new framework to create learning scenarios
which can be implemented on different devices and platforms.
In the next decade many of the instruments of remote
laboratories will be smart devices and object over internet.
Even so, a long way must be walked. The use of e-learning
standards, the split of functionalities between teachers and
technical persons (software engineers) are challenges that have
to be solved.
V.
ACKNOWLEDGMENT
Authors would like to acknowledge the support of the
following projects: e-Madrid (S2009/TIC-1650), RIPLECS
(517836-LLP-1-2011-1-ES-ERASMUSPAC
ESMO), (517742-LLP-1-2011-1-BGEMTM
(2011-1-PL1-LEO05-19883), MUREE (530332-TEMPUS-1ERASMUS-ECUE),
2012-1-JO-TEMPUS-JPCR), and Go-Lab (FP7-ICT-20118/317601).
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