Статьи журнала - International Journal of Modern Education and Computer Science

Все статьи: 1064

Development of A New Efficient Routing Scheme for WiMAX Mesh Networks

Development of A New Efficient Routing Scheme for WiMAX Mesh Networks

Sk. Md. Abdullah Al Subail, Sk. Md. Masudul Ahsan, Mostafa Enayetullah

Статья научная

The emerging WiMAX (Worldwide Interoperability for Microwave Access) technology (IEEE 802.16) can offer low-cost, high speed and long-range communications. The WiMAX supports a point-to-multipoint (PMP) topology and a mesh topology. A WiMAX network is composed of a Base Station (BS) and multiple Subscriber Station (SS). A BS is the mother node and the SS is the child node, though a SS can also be a mother node of a SS if the child node is connected with him to reach to the BS. The BS serves as a gateway connecting to external networks such as the Internet. Number of nodes situated beside a node is called neighbor nodes. In PMP architecture, there is a multi-hop mesh that can be used to gain the high speed wide area network. Again in mesh topology, it increases the wireless coverage and reconfigures ability. In this mode performance depends on a good routing and scheduling protocol. Routing is the way by which a SS will connect with the BS. A good and efficient routing algorithm along with a scheduling algorithm can improve the total network performance significantly. Scheduling algorithm gives the time slot to all SS in a way so that a SS can transmit data or signal in that time slot. There are many research scopes on IEEE 802.16 mesh network especially in routing and scheduling protocol. The purpose of our thesis work is to propose a new routing algorithm to maximize the performance of the network.

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Development of Blended Learning Content based on Tri Kaya Parisudha-superitem in Kelase Platform

Development of Blended Learning Content based on Tri Kaya Parisudha-superitem in Kelase Platform

I. Putu Wisna Ariawan, Dewa Gede Hendra Divayana, P. Wayan Arta Suyasa

Статья научная

Blended learning can be carried out well if it is supported by good content. Good content consists of the subject, performance assignments, discussion forums, and quiz questions that are packaged in an interesting and structured manner. Good content must also be used to measure students’ abilities in the cognitive, affective, and psychomotor domains. One of the efforts that can be made to realize good blended learning content is to develop content by inserting the Tri Kaya Parisudha and Superitem concepts into the Kelase platform. The Tri Kaya Parisudha concept is used as a basis for measuring students’ abilities in the cognitive, affective, and psychomotor domains. Superitem concept is used as the basis for structured content creation (especially on quiz questions and performance tasks) starting from the lowest to the highest level of complexity. Referring to some of those things, this research aimed to provide an overview of the stages of developing blended learning content that integrated the Tri Kaya Parisudha concept and the Superitem concept in the Kelase platform (a case study of Senior High Schools/Vocational High Schools in Bali). This research used the 4D method, which consists of 4 stages, including Define, Design, Develop, and Disseminate. The subjects involved in content testing were four experts. The tools used to collect data were interview guides, photo documentation, and questionnaires. The technique used to analyze the data was descriptive quantitative. The analysis technique in this research was carried out by making a comparison between the five-scale reference effectiveness standard with the percentage level of effectiveness of the blended learning content. The results showed the level of effectiveness of the blended learning content based on Tri Kaya Parisudha-Superitem in the good category with a percentage was 88.667%.

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Development of Collaborative Learning and Programming (CLP): A Learning Model on Object Oriented Programming Course

Development of Collaborative Learning and Programming (CLP): A Learning Model on Object Oriented Programming Course

Efan Efan, Krismadinata Krismadinata, Chérifa Boudia, Muhammad Giatman, Mukhlidi Muskhir, Hasan Maksum

Статья научная

There appears to be a tendency for the strategies and methods that have been offered in OOP course learning to affect the improvement of individual skills only. There is a significant need for learning strategies which are relevant and able of improving collaborative working skills. The purpose of this study is to develop a Collaborative Learning and Programming model suitable for Object-Oriented Programming courses and assess its validity, practicality, and effectiveness. The implementation of the CLP model was conducted using the ADDIE development procedure by involving 7 experts, 35 experimental class students, 23 control class students and 4 lecturers of the Object-Oriented Programming course. The survey results showed that the CLP model was valid, practical, and effective in achieving these goals. The validity test results were verified based on experts' assessment, indicating that the aspects contained in the CLP model were valid with an Aiken's value V =0.89. The practicality test results indicated that the model was highly practical with the practicality value of 89.95% from students and 89.67% from lecturers. Finally, using the CLP model demonstrated its effectiveness in reducing the abstraction and complexity of OOP courses and improving student collaboration, particularly in programming tasks. The significance of conducting this survey is that it provides evidence for the effectiveness of the CLP model in achieving its intended goals and can inform the development of future OOP courses and programming tasks. The survey was conducted well, as it used both expert assessment and student and lecturer feedback to assess the validity, practicality, and effectiveness of the CLP model.

