1. Objectives Classroom of the Future’s (Classroom2.0) equipment design is guided by instructional design theory and innovation ideas. It is comprehensive, simple, and flexible. It provides an interactive and intelligent learning environment through standards, devices, and software development. 2. Research Directions (1) Classroom2.0 standards (2) Single-touch and multi-touch electronic whiteboar...
1. Objectives Other than tracing mouse-click and applying instructional strategy in traditional learning behavior analysis, visual behavior analysis tracks learners’ facial expression and detects leaner’s smile to capture real-time learning status. The intelligent analysis of learner’s visual behavior is supported by computer vision techniques to monitor learners’ emotion change and concentrat...
1. Objectives The SOA (Service-Oriented Architecture) based service and support platform is set up for better practice E-learning in Classroom of the Future. With the help of advanced IT technology and service-oriented methods, the platform offers a round-the-clock and integrative learning environment which supports the application of Blending Learning - "Campus - Community - Home". Other supporte...
1. Objectives In order to meet the requirements of E-learning and build an interactive, networking, visual and intelligent digital classroom, we designed a series of standards, equipment, technology, and resources to build the Classroom of the Future. Theoretically the classroom is based on the innovation and experiment of Blending Learning - "Campus - Community - Home". The classroom employs high...
1. System Architecture There are 9 types of online educational resources including media materials, eitecs, examination papers, courseware and network courseware, literature resources, case studies, FAQs, resource index, and network courses. The platform involves system management, resource management, and databases. Also it includes disciplinary resource management, resource audit, resource distr...
1. Objectives The research mainly discussed the following issues: (1) Build e-learning resource digital copyright model by utilizing educational technology standards and digital rights description language. At the same time not affect resource reuse, share, copyright transfer, utilize, and control. (2) Design a payment-based access control strategy and algorithm according to e-business models, and...
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