2016
DOI: 10.9781/ijimai.2016.4212
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Intelligent e-Learning Systems: An Educational Paradigm Shift

Abstract: -Learning is the long process of transforming information as well as experience into knowledge, skills, attitude and behaviors. To make up the wide gap between the demand of increasing higher education and comparatively limited resources, more and more educational institutes are looking into instructional technology. Use of online resources not only reduces the cost of education but also meet the needs of society. Intelligent e-learning has become one of the important channels to reach out to students exceedin… Show more

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Cited by 15 publications
(11 citation statements)
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“…wearables, smartphones) that can encourage children to perform outdoor exercise. In this sense, some organizations like Youth Sports Trust, highlighting "the need to include wearable technology and gamification in physical education classes in schools" [59]. Furthermore, they said "in order to get children active from a young age, a more holistic approach to PE is needed, one which integrates technology and the delivery of a seamless, intuitive and digitally enhanced form of physical activity" [58].…”
Section: B Technology For Gamification and Games For Pementioning
confidence: 99%
See 1 more Smart Citation
“…wearables, smartphones) that can encourage children to perform outdoor exercise. In this sense, some organizations like Youth Sports Trust, highlighting "the need to include wearable technology and gamification in physical education classes in schools" [59]. Furthermore, they said "in order to get children active from a young age, a more holistic approach to PE is needed, one which integrates technology and the delivery of a seamless, intuitive and digitally enhanced form of physical activity" [58].…”
Section: B Technology For Gamification and Games For Pementioning
confidence: 99%
“…But tracked data on the activities and statistical information cannot be enough to transform this data into knowledge, skills, attitudes and behaviors [59], motivating and enhancing physical activity. Coaching support in physical activity can be an important key of success in PE.…”
Section: B Technology For Gamification and Games For Pementioning
confidence: 99%
“…A number of virtual assistants exist in different domains. A number of rule-based assistants are working in different domains such as counseling [4][5][6][7], prediction [8][9][10], diagnosis [11][12][13][14][15][16][17][18][19], design [20][21]30], e-learning [28][29] and recommendations [31]. Some of the stochastic assistants are Chatbots, question answering systems and assistants like Apple's Siri, Google's Google Assistant, Amazon's Alexa, Microsoft's Cortana and Facebook's M.…”
Section: Introductionmentioning
confidence: 99%
“…The history started with a stand-alone Computer Aided Learning (CAL) and CD-ROM which only provided a set of programmed instructions used for educational purposes. However, such technologies were not able to replace the traditional classroom in which teachers typically consider factors that affect the learning of each student [1]. Therefore, researchers have been studying the adaptation element to be included in CAL system so that the material and the learning session can be personalized to entertain students' heterogeneity [2].…”
Section: Introductionmentioning
confidence: 99%