13 resultados para software as teaching tool

em Bulgarian Digital Mathematics Library at IMI-BAS


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Improvement of training students using modern information technologies, like collective developing teaching computer software, is discussed. Organizational, technical, technological advices are given. Experience of using information technologies in educational course “Decision Theory” is described.

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The article presents a new type of logs merging tool for multiple blade telecommunication systems based on the development of a new approach. The introduction of the new logs merging tool (the Log Merger) can help engineers to build a processes behavior timeline with a flexible system of information structuring used to assess the changes in the analyzed system. This logs merging system based on the experts experience and their analytical skills generates a knowledge base which could be advantageous in further decision-making expert system development. This paper proposes and discusses the design and implementation of the Log Merger, its architecture, multi-board analysis of capability and application areas. The paper also presents possible ways of further tool improvement e.g. - to extend its functionality and cover additional system platforms. The possibility to add an analysis module for further expert system development is also considered.

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Красимир Манев, Милослав Средков, Петър Армянов - Състезателните системи (СС) са незаменимо средство за организация на състезания по програмиране. Напоследък СС се използват и в обучението по програмиране. В статията е предложена платформа, която да интегрира възможностите на СС, създадени или използвани от авторите. Целта е изграждането на проста и ефективна среда за обучение по програмиране, подпомагаща учебния процес. Специфицирани са основните елементи на платформата, като резултат от предходно изследване, и една нейна възможна архитектура.

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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.

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The current INFRAWEBS European research project aims at developing ICT framework enabling software and service providers to generate and establish open and extensible development platforms for Web Service applications. One of the concrete project objectives is developing a full-life-cycle software toolset for creating and maintaining Semantic Web Services (SWSs) supporting specific applications based on Web Service Modelling Ontology (WSMO) framework. According to WSMO, functional and behavioural descriptions of a SWS may be represented by means of complex logical expressions (axioms). The paper describes a specialized userfriendly tool for constructing and editing such axioms – INFRAWEBS Axiom Editor. After discussing the main design principles of the Editor, its functional architecture is briefly presented. The tool is implemented in Eclipse Graphical Environment Framework and Eclipse Rich Client Platform.

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Whether distance learning spells the end of traditional campuses, as some maintain, or whether distance learning instead represents a powerful addition to a growing array of delivery options for higher education, its impact on higher education is great and growing. Distance learning is creating alternative models of teaching and learning, new job descriptions for faculty, and new types of higher education providers. The advent of Distance and Distributed Learning has raised numerous questions about quality and quality assurance: ² How do established distance learning institutions ensure quality? ² What more needs to be done? ² How do quality assurance agencies view the distinction between on- and off-campus teaching and learning? This talk discusses these issues from the viewpoints of funding organisa- tion, quality assurance agencies and the learners.

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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.

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The paper presents results from the development of a methodology and corresponding software tools for building an academic repository. The repository was filled up with gaming material. The repository architecture and key features of the search engine are discussed. The emphasis falls on solutions of the large set of problems concerning the development of proper mechanisms for semantics-based search in a digital repository.

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ACM Computing Classification System (1998): J.2.

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Джурджица Такачи - В доклада се разглеждат дидактически подходи за решаване на задачи, упражнения и доказване на теореми с използване на динамичен софтуер, по-специално – с вече широко разпространената система GeoGebra. Въз основа на концепция-та на Пойа се анализира използването на GeoGebra като когнитивно средство за решаване на задачи и за обсъждане на техни възможни обобщения.

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Report published in the Proceedings of the National Conference on "Education in the Information Society", Plovdiv, May, 2013

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The purpose of the work is to claim that engineers can be motivated to study statistical concepts by using the applications in their experience connected with Statistical ideas. The main idea is to choose a data from the manufacturing factility (for example, output from CMM machine) and explain that even if the parts used do not meet exact specifications they are used in production. By graphing the data one can show that the error is random but follows a distribution, that is, there is regularily in the data in statistical sense. As the error distribution is continuous, we advocate that the concept of randomness be introducted starting with continuous random variables with probabilities connected with areas under the density. The discrete random variables are then introduced in terms of decision connected with size of the errors before generalizing to abstract concept of probability. Using software, they can then be motivated to study statistical analysis of the data they encounter and the use of this analysis to make engineering and management decisions.

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Software product line modeling aims at capturing a set of software products in an economic yet meaningful way. We introduce a class of variability models that capture the sharing between the software artifacts forming the products of a software product line (SPL) in a hierarchical fashion, in terms of commonalities and orthogonalities. Such models are useful when analyzing and verifying all products of an SPL, since they provide a scheme for divide-and-conquer-style decomposition of the analysis or verification problem at hand. We define an abstract class of SPLs for which variability models can be constructed that are optimal w.r.t. the chosen representation of sharing. We show how the constructed models can be fed into a previously developed algorithmic technique for compositional verification of control-flow temporal safety properties, so that the properties to be verified are iteratively decomposed into simpler ones over orthogonal parts of the SPL, and are not re-verified over the shared parts. We provide tool support for our technique, and evaluate our tool on a small but realistic SPL of cash desks.