16 resultados para inquiry-based learning
em Bulgarian Digital Mathematics Library at IMI-BAS
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015
Resumo:
Дагмар Рааб Математиката е вълнуваща и забавна. Можем ли да убедим учениците, че това може да стане действителност. Задачите са най-важните инструменти за учителите по математика, когато планират уроците си. Планът трябва да съдържа идеи как да се очертае и как да се жалонира пътят, по който учениците ще стигнат до решението на дадена задача. Учителите не трябва да очакват от учениците си просто да кажат кой е отговорът на задачата, а да ги увлекат в процеса на решаване с подходящи въпроси. Ролята на учителя е да помогне на учениците • да бъдат активни и резултатни при решаването на задачи; • самите те да поставят задачи; • да модифицират задачи; • да откриват закономерности; • да изготвят стратегии за решаване на задачи; • да откриват и изследват различни начини за решаване на задачи; • да намират смислена връзка между математическите си знания и проблеми от ежедневието. В доклада са представени избрани и вече експериментирани примери за това как учители и ученици могат да намерят подходящ път към нов тип преживявания в преподаването и изучаването на училищната математика.
Resumo:
Petar Kenderov The paper considers the participation of the Institute of Mathematics and Informatics at the Bulgarian Academy of Sciences, into two European projects, InnoMathEd and Fibonacci. Both projects address substantial innovations in mathematics education and their dissemination on European level. Inquiry based learning is the central focus of the two projects. A special emphasis is paid on the outcomes of the projects in terms of didactic concepts, pedagogical methodologies and innovative learning environments aimed at pupils’ active, self-responsible and exploratory learning.
Resumo:
Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2012
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2014
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2016
Resumo:
This article describes the approach adopted and the results obtained by the international team developing WBLST (Web Based Learning in Sciences and Technologies) a Web-based application for e-learning, developed for the students of “UVPL: Université Virtuelle des Pays de la Loire”. The developed e-learning system covers three levels of learning activities - content, exercises, and laboratory. The delivery model is designed to operate with domain concepts as relevant providers of semantic links. The aim is to facilitate the overview and to help the establishment of a mental map of the learning material. The implemented system is strongly based on the organization of the instruction in virtual classes. The obtained quality of the system is evaluated on the bases of feedback form students and professors.
Resumo:
In recent years Web has become mainstream medium for communication and information dissemination. This paper presents approaches and methods for adaptive learning implementation, which are used in some contemporary web-interfaced Learning Management Systems (LMSs). The problem is not how to create electronic learning materials, but how to locate and utilize the available information in personalized way. Different attitudes to personalization are briefly described in section 1. The real personalization requires a user profile containing information about preferences, aims, and educational history to be stored and used by the system. These issues are considered in section 2. A method for development and design of adaptive learning content in terms of learning strategy system support is represented in section 3. Section 4 includes a set of innovative personalization services that are suggested by several very important research projects (SeLeNe project, ELENA project, etc.) dated from the last few years. This section also describes a model for role- and competency-based learning customization that uses Web Services approach. The last part presents how personalization techniques are implemented in Learning Grid-driven applications.
Resumo:
It is presented a research on the application of a collaborative learning and authoring during all delivery phases of e-learning programmes or e-courses offered by educational institutions. The possibilities for modelling of an e-project as a specific management process based on planned, dynamically changing or accidentally arising sequences of learning activities, is discussed. New approaches for project-based and collaborative learning and authoring are presented. Special types of test questions are introduced which allow test generation and authoring based on learners’ answers accumulated in the frame of given e-course. Experiments are carried out in an e-learning environment, named BEST.
Resumo:
The paper describes a classification-based learning-oriented interactive method for solving linear multicriteria optimization problems. The method allows the decision makers describe their preferences with greater flexibility, accuracy and reliability. The method is realized in an experimental software system supporting the solution of multicriteria optimization problems.
Resumo:
A concept of educational game for learning programming languages is presented. The idea of learning programming languages and improving programming skills through programming game characters’ behavior is described. The learning course description rules for using in games are suggested. The concept is implemented in a game for learning C# programming language. A common game architecture is modified for using in the educational game. The game engine is built on the base of the graphical engine Ogre3D and extended with game logic. The game has been developed as an industry level commercial product and is planned for sale to educational institutions.
Resumo:
In this paper we present a blended learning scenario for training of students in master program “ICT in primary school” carried out in South-West University “Neofit Rilski”. Our approach is based on “face to face” lectures and seminars, SCORM compatible e-learning content with a lot of simulation demonstrations, trainings and self assessment, group problem based learning. Also we discuss the results of the course and attitude of the participants in the course towards used methods and possibilities of application of e-learning in primary schools.
Resumo:
Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2013
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2015