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1.
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   

2.
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   

3.
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   

4.
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   

5.
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   

6.
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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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   

9.
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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论建构主义学习理论与高校教育教学改革   总被引:1,自引:0,他引:1  
建构主义认为,知识并不是对现实的准确表征,而只是一种解释和假设;学习活动是学习以自己的方式建构自己的理解;学习在学习过程中具有主体地位。建构主义的这些基本观点,对于我们整合高校教学内容、改革高校教学活动、培养学生的主体性和创造性等方面具有许多有益的启示。  相似文献   

12.
Forty-five years of intuitive combinations of audio-visual information have produced only mixed results. This paper proposes a conceptual, case-based method for adding audio to software. This method, unlike the intuitive approach, requires the researcher to assign structural and functional attributes from the SSF Model to specific software activities.  相似文献   

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Michael Crossley 《Prospects》2010,40(4):421-429
The article argues that greater attention should be paid to contextual factors in educational research and international development cooperation. The analysis draws upon principles that underpin socio-cultural approaches to comparative education, a critical analysis of the political economy of contemporary educational research, and recent research experience in small states worldwide.  相似文献   

15.
从Sloodle看三维虚拟学习环境的发展趋势   总被引:2,自引:0,他引:2  
当前教育领域涌现了很多使用基于网络的多用户虚拟环境进行教学的实例,如Active Worlds、Second Life、Wonderland等,这些平台有很好的三维模拟环境,在教学中使用得越来越广泛,但缺乏学习过程记录与支持的功能,有必要将其与现有的教学系统尤其是基于Web的虚拟学习系统整合起来。本文首先简要回顾了教育领域中三维虚拟学习环境的研究现状,然后介绍了当前国际上流行的一个开源三维虚拟学习环境——Sloodle。通过介绍Sloodle中的Web-Intercom、MetaGloss、Choicer、Translator等工具,讨论了使用这种三维虚拟环境与Web技术整合给学习系统带来的挑战和潜力。最后,总结并探讨了三维虚拟学习环境的发展趋势。  相似文献   

16.
This research assessed the value of case study methodology in the design of an educational computer simulation. Three sources of knowledge were compared to assess the value of case study: practitioner and programmer knowledge, disciplinary knowledge, and knowledge obtained from a case study of teacher practice. A retrospective analysis revealed that the case study was the source of 16 out of 23 design decisions and therefore was the most significant influence on the design of the simulation. The case study was particularly effective in sensitizing the design team to the classroom context, identifying common and uncommon teacher practices, revealing unexpected dimensions of interactions in the classroom, and generating constructive changes to the design of the simulation. Case studies can significantly enrich the design of educational software and are a promising methodological choice for design teams.
S. KhanEmail:
  相似文献   

17.
为使机械类专业本科教学满足和适应技术发展的要求,介绍了进行CAD/CAM计算机辅助设计与制造训练的意义,通过三维造型、仿真装配技术训练、CAM仿真加工及NC自动编程3个方面,阐述了CAD/CAM的训练过程,分析了训练过程中的存在问题并提出了解决措施。  相似文献   

18.
从点线面的相对位置、截切和相贯、组合体、剖视图、规定画法和简化画法、尺寸标注、部件的工作原理和装配等七个方面探讨了三维CAD软件辅助教学的方法和应用。实践证明,在工程图学的教学中,恰当合理地使用三维CAD软件作为多媒体教学课件和传统教学手段的补充,可以有效地提高学生对模型的认知能力,有利于营造研究型教学情景,结合启发式、提问式、讨论式等教学方法,使学生参与到教学中,从而激发学生学习的主动性和积极性,实现师生互动。  相似文献   

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This paper presents the development, through action research, of formative elements in assessment in a level 3 compulsory module of the BSc Health Studies and BSc Nursing programmes at the University of Sunderland. The paper reviews three cycles of planning, implementing and evaluating change in assessment strategy and is written in the first person to emphasise the connections between the writer and the material. From a consideration of the format and characteristics of the assessment within the module, the action research is reported through the implementation of actions taken to facilitate more effective use of formative feedback. The evaluation of these actions through my own reflections, student performance, dialogue with team colleagues and student feedback through the production of short narrative accounts of their learning experience is outlined. The paper demonstrates that through explicitly using the learning potential within assessment, learning can be facilitated through challenging students to move from 'doing' assignments, to reflexive thinking about their writing.  相似文献   

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