829 resultados para computer engineering education


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L'execució d'aquest projecte ha volgut reflectir quines són les capacitats professionals més valorades actualment, poder entendre quines són les condicions actuals i reflexionar sobre quina és la cobertura que els plans educatius actuals -en l'àmbit de l'enginyeria informàtica- brinden a aquesta evolució, contribuint amb aquest estudi a l'objectiu general de l'àrea de competències professionals d'apropar el món acadèmic al laboral.

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This paper presents SiMR, a simulator of the Rudimentary Machine designed to be used in a first course of computer architecture of Software Engineering and Computer Engineering programmes. The Rudimentary Machine contains all the basic elements in a RISC computer, and SiMR allows editing, assembling and executing programmes for this processor. SiMR is used at the Universitat Oberta de Catalunya as one of the most important resources in the Virtual Computing Architecture and Organisation Laboratory, since students work at home with the simulator and reports containing their work are automatically generated to be evaluated by lecturers. The results obtained from a survey show that most of the students consider SiMR as a highly necessary or even an indispensable resource to learn the basic concepts about computer architecture.

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Peer-reviewed

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Itsearviointiraportissa kuvataan Lappeenrannan teknillisen yliopiston konetekniikan kandidaatin ja diplomi-insinöörin tutkinto-ohjelmat opetussuunnitelman 2011-2012 mukaisesti. Itsearviointiraportti on tuotettu saksalaisen ASIIN-akkreditointiorganisaation raportointimallin mukaisesti.

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Artikkeli luettavissa osassa: Part 2. - ISBN 9789522163172(PDF). - Liitteenä työpaperi

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Computer Supported Collaborative Learning (CSCL) is a teaching and learning approach which is widely adopted. However there are still some problems can be found when CSCL takes place. Studies show that using game-like mechanics can increase motivation, engagement, as well as modelling behaviors of players. Gamification is a rapid growing trend by applying the same mechanics. It refers to use game design elements in non-game contexts. This thesis is about combining gamification concept and computer supported collaborative learning together in software engineering education field. And finally a gamified prototype system is designed.

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This thesis research was a qualitative case study of a single class of Interdisciplinary Studies: Introduction to Engineering taught in a secondary school. The study endeavoured to explore students' experiences in and perceptions of the course, and to investigate the viability of engineering as an interdisciplinary theme at the secondary school level. Data were collected in the form of student questionnaires, the researcher's observations and reflections, and artefacts representative of students' work. Data analysis was performed by coding textual data and classifying text segments into common themes. The themes that emerged from the data were aligned with facets of interdisciplinary study, including making connections, project-based learning, and student engagement and affective outcomes. The findings of the study showed that students were positive about their experiences in the course, and enjoyed its project-driven nature. Content from mathematics, physics, and technological design was easily integrated under the umbrella of engineering. Students felt that the opportunity to develop problem solving and teamwork skills were two of the most important aspects of the course and could be relevant not only for engineering, but for other disciplines or their day-to-day lives after secondary school. The study concluded that engineering education in secondary school can be a worthwhile experience for a variety of students and not just those intending postsecondary study in engineering. This has implications for the inclusion of engineering in the secondary school curriculum and can inform the practice of curriculum planners at the school, school board, and provincial levels. Suggested directions for further research include classroom-based action research in the areas of technological education, engineering education in secondary school, and interdisciplinary education.

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As the technologies for the fabrication of high quality microarray advances rapidly, quantification of microarray data becomes a major task. Gridding is the first step in the analysis of microarray images for locating the subarrays and individual spots within each subarray. For accurate gridding of high-density microarray images, in the presence of contamination and background noise, precise calculation of parameters is essential. This paper presents an accurate fully automatic gridding method for locating suarrays and individual spots using the intensity projection profile of the most suitable subimage. The method is capable of processing the image without any user intervention and does not demand any input parameters as many other commercial and academic packages. According to results obtained, the accuracy of our algorithm is between 95-100% for microarray images with coefficient of variation less than two. Experimental results show that the method is capable of gridding microarray images with irregular spots, varying surface intensity distribution and with more than 50% contamination

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There are around 150 engineering colleges (ECs) in Kerala under the government, aided and self financing (S.F.) sectors. While the college libraries in the government and aided sectors receive several grants, the libraries of S.F. colleges are solely run by their own funds. The rising costs of scholarly publications and strict AICTE stipulations regarding libraries and their collection, pose great difficulties to the libraries in all sectors in finding adequate budgets to provide quality services. Library cooperation/resource sharing helps to overcome this problem to a considerable extent. The present study analysed the facilities and services of the ECs affiliated to M.G.University, Kerala to identify whether there is a need for resource sharing (RS) among these libraries. The satisfaction of the users with their library resources and services were also ascertained. The study put forward a model for RS and the opinion of the librarians and users regarding the same were collected. Structured questionnaires were used to collect the required data. The study revealed that a wide gap exist between the libraries with respect to their facilities and services and many of the S.F. libraries have better infrastructure when compared to the government and aided college libraries. Majority of the respondents opined that RS is necessary to satisfy their information needs. The model of RS proposed by the study was widely accepted by the librarians and users. Based on the opinions and suggestions of the respondents, the study developed the potential model for resource sharing- the Virtual Resource Sharing Centre (VRSC).

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Despite its young history, Computer Science Education has seen a number of "revolutions". Being a veteran in the field, the author reflects on the many changes he has seen in computing and its teaching. The intent of this personal collection is to point out that most revolutions came unforeseen and that many of the new learning initiatives, despite high financial input, ultimately failed. The author then considers the current revolution (MOOC, inverted lectures, peer instruction, game design) and, based on the lessons learned earlier, argues why video recording is so successful. Given the fact that this is the decade we lost print (papers, printed books, book shops, libraries), the author then conjectures that the impact of the Internet will make this revolution different from previous ones in that most of the changes are irreversible. As a consequence he warns against storming ahead blindly and suggests to conserve - while it is still possible - valuable components of what might soon be called the antebellum age of education.