835 resultados para Computer Learning
Resumo:
This paper reports findings of a two year study concerning the development and implementation of a general-purpose computer-based assessment (CBA) system at a UK University. Data gathering took place over a period of nineteen months, involving a number of formative and summative assessments. Approximately 1,000 students, drawn from undergraduate courses, were involved in the exercise. The techniques used in gathering data included questionnaires, observation, interviews and an analysis of student scores in both conventional examinations and computer-based assessments. Comparisons with conventional assessment methods suggest that the use of CBA techniques may improve the overall performance of students. However it is clear that the technique must not be seen as a "quick fix" for problems such as rising student numbers. If one accepts that current systems test only a relatively narrow range of skills, then the hasty implementation of CBA systems will result in a distorted and inaccurate view of student performance. In turn, this may serve to reduce the overall quality of courses and - ultimately - detract from the student learning experience. On the other hand, if one adopts a considered and methodical approach to computer-based assessment, positive benefits might include increased efficiency and quality, leading to improved student learning.
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For a very large number of adults, tasks such as reading. understanding, and using everyday items are a challenge. Although many community-based organizations offer resources and support for adults with limited literacy skills. current programs have difficulty reaching and retaining those that would benefit most. In this paper we present the findings of an exploratory study aimed at investigating how a technological solution that addresses these challenges is received and adopted by adult learners. For this, we have developed a mobile application to support literacy programs and to assist low-literacy adults in today's information-centric society. ALEX© (Adult Literacy support application for Experiential learning) is a mobile language assistant that is designed to be used both in the classroom and in daily life in order to help low-literacy adults become increasingly literate and independent. Through a long-term study with adult learners we show that such a solution complements literacy programs by increasing users' motivation and interest in learning, and raising their confidence levels both in their education pursuits and in facing the challenges of their daily lives.
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Context traditionally has been regarded in vision research as a determinant for the interpretation of sensory information on the basis of previously acquired knowledge. Here we propose a novel, complementary perspective by showing that context also specifically affects visual category learning. In two experiments involving sets of Compound Gabor patterns we explored how context, as given by the stimulus set to be learned, affects the internal representation of pattern categories. In Experiment 1, we changed the (local) context of the individual signal classes by changing the configuration of the learning set. In Experiment 2, we varied the (global) context of a fixed class configuration by changing the degree of signal accentuation. Generalization performance was assessed in terms of the ability to recognize contrast-inverted versions of the learning patterns. Both contextual variations yielded distinct effects on learning and generalization thus indicating a change in internal category representation. Computer simulations suggest that the latter is related to changes in the set of attributes underlying the production rules of the categories. The implications of these findings for phenomena of contrast (in)variance in visual perception are discussed.
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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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E-learning means learning via electronic means and is therefore an all-embracing term covering learning via an electronic device. The "expectations" and "realities" for each of the delivery mechanisms within the electronic arena vary greatly for not just the learners themselves, but also the site providers. Because of this, each of these learning systems has vastly different design principles, which is not always understood by those unfamiliar with technology. What is appropriate for a CD-ROM off-line system is generally inappropriate for an on- line internet system. So when designing an e-learning system it is important to understand how the information is to be accessed by the learner. This paper will identify and suggest some ways to avoid e-learning's pitfalls and reap its rewards.
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An approach to a specialized website creation – club of distance courses authors – on the basis of Virtual Learning Space “Web-Class KhPI” is implemented and suggested in the article.
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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.
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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 paper has been presented at the International Conference Pioneers of Bulgarian Mathematics, Dedicated to Nikola Obreshko ff and Lubomir Tschakaloff , Sofi a, July, 2006.
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In recent years, learning word vector representations has attracted much interest in Natural Language Processing. Word representations or embeddings learned using unsupervised methods help addressing the problem of traditional bag-of-word approaches which fail to capture contextual semantics. In this paper we go beyond the vector representations at the word level and propose a novel framework that learns higher-level feature representations of n-grams, phrases and sentences using a deep neural network built from stacked Convolutional Restricted Boltzmann Machines (CRBMs). These representations have been shown to map syntactically and semantically related n-grams to closeby locations in the hidden feature space. We have experimented to additionally incorporate these higher-level features into supervised classifier training for two sentiment analysis tasks: subjectivity classification and sentiment classification. Our results have demonstrated the success of our proposed framework with 4% improvement in accuracy observed for subjectivity classification and improved the results achieved for sentiment classification over models trained without our higher level features.
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Results of numerical experiments are introduced. Experiments were carried out by means of computer simulation on olfactory bulb for the purpose of checking of thinking mechanisms conceptual model, introduced in [2]. Key role of quasisymbol neurons in processes of pattern identification, existence of mental view, functions of cyclic connections between symbol and quasisymbol neurons as short-term memory, important role of synaptic plasticity in learning processes are confirmed numerically. Correctness of fundamental ideas put in base of conceptual model is confirmed on olfactory bulb at quantitative level.
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Main styles, or paradigms of programming – imperative, functional, logic, and object-oriented – are shortly described and compared, and corresponding programming techniques are outlined. Programming languages are classified in accordance with the main style and techniques supported. It is argued that profound education in computer science should include learning base programming techniques of all main programming paradigms.
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* The work is partially suported by Russian Foundation for Basic Studies (grant 02-01-00466).
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In this work we suggest the technology of creation of intelligent tutoring systems which are oriented to teach knowledge. It is supposed the acquisition of expert’s knowledge by using of the Formal Concept Analysis method, then construction the test questions which are used for verification of the pupil's knowledge with the expert’s knowledge. Then the further tutoring strategy is generated by the results of this verification.
Resumo:
The various questions of creation of integrated development environment for computer training systems are considered in the given paper. The information technologies that can be used for creation of the integrated development environment are described. The different didactic aspects of realization of such systems are analyzed. The ways to improve the efficiency and quality of learning process with computer training systems for distance education are pointed.