SMC'03 Conference Proceedings. 2003 IEEE International Conference on Systems, Man and Cybernetics. Conference Theme - System Security and Assurance (Cat. No.03CH37483), 2003
2013 12th International Conference on Information Technology Based Higher Education and Training (ITHET), 2013
ABSTRACT E-learning is commonplace within many educational institutions often providing a generic... more ABSTRACT E-learning is commonplace within many educational institutions often providing a generic learning environment with uniform learning provision. Students have different learning styles, skills and needs which dictate the way in which they learn. Current adaptive educational systems fail to fully address this issue where practical aspects of a discipline are taught e.g. engineering education. Therefore this paper presents a novel adaptive educational system which consists of an intelligent assessment and content personalisation function which extends learning assessment approaches (learning styles and student activity data) beyond traditional adaptive educational systems. This novel adaptive educational system includes game based learning which is facilitated through an integrated virtual world, addressing the significant lack of game based learning in adaptive educational systems. This paper presents a blueprint for future adaptive educational systems which incorporate both assessment and personalisation for integrated virtual learning environments and game based learning with experimental results of learning style adaptation provided.
... Related Content Social Network Sites (SNS) and Digital Culture: Developing the Online Strateg... more ... Related Content Social Network Sites (SNS) and Digital Culture: Developing the Online Strategy of the Panama Viejo Museum Ana Luisa Sánchez Laws (2011). Digital Culture and E-Tourism: Technologies, Applications and Management Approaches (pp. ...
Constant innovation and product evolution in the area of embedded systems necessitates educationa... more Constant innovation and product evolution in the area of embedded systems necessitates educational institutions and other training providers to continuingly reassess the content of engineering curricula in the context of this developing field. Increasingly Web based distance education courses are on offer, augmented by the provision of remote experimentation laboratories facilitating distant access to campus based physical resources. This migration to a remote experimentation platform requires substantial financial investment and time commitments. However remote experimentation provision may lack flexibility in terms of concurrent usage typically restricted to synchronous access by single users through resource timetabling. This paper details our recent experiences in the provision of remote experimentation facilities for embedded system training. The paper focuses on the development costs incurred, the cost effectiveness of the approach and issues related to scalability and the delivery of asynchronous learning facilities in the context of remotely accessible embedded systems
IEEE/WIC/ACM International Conference on Web Intelligence (WI'04), 2004
Increasingly web based distance education engineering courses are on offer, augmented by the prov... more Increasingly web based distance education engineering courses are on offer, augmented by the provision of remote experimentation laboratories facilitating distant access to campus based physical resources. The design and implementation of effective and usable remote ...
Proceedings IEEE/WIC International Conference on Web Intelligence (WI 2003), 2003
The use of laboratory experiments is a critically important aspect of engineering education where... more The use of laboratory experiments is a critically important aspect of engineering education where experience has shown that a complementary approach combining theoretical and practical exercises is vital for effective learning. Increasingly, teaching institutions are offering Web based remote access to distant laboratories as part of an overall e-learning strategy. The design and implementation of effective and usable remote experimentation
2009 International IEEE Consumer Electronics Society's Games Innovations Conference, 2009
Abstract In recent years there has been significant growth in the use of 3D virtual worlds for e... more Abstract In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and scripting tools. ...
IEE 2nd Annual Symposium on Engineering Education, 2002
... and a classroom based one. The objective and purpose of the online laboratory should be to fa... more ... and a classroom based one. The objective and purpose of the online laboratory should be to familiarize the student with the procedural, planning and observational skills needed to conduct experiments. The focus should be ...
2012 9th International Conference on Remote Engineering and Virtual Instrumentation (REV), 2012
Abstract-In recent years there has been significant growth in the use of video games technologies... more Abstract-In recent years there has been significant growth in the use of video games technologies and game mechanics for teaching and learning. These environments and techniques offer the ability to create complex, highly interactive simulations with solid theoretical underpinnings to present teaching material in new and highly interactive ways. This paper discusses and practically demonstrates how video games mechanics can be used to create highly immersive and engaging user experiences to teach engineering ...