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Development of Electronic Passport Scheme for Cryptographic Security and Face, Fingerprint Biometrics using ASP.Net

Development of Electronic Passport Scheme for Cryptographic Security and Face, Fingerprint Biometrics using ASP.Net

V.K. Narendira Kumar, B. Srinivasan

Статья научная

Biometric passports is to prevent the illegal entry of traveler into a specific country and limit the use of counterfeit documents by more accurate identification of an individual. The e-passport, as it is sometimes called,represents a bold initiative in the deployment of two new technologies: Cryptography security and biometrics face and fingerprints. The privacy and security implications of this impending worldwide experiment in biometrics face and fingerprints authentication technology. An overall security process that involves people, technology and procedures can overcome limitations of the Cryptography security and face and fingerprint biometric passport using ASP.Net.

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Development of Networked Virtual Experiment System Based on Virtual Campus

Development of Networked Virtual Experiment System Based on Virtual Campus

Tian-tai GUO, Dong-sheng LI, Lin GUO

Статья научная

China’s higher education has been going through a period of rapid expansion in undergraduate population,and this means a much heavier demand on teaching resources such as laboratories, experiments, teaching staff,etc., which cannot possibly be made available all of a sudden.To deal with this situation, we found virtual reality (VR) technology very helpful. Virtual reality (VR) has found many applications in education; and the resources of virtual education such as virtual campus, virtual laboratory etc. are used more and more widely, especially in the field of higher education. But so far virtual campus was mainly regarded as a means of image exhibition, and virtual laboratories were no more than 2D display of experimental processes and equipments. To make better use of these resources, this paper puts forward the concept of networked virtual experiment systems based on virtual campus by combining the virtual laboratory and virtual campus with the technique of LAN (Local area network), and establishes its theoretical model. Finally, a networked virtual experiment system based on virtual campus is developed using VRML and 3DSMAX. Networked virtual experiment system based on virtual campus has a promising future for various applications in higher education.

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Development of Quality Assurance System for Academic Programs and Courses Reports

Development of Quality Assurance System for Academic Programs and Courses Reports

Sahar A. El_Rahman, Bashayer A. Al-Twaim

Статья научная

This paper aims to review a proposed Quality Assurance system (QA) which suggests developing the internal quality assurance system of academic programs at the College of Computer and Information Sciences (CCIS), Princess Nourah Bint Abdulrahman University (PNU), Riyadh, Kingdom of Saudi Arabia (KSA), by replacing the existing paper-based QA System into a web-based system. In general, the QA system will work as: providing users the required NCAAA (National Commission for Academic Accreditation and Assessment) reports' forms to be filled. Then, the proposed QA system will gather forms and generates completed reports. At the same time, it provides them to the decision makers. The proposed QA system will allow decision makers to approve reports and view gathered information in many views in which will facilitate the making decision processes in continuing improvement of the educational processes and outcomes. Also, QA system can be extended and applied to other PNU colleges. After that, it can be applied to all KSA universities.

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Development of a Novel Computer Application to Teach Counting in K-2 Classroom using the Unified Process Method

Development of a Novel Computer Application to Teach Counting in K-2 Classroom using the Unified Process Method

Jiang Li, Ling Wang, Lacey L. Williams, Christina A. Allan

Статья научная

Classroom teachers of Kindergarten, 1st Grade, or 2nd Grade often use the Hundreds Chart puzzles to teach children the basic mathematical knowledge and skills like counting. Computer programs have been developed to help them to create puzzle sheets by cutting out the numbers, but students still need to solve the puzzles on the printed paper. This study designs and implements a computer application named Hundred Acorn Forest as an instructional method to teach basic counting skills with the Hundreds Chart puzzles using the Unified Process method. The application not only offers an easy way for classroom teachers to create and edit puzzles based on patterns, but also engages students in a unique interactive game play environment, which helps to maintain their interests of learning. In addition, the video playback that demonstrates the process of students solving the puzzle provides classroom teachers valuable information to set up levels of control and consistency that have not been available before.

