700 resultados para Computer Uses in Education


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Open Access -liike pyrkii vapauttamaan tieteellisen tiedon kaupallisuuden rajoitteista edesauttamalla artikkeleiden rinnakkaisversioiden avointa ja esteetöntä verkkotallennusta. Sen mahdollistamiseksi verkkoon perustetaan julkaisuarkistoja, joiden toiminta-ajatuksena on säilöä taustayhteisönsä tieteellinen tuotanto avoimesti ja keskitetysti yhteen paikkaan. Avoimen lähdekoodin arkistosovellukset jakavat sisältönsä OAI-protokollan avulla ja muodostavat näin globaalin virtuaalisen tietoverkon. Suurten tietomäärien käsittelyssä on huomioitava erityisesti kuvailutiedon rooli tehokkaiden hakujen toteuttamisessa sekä tiedon yksilöiminen verkossa erilaisten pysyvien tunnisteiden, kuten Handle:n tai URN:n avulla. Tieteellisen tiedon avoimella saatavuudella on merkittävä vaikutus myös oppimisen näkökulmasta. Julkaisuarkistot tarjoavat oppimateriaalin lisäksi uusia mahdollisuuksia julkaisukanavan ja oppimisymp äristön integroimiseen. Työssä esitellään avoimen saatavuuden keskeisiä teemoja sekä sen käytännön toteutusta varten kehitettyjä teknisiä ratkaisuja. Näiden pohjalta toteutetaan Meilahden kampuksen avoin julkaisuarkisto. Työssä pohditaan myös julkaisuarkistojen soveltuvuutta oppimisprosessin tukemiseen tutkivan- ja sulautuvan oppimisen viitekehyksessä. ACM Computing Classification System (CCS): H.3 [INFORMATION STORAGE AND RETRIEVAL], H.3.7 [Digital Libraries], H.3.3 [Information Search and Retrieval], H.3.5 [Online Information Services], K.3 [COMPUTERS AND EDUCATION], K.3.1 [Computer Uses in Education]

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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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В статье рассматривается проблема повышения эффективности обучения студентов. Для ее решения предлагается расширить функциональные возможности традиционной системы обучения за счет использования тренинговых методов, основанных на привлечении ресурсов информационно-коммуникационных технологий. Выделены критерии оценки дидактической эффективности интеграции новых элементов в традиционную систему обучения.

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В статье рассматриваются вопросы активизации учебно-познавательной деятельности студентов на лекционных занятиях. Предложена интегративная структура мультимедийной обучающей системы лекционного курса электротехнической дисциплины.

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В статье описываются вопросы интеграции системы моделирования пользователя и адаптивной обучающей системы. Основу адаптивной обучающей системы составляет технология LOM, реализующая управление обучающими объектами и поддержанная инструментом VITA-II. Ключевой компонентой процесса адаптации является модель обучающегося. Построение модели производится при помощи инструмента моделирования пользователя Trivium. Задача заключается в интеграции двух средств поддержания адаптивного дистанционного обучения. Кратко рассматриваются архитектуры инструментов VITA-II и Trivium. Рассматривается схема их взаимодействия и возможности интеграции.

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Рассматриваются вопросы, связанные с применением тестирования для создания обучающих программ с учетом типа личности пользователей е-learning системами.

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Сегодня, когда Россия переходит на новый уровень жизни, вопросы модернизации образования, образовательных программ и систем стоят особо остро. СПбГЭТУ «ЛЭТИ» несет на себе полную ответственность за все инновации, внедряемые в университете, так как мы являемся одним из 60-ти ВУЗов страны, принимающих участие в Инновационной Образовательной Программе (ИОП). Многие организации и университеты волнуют вопросы, связанные с созданием ЭУМП. Статья посвящена этой теме, причем особое внимание уделяется оформлению ЭУМП.

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В статье рассматривается сценарный подход для определения количественной оценки эргономичности интерфейса обучающих систем. Описаны метод декомпозиции и метод сценарной композиции.

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The process of training is the most difficult for effective realization through information technologies. Is suggested the methods for the most complete implementation of original techniques of material description, ensuring versatility of development environment and functioning of interactive systems of training process. The given technology requires as the exact description of teaching model, as application of modern methods of development intelligent skills.

