Smart Multimedia Learning System for Automata Theory
Chapter One
Aim and Objectives
This research adopts Smart Multimedia Learning System (SMLS) for Automata Theory for smart-interactive learning, with the aid of integrated interactive multimedia capabilities. The objectives are stated in measurable terms as follow:
- A multi-sensory learning experience for Automata
- System supports active and collaborative
- System Implementation of a Finite State Automata (FSA)
- Educators can use the system to prepare quizzes and to track students’
CHAPTER TWO
LITERATURE REVIEW
This chapter reviews the concepts of: multimedia technology, e-learning, m-learning, learning communities and learning management systems.
Introduction
There are several research works relating to technological-aided learning including; multimedia learning, e-learning, mobile learning, game learning and virtual reality learning. Overall, these forms of learning provide support to the traditional classroom pedagogical approach, and bring more effectiveness and efficiency into the learning environment. This chapter reviews; the concepts of some of these various forms of learning, which are similar but differ according to best practices, challenges and some critical key factors that are responsible for its successful diffusion.
Concept of Multimedia Technology
Multimedia is the combination of various digital media types such as text, images, sound and video, into an integrated multi-sensory interactive application or presentation to convey a message or information to learners (Neo & Neo, 2001). Multimedia technology is the underlying technology for all other forms of technological-aided learning. Furthermore, multimedia technology provides an effective and innovative teaching and learning strategy in a learning environment.
Multimedia technology creates a multi-sensory experience for learners and stimulates active participation in the learning process, as opposed to learners being passive participants in an educational content (traditional approach). Moreover, it enhances creativity, critical thinking, and analytical problem solving skills of the learner, providing them with a competitive edge (Hamada, 2013).
The learner has a control of the content and the flow of information. This enhances information retention, motivates a learner to become attentive to information presented and fast tracks learning time. Additionally, it benefits the learning experience, leading to an increased rate of learning.
Concept of E-Learning
E-learning refers to an electronic form of learning that is delivered using electronic devices such as computers via communication channels (Gutierrez, 2015).
E-learning enables virtual learning from any geographical location with a computer or mobile device and an Internet connection (Epignosis LLC, 2014). E-learning is not only limited to the education sector, it can positively improve the corporate, government and healthcare sectors.
The fundamental aspects of e-learning include organizational, technological, curriculum design, instructional design and e-learning course delivery (McPherson & Nunes, 2008). E- learning is not a mere technical exercise; it requires new pedagogical models in which tutors and learners need to be sufficiently prepared for, in order to create a successful e-learning environment. Tutors need appropriate online tutoring skills in order to explore and maximise the designed environment.
Furthermore, according to McPherson & Nunes (2008), the critical factors that affect the success of e-learning delivery in Higher Educations programme are: facilitator’s attributes and experience for e-tutoring; implementing relevant delivery model, including compatible modes of communication, tutoring, evaluation and assessment; support and training for tutors and learners (e-tutoring and e-skills development respectively); and inspirational leadership involving the role of educational institutes’ management to facilitate e-learning.
Benefits of E-Learning
In addition to the benefits of multimedia learning, e-learning stimulates; individual interest, intellectual curiosities and enhances the cognitive skills of learners (Hamada, 2013). The following are other benefits of e-learning:
- E-learning offers flexibility so that learners can learn at their own
- It is relevant to the learner’s environment and makes learning more fun and interesting.
- Overcomes geographical and time constraints; learning can take place anywhere and anytime.
- Cost effective as it is relatively more affordable than the traditional face-to-face learning, considering the cost of textbooks, printing course materials, presentations, transportation for both students and lecturers
- Virtual and interactive learning uses interactive multimedia contents and resources to facilitate learning.
- Ease of learning adapted to suit individual learners, who have a unique style of learning. E-learning provides convenience in
- Remote access and connection to ‘virtual’ classroom via communication technology, hence it removes distance barrier to
- Access to unlimited online resources e.g. journals, databases, periodicals, online library repositories
Drawbacks of E-Learning
- Difficulty in acquiring practical skills or hands-on-experience: This may require better supervision and physical interaction, which is not easy to achieve in an e-learning environment (Epignosis LLC,2014).
- Isolation of learners: Learning is done virtually. Therefore, a learner may feel isolated.
- Health related concerns: This could include eyestrain, bad-posture, etc.; learners need to learn how to maintain good posture, and protect straining their eyes when using computer screens or smartphone screens
Best Practices for Facilitating E-Learning
There are key elements that promote the successful adoption and diffusion of e-learning initiatives. These elements are necessary for the effectiveness of an e-learning environment, for example, supportive community, motivational activities and integration of links to unlimited available resources.
Learning Community
Collaboration and interaction are necessary among the learners and instructors, this would enhance the educational experience among the learners’ community through discussion forums, chats, emails etc.