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Development of a decision support system with the use of OLAP-technologies in the national terminological information environment

Development of a decision support system with the use of OLAP-technologies in the national terminological information environment

Rasim M. Alguliyev, Gulnara Ch. Nabibayova, Afruz M. Gurbanova

Статья научная

In order to improve analytical activities and providing support to decision makers in the field of terminology, the article proposes a decision support system developed based on the data warehouse technologies and online analytical processing OLAP. The architectural and technological model of the system, its integration with the terminological information system is presented. The role of this system in the National Terminology Information System is shown. The article also presents the structure of the data warehouse and the OLAP-cube developed on its basis.

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Development of a method for choosing cloud computing on the platform of PaaS for servicing the state agencies

Development of a method for choosing cloud computing on the platform of PaaS for servicing the state agencies

Kapan Oralgazyolu Shakerkhan, Ermek Tolegenovich Abilmazhinov

Статья научная

In the scientific work is presented the development of a method of selecting cloud computing platforms for servicing government agencies, which in future will form the Digital Government according to the Message of the President of the Republic of Qazaqstan N. Nazarbayev to the people of Qazaqstan «Qazaqstan way - 2050: Unified goal, common interests, common future». And also in the article are considered forecasts of growth and the development of cloud services in various countries, including Qazaqstan. Based on the results of research of company «Boston Consulting Group» (BCG), reflected in the article «Qazaqstan on the way to the digital economy», according to the level of digitalization the economy of Qazaqstan occupies the 50-th ranking of 85 governments and is in a group with emerging digital economy. The digital divide between the leading governments and the lagging countries is increasing from year to year; therefore, the article reflects one of the ways to develop the digitalization of Qazaqstan's economy. Descriptions and characteristics of various companies included in the international rating of Cloud100 are described as the most successful and competitive companies in the world on cloud technologies. All companies from this list are distributed as the top 20 companies for PaaS services. A criterion for selecting companies of cloud services is proposed, taking into account international and national ICT requirements. The web-portal (www.cloud.kz) was developed to assess the quality of cloud services from various companies of the world, which are working on cloud-based services. The analysis of the introduction of cloud services in Qazaqstan, and their advantages, and benefits for the public sector was made. For the cloud-based service of the module PaaS are selected the most optimal and suitable companies from the Cloud100 list.

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Development of an English to Yorùbá Machine Translator

Development of an English to Yorùbá Machine Translator

Safiriyu I. Eludiora, Odetunji A. Odejobi

Статья научная

The study formulated a computational model for English to Yorùbá text translation process. The modelled translation process was designed, implemented and evaluated. This was with a view to addressing the challenge of English to Yorùbá text machine translator. This machine translator can translate modify and non-modify simple sentences (subject verb object (SVO)). Digital resources in English and its equivalence in Yorùbá were collected using the home domain terminologies and lexical corpus construction techniques. The English to Yorùbá translation process was modelled using phrase structure grammar and re-write rules. The re-write rules were designed and tested using Natural Language Tool Kits (NLTKs). Parse tree and Automata theory based techniques were used to analyse the formulated model. Unified Modeling Language (UML) was used for the software design. The Python programming language and PyQt4 tools were used to implement the model. The developed machine translator was tested with simple sentences. The results for the Basic Subject-Verb-Object (BSVO) and Modified SVO (MSVO) sentences translation show that the total Experimental Subject Respondents (ESRs), machine translator and human expert average scores for word syllable, word orthography, and sentence syntax accuracies were 66.7 percent, 82.3 percent, and 100 percent, respectively. The system translation accuracies were close to a human expert.

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Development of “Explores the Tenggarong City” Using Autonomous Response of Adaptive NPC

Development of “Explores the Tenggarong City” Using Autonomous Response of Adaptive NPC

Reza Andrea, Azahari

Статья научная

The game is one of the big industries today and can be an alternative entertainment to spend holidays and free time and become a very fun activity for children and adults. The game can also be used as an interactive and attractive promotional media with the theme of traveling. One of the development methods that can support the game platform is Finite State Machine. This method is used to regulate the behavior of Non-Player Character (NPC) in order to guide players to complete the game. The results of the study showed that "Explores The Tenggarong City" game is based on Android, has an interesting gameplay and makes the process of knowledge about destination very enjoyable so that players are expected to know information about the destination in Tenggarong City. This research contributes to the development of NPC and FSM in promotional games.

