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Zheng X.,Changchun Institute of Technology | Zheng X.,Northeast Normal University | Zheng X.,E learning Laboratory of Jilin Province | Liu X.,Changchun Institute of Technology | And 2 more authors.
2010 2nd International Conference on Computer Engineering and Applications, ICCEA 2010 | Year: 2010

Use cases are widely used to describe requirements to be validated by users and used by builders to drive the software development process. However, use cases are only used to define functional requirements, leaving out global properties that affect the whole or part of the system. Furthermore, the crosscutting nature of some requirements is not handled. This approach is based on use cases and we describe and map non-functional requirements into function and architectures through non-functional scenario template. It not only improves modularity in the requirements which make it possible to begin tackling the problem of tangling, scattering of the requirement as early as in requirement analysis phrase, but also improves traceability from requirement analysis level to implement level, so it achieves a smooth transition between the system analysis and the design. © 2010 IEEE. Source


Zhou Z.,Changchun Institute of Technology | Zhong S.,Changchun Institute of Technology | Zhong S.,E learning Laboratory of Jilin Province | Zhong S.,Northeast Normal University | And 3 more authors.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2011

Virtual learning community is one of the most important issues in online education. In order to inquire how emotion promoting teaching interaction, this paper analyzes the phenomenon in one community based on Blackboard. Making use of descriptive statistics and characterization statistics that describe the teaching interaction, we reveal the situation of its emotion interaction and teaching interaction. Conclusions are drawn on the basic of the situation that emotion can increase students' motivation for learning, promote teaching interaction as well as help to develop students' higher capabilities. © 2011 Springer-Verlag. Source


Zhang Z.,Changchun Institute of Technology | Zhang Z.,E learning Laboratory of Jilin Province | Wang W.,Changchun Institute of Technology | Zhou Z.,Changchun Institute of Technology | Chen Y.,Changchun Institute of Technology
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2010

This paper analyzes the necessity of establishing e-learning resources and points out problems on current e-learning resources construction. To solve these problems, a method on collecting and processing structural e-learning resource based on Web is contributed. The design approach of focused crawler based on classifier and Ajax is described. Also, the Web information extraction approach based on Wrappers is shown. The developed system based on this method has been integrated into a structural e-learning resource library system. The system performance is promising. © 2010 Springer-Verlag Berlin Heidelberg. Source


Jia B.,Changchun Institute of Technology | Zhong S.,Changchun Institute of Technology | Zhong S.,E learning Laboratory of Jilin Province | Zhong S.,Northeast Normal University | And 3 more authors.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2010

Adaptive learning is an effective way to improve the learning outcomes, that is, the selection of learning content and presentation should be adapted to each learner's learning context, learning levels and learning ability. Adaptive Learning System (ALS) can provide effective support for adaptive learning. This paper proposes a new ALS based on fuzzy set theory. It can effectively estimate the learner's knowledge level by test according to learner's target. Then take the factors of learner's cognitive ability and preference into consideration to achieve self-organization and push plan of knowledge. This paper focuses on the design and implementation of domain model and user model in ALS. Experiments confirmed that the system providing adaptive content can effectively help learners to memory the content and improve their comprehension. © 2010 Springer-Verlag Berlin Heidelberg. Source


Jian J.,Northeast Normal University | Xie Y.,Northeast Normal University | Xie Y.,E learning Laboratory of Jilin Province | Tang W.,Northeast Normal University | Wang C.,Northeast Normal University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2010

The purpose of this paper is to design a schema of webgame-based collaborative learning. Using the most popular webgame "Happy Farm" as a case study, this paper reviews and analyses the characteristics of the game and usability of the interface through learning theories such as behaviorism, cognitivism and constructivism and interface design theories by Shneiderman and laws of gestalt psychology. It indicates that webgames can be reused to be good learning resources if designers integrate reasonable topics and tasks. They can provide a collaborative learning environment and are good for developing learners' higher order thinking skills. Usability principles used in this case study should be provided by the teachers to choose webgames to ensure more standardized and rigorous learning environment. This learning design provides teachers with insights into the use of learning theories and usability principles for choosing webgames for designing learning activities. It also provides a gauge of current usability level of commercially developed webgames as usage of such webgames continue to proliferate. © 2010 Springer-Verlag Berlin Heidelberg. Source

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