Learning Management Systems
Learning Management Systems (LMS) are typically e-learning software packages used to manage and deliver educational contents and resources to learners. There are commercial and open standard LMS packages. The popular ones include Blackboard, TrainNet and MOODLE. Typically, LMS comprises features for administration, assessment, content management and authoring, and course managements (Skea, 2011). The LMS provides interactive tools for learning, an example is the TrainNet, a commercial package, which contains tools such as text-chat, whiteboard (graphical tools with which an instructor can annotate, write and make illustrations on course materials), integrated email, and ‘virtual raise hand’ to get permission to speak or chat with an instructor.
CHAPTER THREE
RESEARCH METHODOLOGY
In this chapter, various software development methodologies are highlighted. The phases of an iterative model, Software Development Life Cycle (SDLC) methodology that is adopted, is explained in detail.
Introduction
Software Development Methodology (SDM) is a framework that provides standard procedures, techniques, tools and documentation aids for engineering software products. This helps to formalize how software is built and to make software development more predictable and efficient. There are four main activities that occur in any software development process; namely, software specification, software design and implementation, software validation and software evolution (Sommerville, 2011).
There are two main categories of SDM; plan-driven methodology and agile methodology, which is more applicable in this context due to the nature of the project. The Smart Multimedia Learning System (SMLS) is not a critical system, the objectives are clear and the system does not require an extensive documentation. Moreover, the agile methodology focuses on short iterations and lightweight processes. There are various existing agile methodologies used in the software industry including Extreme Programming, Feature Driven Development (FDD), Adaptive Software Development (ASD), Rapid Application Development (RAD) and Scrum. The software project requires an iterative and incremental development approach for fast and efficient deliverables. The suitable methodology for the software development is the iterative model SDLC.
Iterative Model SDLC
The standard procedures for software development are carried out to ensure that the system is built correctly. The software development is broken into smaller chunks of more manageable units of the entire system that have no functional dependencies; this allows for a simple implementation of a subset of the system requirements. The process can require continuous review to identify further requirements that would enhance the system functionalities until the system build is complete. The life cycle of the development approach is described in Figure 3.1 below.
CHAPTER FOUR
SYSTEM DESIGN, DEVELOPMENT AND TESTING
This chapter describes the implementation of the major functional components of the Smart Multimedia Learning System (SMLS) based on the system specifications. These sub- functional units of the system are developed incrementally, tested and integrated as a complete build.
System Specifications
The major functionalities of the learning system are; an interactive multimedia content, automata simulator, collaborative learning platform for the community of learners and a real- time assessment for performance tracking. A detailed description of the system functionalities is given in measurable terms below:
- Easy navigation to the main functional components of the
- Customisable look and feel UI based on user’s
- Multiple links to multimedia educational contents on different areas of Automata Theory.
- Selection of multiple choice real-time assessments from a range of quiz
- Login interface to participate in a discussion forum of learners’ community using registered email
- User interface (UI) to build and test the correctness of an
CHAPTER FIVE
EVALUATION, RECOMMENDATION AND CONCLUSION
This chapter describes the system’s evaluation based on learner’s interaction with the mobile application built for learning Automata Theory and includes some recommendations, deduced from the evaluation survey carried out among Computer Science students who have taken the course.
System Evaluation
The Smart Multimedia Learning System’s (SMLS) evaluation based on some learner’s experience and interaction is depicted with the aid of a pie chart. At the time of this report, thirty-nine responses were realised. An online survey form was used to gather information, which demonstrated, to an extent, that the SMLS meets the learners’ requirements. A series of five questions were asked and the learners were given three answer options; “Yes”, “No” and “Maybe”. From the responses, many learners found it impressive to have a mobile application tool to learn Automata Theory and simulate an automaton, more so, they could learn at their convenience. SMLS could provide motivation and learning-aid support to many learners who are struggling with the core subject, “Automata Theory”. The survey was used to determine the learners experience in terms of; ease of use of the mobile application, interactivity, feedback, motivation and its usefulness as a tool for learning.
Recommendations
The SMLS can be adapted for other smartphones and mobile devices using other operating systems. A mobile sensing mechanism can be integrated into the SMLS to provide smart- active learning. The system could use facial recognition to determine the learner’s mood and make appropriate decisions that will enhance the learning process. For instance, based on the criteria for evaluating learners, the system could recommend specific activities to aid learning such as; refer the learner to a specific multimedia content that teaches a particular area where a learner lacks understanding. Hence, for future works the system can be used as a recommender system for learning using facial recognition.
Conclusion
Majority of the respondents report that the SMLS provides a platform for active and collaborative learning. The success of any mobile learning application greatly relies on its adoption. Hence, it is important that educators, institutions and the learners’ community adopt a functional mobile learning system to improve and make learning effective. Many researchers have advocated that a ‘bring your own device’ (BYOD) is a good measure, which will lessen the digital divide in education. Learners have easy access to these devices, basically handheld devices. Hence, there is need to promote mobile learning in any learning environment.
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