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Diabetes mellitus data classification by cascading of feature selection methods and ensemble learning algorithms

Diabetes mellitus data classification by cascading of feature selection methods and ensemble learning algorithms

Kemal Akyol, Baha Şen

Статья научная

Diabetes is a chronic disease related to the rise of levels of blood glucose. The disease that leads to serious damage to the heart, blood vessels, eyes, kidneys, and nerves is one of the reasons of death among the people in the world. There are two main types of diabetes: Type 1 and Type 2. The former is a chronic condition in which the pancreas produces little or no insulin by itself. The latter usually in adults, occurs when insulin level is insufficient. Classification of diabetes mellitus data which is one of the reasons of death among the people in the world is important. This study which successfully distinguishes diabetes or normal persons contains two major steps. In the first step, the feature selection or weighting methods are analyzed to find the most effective attributes for this disease. In the further step, the performances of AdaBoost, Gradient Boosted Trees and Random Forest ensemble learning algorithms are evaluated. According to experimental results, the prediction accuracy of the combination of Stability Selection method and AdaBoost learning algorithm is a little better than other algorithms with the classification accuracy by 73.88%.

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Different Platforms for Remote Laboratories in Mobile Devices

Different Platforms for Remote Laboratories in Mobile Devices

Ananda Maiti, Balakrushna Tripathy

Статья научная

Remote laboratory is an innovative approach to create and provide laboratory experience to geographically dispersed students from anywhere at any time. One of the most important aspects of remote laboratories is to provide the user maximum mobility and freedom to perform experiments. Apart from the PC-based remotely triggered laboratories to enhance technical education, mobile devices can play a major role in wider implementation of the laboratory for hardware-based remote experimentation. In this paper, different techniques, such as, Adobe Flash Lite, HTML5 and SMS for developing platforms for mobile devices are studied and compared.

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Differential antagonistic games with lexicographic vector-payoffs

Differential antagonistic games with lexicographic vector-payoffs

Guram N. Beltadze

Статья научная

In this paper the existence problem of the equilibrium situation in differential antagonistic games with perfect information and lexicographic payoffs or in a -dimensional vector-payoffs' game where criteria are strictly ranged with preference relation is studied. The players' dinamic is defined by vector differential x=f( t,x ,u ),y=g( t,y ,v ) equations, respectively control functions u( .), v(. ) and ∈〔0.T〕time interval. This is a game ΓL(x0, y0)=(Γ1,...Γm ) where x0, y0 are starting positions in t=0 moment respectively the first and second players'. x(t)and y(t) are trajectories, the players final aim is finding their optimal variants. A lexicographic ε -equilibrium situation is defined in the game and the conditions of its existence are investiga-terd. These conditions are mainly about f and g functi-ons. The main definitions are introduced and some results are formulated from theory of differential games with scalar payoff functions and independent move-ments, they are the main for getting results for analogic differential games in the case of lexicographic payoffs. Some auxiliary statements correctness are also establi-shed, on its basic it is proved that in ΓL(x0, y0) game for any ε>0 there exists a lexicographic ε-equilibrium situation in pure strategies.

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Digital Forensics through Application Behavior Analysis

Digital Forensics through Application Behavior Analysis

Shuaibur Rahman, M. N. A. Khan

Статья научная

The field of digital forensic analysis has emerged in the past two decades to counter the digital crimes and investigate the modus operandi of the culprits to secure the computer systems. With the advances in technologies and pervasive nature of the computing devices, the digital forensic analysis is becoming a challenging task. Due to ease of digital equipment and popularity of Internet, criminals have been enticed to carry out digital crimes. Digital forensic is aimed to investigate the criminal activity and bring the culprits to justice. Traditionally the static analysis is used to investigate about an incident but due to a lot of issues related the accuracy and authenticity of the static analysis, the live digital forensic analysis shows an investigator a more complete picture of memory dump. In this paper, we introduce a module for profiling behavior of application programs. Profiling of application is helpful in forensic analysis as one can easily analyze the compromised system. Profiling is also helpful to the investigator in conducting malware analysis as well as debugging a system. The concept of our model is to trace the unique process name, loaded services and called modules of the target system and store it in a database for future forensic and malware analysis. We used VMware workstation version 9.0 on Windows 7 platform so that we can get the detailed and clean image of the current state of the system. The profile of the target application includes the process name, modules and services which are specific to an application program.

