Within the cognitive load theory framework, we designed and compared three alternative instructional solution formats that can be derived from a common static hierarchical network representation depicting problem structure. The interactive-solution format permitted students to search in self-controlled manner for solution steps, staticsolution format displayed all solutions steps, and no-solution format did not have solution steps. When we matched instructional time across the formats, in relation to the complex molarity problems rather than the dilution problems, differential transfer performance existed between the static-solution or no-solution formats and the interactive-solution format, but not between the static-solution format and no-solution format. The manner in which learners interact with the static-solution and no-solution formats depends on their level of expertise in the chemistry domain. With considerable learner expertise, provision of solution steps may be redundant incurring extraneous cognitive load. Absence of the solution steps may not have left sufficient cognitive capacity for germane cognitive load as some beginning learners lacked the prior knowledge to deduce the solution steps. Searching for solution steps presumably incurred extraneous cognitive load which interfered with learning and hence, in the interactive-solution format, it outweighed the benefit of engaging in self-regulated interaction with the content. Hence, cognitive load theory is
Abstract-Over the decades, lot of studies had been carried out to suggest different approaches for Word Sense Disambiguation (WSD) process. From times to times, different approaches had been suggested to define the sense of a polysemous word. In this paper, a WSD approach with the domain knowledge will be discussed. In this approach, by using Wordnet, domains of each single word will be defined and a process of defining the best domain to be assigned to that particular word will be carried out. A method of calculating the weight of each domain to its corresponding word will be discussed. According to the weight assigned to each domain, the sense of the ambiguous word will be identified.
Abstract-The biggest challenge to precisely model the remote communities cultures in Borneo is to elicit the reliable documentary sources or historical data, as almost of it is not recorded. This is partly due to the accessibility to education, ICT technologies and the development of infrastructure was a bit late by the remote communities in Borneo. Therefore, the possible source of historical data is through oral tradition, which is have limited trace only to several generations back. In order to preserve their cultures and beliefs, a thorough study on remote communities is required in order to present a precise software architecture that can represent their cultures and beliefs in digital form. This paper will discuss the elicitation process and techniques on remote community cultures which related to marriage process, including preparations, events and beliefs before and during the marriage ceremony. These cultures are integrated into a proposed architecture of genealogy software for remote communities. The proposed genealogy software not only accommodates basic information about individuals, including births, marriages, and deaths but the most important component is the culture behind every event for historical records. The idea of this research is not only to preserve genealogy data, but the cultural of minority ethnic group of remote community in Borneo in a new genealogy software, so that the culture will not be extinct.
Interactive patterns are able to promote the notion of reusability in groupware application development. Hence, these patterns support the comprehensiveness of both the interaction design and implementation while easing code modification for groupware application. Groupware is used to describe a broad range of technologies that support person-to-person collaboration. How to design and develop a groupware in an effective manner remains a research question worth exploring. This paper introduces a reusable method, patterns, to develop a single shared display application. Nine different interactive patterns that allow participants to interact collaboratively or noncollaboratively in a single shared display application are introduced in this paper. This is followed by the presentation of our quantitative results on the usability of the interactive patterns and the reusability of the patterns in designing and maintaining a single shared display application. From the results, not only are the patterns useful and easy to understand, the patterns actually ease the process of designing and maintenance during the application development under a single shared display. KeywordsCollaborative Learning, Interaction Design, Shared Single Display W. S. Cheah et al. 1075 While various SDG applications have been developed [2]-[4], we argue that the development of SDG is still a trivial job. Neither the applications disclose the details design nor the activities behind the interaction. Hence, how to develop a SDG that is engaging, communicative, coordinating and interactivity is still a challenge. We are taking a reusable approach in dealing with this development. Our motivation is to reuse the recurring problem and solution in rapidly developing a SDG application.We introduce a reusable method, patterns, to develop a single shared display application. Patterns are defined according to a generic template form. This template form is also known as a problem-frame in the literature [5]. The template is generally expressed by means of the pattern elements like name, intent, applicability, problem, force, solution, example, implementation, consequence and related patterns.Nine different interactive patterns that allow participants to interact collaboratively or non-collaboratively in a single shared display application are introduced in this paper. This is followed by the presentation of our quantitative results on the usability of the interactive patterns and the reusability of the patterns in designing and maintaining a single shared display application. From the results, not only are the patterns useful and easy to understand, the patterns actually ease the process of designing and maintenance during the application development under a single shared display.Patterns for general development of collaborative applications are proposed in [6]. When developing collaborative application, we should consider the design aspect of group memory, handle the collaborators information (e.g. access rights to the information), handle the floor of i...
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