SMC'03 Conference Proceedings. 2003 IEEE International Conference on Systems, Man and Cybernetics. Conference Theme - System Security and Assurance (Cat. No.03CH37483), 2003
2013 12th International Conference on Information Technology Based Higher Education and Training (ITHET), 2013
ABSTRACT E-learning is commonplace within many educational institutions often providing a generic... more ABSTRACT E-learning is commonplace within many educational institutions often providing a generic learning environment with uniform learning provision. Students have different learning styles, skills and needs which dictate the way in which they learn. Current adaptive educational systems fail to fully address this issue where practical aspects of a discipline are taught e.g. engineering education. Therefore this paper presents a novel adaptive educational system which consists of an intelligent assessment and content personalisation function which extends learning assessment approaches (learning styles and student activity data) beyond traditional adaptive educational systems. This novel adaptive educational system includes game based learning which is facilitated through an integrated virtual world, addressing the significant lack of game based learning in adaptive educational systems. This paper presents a blueprint for future adaptive educational systems which incorporate both assessment and personalisation for integrated virtual learning environments and game based learning with experimental results of learning style adaptation provided.
... Related Content Social Network Sites (SNS) and Digital Culture: Developing the Online Strateg... more ... Related Content Social Network Sites (SNS) and Digital Culture: Developing the Online Strategy of the Panama Viejo Museum Ana Luisa Sánchez Laws (2011). Digital Culture and E-Tourism: Technologies, Applications and Management Approaches (pp. ...
Constant innovation and product evolution in the area of embedded systems necessitates educationa... more Constant innovation and product evolution in the area of embedded systems necessitates educational institutions and other training providers to continuingly reassess the content of engineering curricula in the context of this developing field. Increasingly Web based distance education courses are on offer, augmented by the provision of remote experimentation laboratories facilitating distant access to campus based physical resources. This migration to a remote experimentation platform requires substantial financial investment and time commitments. However remote experimentation provision may lack flexibility in terms of concurrent usage typically restricted to synchronous access by single users through resource timetabling. This paper details our recent experiences in the provision of remote experimentation facilities for embedded system training. The paper focuses on the development costs incurred, the cost effectiveness of the approach and issues related to scalability and the delivery of asynchronous learning facilities in the context of remotely accessible embedded systems
IEEE/WIC/ACM International Conference on Web Intelligence (WI'04), 2004
Increasingly web based distance education engineering courses are on offer, augmented by the prov... more Increasingly web based distance education engineering courses are on offer, augmented by the provision of remote experimentation laboratories facilitating distant access to campus based physical resources. The design and implementation of effective and usable remote ...
Proceedings IEEE/WIC International Conference on Web Intelligence (WI 2003), 2003
The use of laboratory experiments is a critically important aspect of engineering education where... more The use of laboratory experiments is a critically important aspect of engineering education where experience has shown that a complementary approach combining theoretical and practical exercises is vital for effective learning. Increasingly, teaching institutions are offering Web based remote access to distant laboratories as part of an overall e-learning strategy. The design and implementation of effective and usable remote experimentation
2009 International IEEE Consumer Electronics Society's Games Innovations Conference, 2009
Abstract In recent years there has been significant growth in the use of 3D virtual worlds for e... more Abstract In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and scripting tools. ...
IEE 2nd Annual Symposium on Engineering Education, 2002
... and a classroom based one. The objective and purpose of the online laboratory should be to fa... more ... and a classroom based one. The objective and purpose of the online laboratory should be to familiarize the student with the procedural, planning and observational skills needed to conduct experiments. The focus should be ...
2012 9th International Conference on Remote Engineering and Virtual Instrumentation (REV), 2012
Abstract-In recent years there has been significant growth in the use of video games technologies... more Abstract-In recent years there has been significant growth in the use of video games technologies and game mechanics for teaching and learning. These environments and techniques offer the ability to create complex, highly interactive simulations with solid theoretical underpinnings to present teaching material in new and highly interactive ways. This paper discusses and practically demonstrates how video games mechanics can be used to create highly immersive and engaging user experiences to teach engineering ...
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Papers by M. Callaghan