Ontology is generally defined as an explicit specification of conceptualization which involves the exploration of concepts and its relationships in the domain of interest. Ontology is used to share knowledge across semantic web services, agents and information systems. Therefore the ontology engineer should follow a methodology during the ontology construction to ensure its reliability. This paper presents ontology building methodologies such as Uschold and king [3], Viral Hepatitis Ontology design Methodology [4] and Amaya Berneras et al [9].Moreover the paper presents Rheumatoid and Osteoarthritis ontologies which belong to the medical domain and a proposal for a new methodology applied to build the two medical ontologies. What distinguishes the proposed methodology is the execution of knowledge representation which involves the use of conceptualization and inference rules.
Ontology matching is generally defined as the process of finding correspondences between entities of different ontologies. It can help the data integration between autonomous agents, web services composition, and P2P information sharing. This process is applied through the use of ontology matching tools which use one or more ontology matching techniques. This paper presents tools which have been published in this field, such as Prompt [7], Smatch [5] and Ontobuilder [16]. Moreover the paper illustrates the drawbacks of these tools. New two tools are proposed to handle these drawbacks. The new proposed and other tools are tested using GlycO [8]and EnzyO[10] in the biochemistry field, Osteoarthritis and Rheumatoid in the medical field.
With the emergence of the Internet, e-learning has increasingly become the promising solution that continues to grow day after day. Considering students' perception toward e-learning is important in successful development of e-learning in higher education, since attitude of user towards application of information technology is one of the most effective factors. This paper examines perception of virtual students' attitudes towards e-learning in Egypt. Descriptive and inferential statistics were used to analyze the data using SPSS Win13. Questionnaires received were analyzed, putting the students' perceptions in relation to gender, age, knowledge of computers and attitudes to advantages and disadvantages of e-learning. Results showed that students have positive perception to elearning. Liner regression analysis indicated that 68% of variation in virtual students' perceptions of e-learning was determined by the four variables of: Students' assessment about competency of e-learning, access to internet, computer and internet usage and assessment of current higher education system's shortcomings.
With gamification, design elements known from games can be used in several ways; Businesses have begun to use gamification to enhance profitability, staff have turned work into a game in order to reduce the monotony, serious applications like work and education are being started using mechanisms borrowed from game design, by adding elements from games into non-game e-learning applications. This study aims to identi how the elements of gamification affect user experience and increase their engagement with registered subjects. Through a dynamic question selection approach based on'the gamification tactics, the real exams of a number of students showed the improvement of their knowledge acquisition by 55% over the traditional examination approaches.
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