19 resultados para interactive learning environments
em Bulgarian Digital Mathematics Library at IMI-BAS
Resumo:
E-learning is supposing an innovation in teaching, raising from the development of new technologies. It is based in a set of educational resources, including, among others, multimedia or interactive contents accessible through Internet or Intranet networks. A whole spectrum of tools and services support e-learning, some of them include auto-evaluation and automated correction of test-like exercises, however, this sort of exercises are very constrained because of its nature: fixed contents and correct answers suppose a limit in the way teachers may evaluation students. In this paper we propose a new engine that allows validating complex exercises in the area of Data Structures and Algorithms. Correct solutions to exercises do not rely only in how good the execution of the code is, or if the results are same as expected. A set of criteria on algorithm complexity or correctness in the use of the data structures are required. The engine presented in this work covers a wide set of exercises with these characteristics allowing teachers to establish the set of requirements for a solution, and students to obtain a measure on the quality of their solution in the same terms that are later required for exams.
Resumo:
Possibilities for using semantic parsing to estimate the correspondence of text materials to teaching aims, correspondence of test task to theoretical materials and other problems arising during the distance course designing and educational process itself in e-learning environments.
Resumo:
The paper explores the functionalities of eight start pages and considers their usefulness when used as a mashable platform for deployment of personal learning environments (PLE) for self-organized learners. The Web 2.0 effects and eLearning 2.0 strategies are examined from the point of view of how they influence the methods of gathering and capturing data, information and knowledge, and the learning process. Mashup technology is studied in order to see what kind of components can be used in PLE realization. A model of a PLE for self-organized learners is developed and it is used to prototype a personal learning and research environment in the start pages Netvibes, Pageflakes and iGoogle.
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, 2016
Resumo:
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2016
Resumo:
eLearning at universities is taking an increasingly larger part of academic teaching methodologies. In part this is caused by different pedagogical concepts behind interactive learning system, in part it is because of larger numbers of students that can be reached within one given course and, most important, actively integrated into the teaching process. We present here the development of a novel concept of teaching, allowing students to explore theoretical and experimental aspects of act of magnetic field on moving charge through real experiments and simulation. This problem is not only part of the basic education of physics students, but also element of the academic education of almost all engineers.
Resumo:
Experiences from a German-Ukrainian project for the joint development of dynamic learning environments are reported. General methodological and technological aspects are discussed as well as special items arising from the cross-cultural collaboration.
Resumo:
This paper describes an approach to a computer-based learning of educational material. We define a model for the class of subjects of our interest - teaching of investigation and prevention of computer crimes, (those including both theoretical and practical issues). From this model, specific content outlines can be derived as subclasses and then instanced into actual domains. The last step consists in generating interactive documents, which use the instanced domain. Students can explore these documents through a web browser. Thus, an interactive learning scenario is created. This approach allows reusing and adapting the contents to a variety of situations, students and teaching purposes.
Resumo:
An adaptive learning technology embedded in e-learning environments ensures choice of the structure, content, and activities for each individual learner according to the teaching team’s domain and didactic knowledge and skills. In this paper a computer-based scenario for application of an adaptive navigation technology is proposed and demonstrated on an example course topic.
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:
The proliferation of course management systems (CMS) in the last decade stimulated educators in establishing novel active e-learning practices. Only a few of these practices, however, have been systematically described and published as pedagogic patterns. The lack of formal patterns is an obstacle to the systematic reuse of beneficial active e-learning experiences. This paper aims to partially fill the void by offering a collection of active e-learning patterns that are derived from our continuous course design experience in standard CMS environments, such as Moodle and Black-board. Our technical focus is on active e-learning patterns that can boost student interest in computing-related fields and increase student enrolment in computing-related courses. Members of the international e-learning community can benefit from active e-learning patterns by applying them in the design of new CMS-based courses – in computing and other technical fields.
Resumo:
Publication describes the author’s experience in the development of illustrative dynamic materials for eLearning courses. The presented illustrations offer multiply interactive possibilities for a student and powerful flexibility in creating theoretical or control pages for a teacher. Both specialized and universal ways for illuminating of educational materials are discussed. All interactive dynamic illustrations are realized as Java applets, although it is emphasized, that basic ideas are helpful for any other similar technology.
Resumo:
At present in the educational process of electrical engineering disciplines electronic learning program, providing control over reproductive educational-cognitive activity (the decision of standard problems) and universal modeling program systems, for instance Electronics Workbench, giving a chance of organizing productive, in particular research activity are basically used. However universal modeling program systems can not provide auto control over educational-cognitive activity because of the absence of the feedback with students. The combined didactic interactive program system, providing the closed directed auto control over both the reproductive and productive heuristic educational-cognitive activity of the student is offered.
Resumo:
An eMathTeacher [Sánchez-Torrubia 2007a] is an eLearning on line self assessment tool that help students to active learning math algorithms by themselves, correcting their mistakes and providing them with clues to find the right solution. The tool presented in this paper is an example of this new concept on Computer Aided Instruction (CAI) resources and has been implemented as a Java applet and designed as an auxiliary instrument for both classroom teaching and individual practicing of Fleury’s algorithm. This tool, included within a set of eMathTeacher tools, has been designed as educational complement of Graph Algorithm active learning for first course students. Its characteristics of visualization, simplicity and interactivity, make this tutorial a great value pedagogical instrument.