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Neste atual cenário mundial, em que as mudanças acontecem em uma velocidade espantosa, novos desafios, novas tecnologias e novos atores aparecem e participam ativamente dessas mudanças. Esta pesquisa apresenta exatamente um desses novos atores, as crianças, as quais interagem cada vez mais cedo com essa diversidade tecnológica. A participação das crianças nesse cenário passa a ser mais ativa quando as mesmas começam a aprender linguagem de programação através de ambientes computacionais. Esses ambientes são avaliados através de sua metacomunicação com aplicação de métodos da Engenharia Semiótica. Assim, a pesquisa tenta compreender e avaliar o processo de metacomunicação usuário-sistema e a contribuição do mesmo no processo de aprendizagem infantil. Com o objetivo de verificarmos essas ocorrências de rupturas entre o ambiente de programação Scratch e seu público-alvo específico, aplicamos a metodologia denominada MAC – Método de Avaliação da Comunicabilidade –, uma técnica conhecida pela Engenharia Semiótica desde 1999. Diversos resultados foram percebidos, porém um merece destaque especial, em que percebemos que as mensagens foram, em sua maioria, identificadas e interpretadas pelos usuários finais. Por outro lado, ocorreram rupturas de comunicação em todos os voluntários, mesmo para aqueles que concluíram todas as tarefas.

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Aim: In 2013 QUT introduced the Medical Imaging Training Immersive Environment (MITIE) as a virtual reality (VR) platform that allowed students to practice general radiography. The system software has been expanded to now include C-Arm. The aim of this project was to investigate the use of this technology in the pedagogy of undergraduate medical imaging students who have limited to no experience in the use of the C-Arm clinically. Method: The Medical Imaging Training Immersive Environment (MITIE) application provides students with realistic and fully interactive 3D models of C-Arm equipment. As with VR initiatives in other health disciplines (1–2) the software mimics clinical practice as much as possible and uses 3D technology to enhance 3D spatial awareness and realism. The application allows students to set up and expose a virtual patient in a 3D environment as well as creating the resultant “image” for comparison with a gold standard. Automated feedback highlights ways for the student to improve their patient positioning, equipment setup or exposure factors. The students' equipment knowledge was tested using an on line assessment quiz and surveys provided information on the students' pre-clinical confidence scale, with post-clinical data comparisons. Ethical approval for the project was provided by the university ethics panel. Results: This study is currently under way and this paper will present analysis of initial student feedback relating to the perceived value of the application for confidence in a high risk environment (i.e. operating theatre) and related clinical skills development. Further in-depth evaluation is ongoing with full results to be presented. Conclusion: MITIE C-Arm has a development role to play in the pre-clinical skills training for Medical Radiation Science students. It will augment their theoretical understanding prior to their clinical experience. References 1. Bridge P, Appleyard R, Ward J, Phillips R, Beavis A. The development and evaluation of a virtual radiotherapy treatment machine using an immersive visualisation environment. Computers and Education 2007; 49(2): 481–494. 2. Gunn T, Berry C, Bridge P et al. 3D Virtual Radiography: Development and Initial Feedback. Paper presented at the 10th Annual Scientific Meeting of Medical Imaging and Radiation Therapy, March 2013 Hobart, Tasmania.

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The process of making replicas of heritage has traditionally been developed by public agencies, corporations and museums and is not commonly used in schools. Currently there are technologies that allow creating cheap replicas. The new 3D reconstruction software, based on photographs and low cost 3D printers allow to make replicas at a cost much lower than traditional. This article describes the process of creating replicas of the sculpture Goslar Warrior of artist Henry Moore, located in Santa Cruz de Tenerife. To make this process, first, a digital model have been created using Autodesk Recap 360, Autodesk 123D Catch and Autodesk Meshmixer MarkerBot MakerWare applications. Physical replication, has been reproduced in polylactic acid (PLA) by MakerBot Replicator 2 3D printer. In addition, a cost analysis using, in one hand, the printer mentioned, and in the other hand, 3D printing services both online and local, is included. Finally, there has been a specific action with 141 students and 12 high school teachers, who filled a questionnary about the use of sculptural replicas in education.