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Digital Games and Interactive Activities: Design of Experiences to Enhance Children Teaching-Learning Process

Digital Games and Interactive Activities: Design of Experiences to Enhance Children Teaching-Learning Process

Natália Brunnet, Cristina Portugal

Статья научная

This paper discusses teaching-learning experiences for children using today games and digital interactive activities in order to understand the benefits and difficulties for their use. This study also contextualizes the subject under the light of authors from the fields of design and education, resulting in conclusions about the relationship between the advancement of technology, its integration into the school and the effectiveness of new digital materials designed today.

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Dimensionality reduction using an improved whale optimization algorithm for data classification

Dimensionality reduction using an improved whale optimization algorithm for data classification

Ah. E. Hegazy, M. A. Makhlouf, Gh. S. El-Tawel

Статья научная

Whale optimization algorithm is a newly proposed bio-inspired optimization technique introduced in 2016 which imitates the hunting demeanor of hump-back whales. In this paper, to enhance solution accuracy, reliability and convergence speed, we have introduced some modifications on the basic WOA structure. First, a new control parameter, inertia weight, is proposed to tune the impact on the present best solution, and an improved whale optimization algorithm (IWOA) is obtained. Second, we assess IWOA with various transfer functions to convert continuous solutions to binary ones. The pro-posed algorithm incorporated with the K-nearest neighbor classifier as a feature selection method for identifying feature subset that enhancing the classification accuracy and limiting the size of selected features. The proposed algorithm was compared with binary versions of the basic whale optimization algorithm, particle swarm optimization, genetic algorithm, antlion optimizer and grey wolf optimizer on 27 common UCI datasets. Optimization results demonstrate that the proposed IWOA not only significantly enhances the basic whale optimization algorithm but also performs much superior to the other algorithms.

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Direction to Prepare Item Bank for the Purpose of On-Line Evaluation

Direction to Prepare Item Bank for the Purpose of On-Line Evaluation

Prashant M. Dolia

Статья научная

Straight forward meaning of On-Line Evaluation is that, few questions are extracted from the question bank and user is asked to "mark" the response. Normally, questions are assumed to be of "objective type". In this paper, this traditional idea is extended and abstract concept of "Item Bank" is introduced. The researchers have developed and tested Item Bank software earlier. The guidelines discussed in the paper are the outcome of this real life experience. The scope of the Item bank would not be confined only the Evaluation of competency of respondents but it covers assessment of the person for fresh recruitments/ Assignments or for the Reward or to Accredit the achievement of the employee performance with the use of client server architecture.

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Discovery of Association Rules from University Admission System Data

Discovery of Association Rules from University Admission System Data

Abdul Fattah Mashat, Mohammed M.Fouad, Philip S. Yu, Tarek F. Gharib

Статья научная

Association rules discovery is one of the vital data mining techniques. Currently there is an increasing interest in data mining and educational systems, making educational data mining (EDM) as a new growing research community. In this paper, we present a model for association rules discovery from King Abdulaziz University (KAU) admission system data. The main objective is to extract the rules and relations between admission system attributes for better analysis. The model utilizes an apriori algorithm for association rule mining. Detailed analysis and interpretation of the experimental results is presented with respect to admission office perspective.

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Discrete Model of Commensalism Between Two Species

Discrete Model of Commensalism Between Two Species

B. Hari Prasad, N. Ch. Pattabhi Ramacharyulu

Статья научная

This paper deals with an investigation on discrete model of host commensal pair. The model comprises of a commensal (S1), a host (S2) that benefit S1, without getting effected either positively or adversely. The model is characterized by a couple of first order non-linear ordinary differential equations. In all, four equilibrium points of the model would exist and their stability criteria is discussed. The model would be stable if each of the eigen values is numerically less than one. Further the growth rates of the species are numerically estimated using Runge-Kutta fourth order scheme.

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