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根据非形式化方法,构造了三维引擎的软件体系结构模型。3D引擎模型由物理视图、进程视图、开发视图和逻辑视图组成,重点描述了逻辑视图中的3个层次:引擎层、系统层与游戏层,最后对模型的应用作了阐述。  相似文献   

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Aimed at contributing to the literature related to inclusive educational research in the context of a developing country, this article looks at the power relations between researchers and the researched by critically analysing the approaches and methods used. Drawing on the author’s personal experience conducting research with people with disabilities in Cambodia, it has been argued that researchers’ self-consciousness of their privileges vis-à-vis the researched with disabilities in the knowledge production process alone does not ensure that their research is ethical, unless actions are taken to address those power differences. This, the article argues, may be somewhat impractical in certain contexts due to resource and institutional constraints. The article also draws attention to some context-specific issues in Cambodia that may lead researchers to unconsciously ignore the knowledge and experiences of people with disabilities in the process of conducting research on inclusive education.  相似文献   

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Curriculum reforms have led to discursive and organizational changes in Argentina. These reforms have reshaped school knowledge and institutional patterns of school administration. We analyse the process of this 'curriculum reterritorialization', the contradictions and displacements it produces, and the hybrid products that result from it. Reterritorialization is traced through four interrelated movements: the hybridization of discourses; the design of new maps of relations between the centre and the periphery of the educational system; the new 'regime of truth' that emerges out of these changes; and the role of the intellectual in educational reform. Although they are different in scope and magnitude, these movements provide the tools required to analyse the many ways in which curriculum reform is transforming Argentina's educational experiences.  相似文献   

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教务管理系统信息化的实现   总被引:5,自引:0,他引:5  
教务管理系统软件开发的必要性及其使用中对教学管理效率的提高.C/S模式和B/S模式结合的理念.界面设计要简捷,方便,可靠.数据库用户访问安全性讨论.  相似文献   

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In this article, special attention is paid to psychologists’ experiences of learning trajectories in educational counseling. The data consists of two case studies. They were selected from a total of 15 interviews with psychologists conducted as part of a research project on ‘Changing Practices in Educational Psychological Practice (CPEPP) in Denmark’. The article analyses learning trajectories along what we refer to as the clinical versus the educational track in educational psychological practice. Learning trajectories are examples of how individuals combine and connect learning across both time and different places of work, formal education and further education. The clinical and the educational learning trajectories are analysed in relation to the psychologists’ previous educational and present work experience within a context of very substantial organizational change. A general theme of the article is therefore that learning should be analysed over (1) time, past–present–future over the course of a person's life; and (2) place, across contexts of activity and communities of practice with different and overlapping goals, values and rules. In this respect continued learning entails negotiating and coming to terms with a professional identity across time and space.  相似文献   

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Rejecting traditional checklist approaches to software selection, this paper discusses an approach emphasising classroom use of software over technical attributes. It proposes a way of thinking about software (the perspectives interactions paradigm) that takes the perspectives of the student, the teacher and the designer and uses interactions between pairs of these perspectives to generate broad questions and more specific issues to be considered when software is being assessed for purchase or classroom use. Some example packages are assessed using the paradigm for several different educational contexts, illustrating that this approach raises issues of classroom interactions and learning processes. These issues go beyond, and are more important for selection decisions than those generally considered with a checklist of software attributes.  相似文献   

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This paper adopts an historical perspective to view the development of business gaming software in the United Kingdom. It argues that, given its use and evolution over three decades, studying this particular software type can generate insights that can be transferred to educational software in general. It also highlights the extent of user-developed software and the accompanying impact on the availability of technology to the user.  相似文献   

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Semiotics has recently been used to support formalisms for software design. On the other hand, every program has a certain educational potential as it exposes the user to a world of entities with which to interact. In this paper, we present a group of semiotic principles for software design and use them to show how they explain different educational possibilities. Our approach is illustrated by Theatre in the Computer: a software environment for children to experience the theatre.  相似文献   

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为回应当今社会领域里出现的全球性的经济技术合作、信息革命、世界性的反恐怖主义等现象,使社会政治、经济、文化、教育、生活领域里产生较大变化,教育必须变革自身,破除传统的独白教育观念,树立对话观念.  相似文献   

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Abstract While human resource development (HRD) practioners are interested in learning style, there has been relatively little empirical research in work settings. This paper reviews the research on the interaction effect of learning style and the learning style orientation of the learning environment on learning outcomes, and discusses how the findings from educational research can inform training and development practice. The need for more research in work settings is discussed and the dearth of valid and reliable measures of cognitive (learning) style that can be easily administered to employees is considered as a factor which may have inhibited research The advantages and disadvantages of a number of measures that could be used in work settings are discussed.  相似文献   

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三维动画软件MAYA教学改革探索   总被引:1,自引:0,他引:1  
在高职动漫专业人才培养过程中,熟练掌握MAYA软件是重要的培养目标。这涉及到多个相关课程模块的教学任务。该文从开发动画片的工作过程出发,结合自身教学实践,提出以完整动画项目贯穿多门课程教学的项目教学法,以提高实践能力的培养。并在教学方法、教学手段等方面进行一系列的探索。  相似文献   

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以SpiderGL项目为基础,构建了一个无需插件安装的、具有Web3D交互能力的三维虚拟实验教学平台。该平台能给用户提供强烈的沉浸感,并具有良好的双向交互性、可扩展性以及安全可靠性。  相似文献   

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This paper describes an integrated authoring environment, AIDA (Ambiente Integrado de Desenvolvimento de Aplicações educacionais). It is an open tool, giving the author a high degree of freedom both in package characteristics and design methodologies used. This environment integrates several modules. The core of the design module is a prototyping tool, allowing the creation of evolutionary prototypes. These prototypes can include several types of multimedia components and can be used as part of the final package. The AIDA environment also includes other options that support evaluation, learning materials re-use, communication between authoring team members and translation and cultural adaptation of packages to work in different environments. An experimental version of this authoring environment was implemented and the results of its evaluation are encouraging. In this paper we also present an example of a package created with the AIDA authoring environment.  相似文献   

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Three-dimensional (3D) virtual worlds are a new technology that holds some promise as constructivist learning environments for distance education. This investigation presents an evaluative case study of the pedagogical implications of using one 3D virtual world, Active Worlds, for synchronous distance education. The research design for this qualitative study focuses on the pedagogical affordances and constraints. Methods employed in the data collection include participatory observations, class logs, and formal and informal interviews with the instructor of a synchronous distance learning course offered through Active Worlds University. Findings reveal that although Active Worlds provides tools that support constructivist learning environments, the affordances and constraints of the tools (discourse, experiential, and resource) may, to varying degrees, impact the pragmatic use of this medium. While this initial investigation reveals that this technology supports constructivist learning environments, more research needs to be conducted to fully explore the potential of 3D virtual worlds as both distance and traditional classroom learning environments.  相似文献   

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