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INTRODUCTIONAnintegratedcircuit (IC)informationsys temstoresICdatainitsdatabase .ThisgreatlybenefitsICdesignersbyallowingthemtobrowseorqueryvariousICinformationlikelogicfunc tions,packagetypes,pindescriptions,techni calparameters,producerinformationandtypi… 相似文献
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This paper presents a two-agent framework to build a natural language query interface for IC information system, focusing more on scope queries in a single English sentence. The first agent, parsing agent, syntactically processes and semantically interprets natural language sentence to construct a fuzzy structured query language (SQL) statement. The second agent, defuzzifying agent, defuzzifies the imprecise part of the fuzzy SQL statement into its equivalent executable precise SQL statement based on fuzzy rules. The first agent can also actively ask the user some necessary questions when it manages to disambiguate the vague retrieval requirements. The adaptive defuzzification approach employed in the defuzzifying agent is discussed in detail. A prototype interface has been implemented to demonstrate the effectiveness. Project (No. 98-15) supported by the National Planning Committee of China 相似文献
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A framework for teaching learning: the dynamics of disposition 总被引:2,自引:2,他引:0
Guy Claxton Margaret Carr 《Early Years: An International Journal of Research and Development》2004,24(1):87-97
This paper draws on examples from New Zealand early childhood settings to illustrate a dynamic approach to learning dispositions. It sets out three dimensions along which a ‘learning curriculum’ can strengthen valued responses to learning opportunities: increasing their frequency and robustness, widening their domain, and deepening their complexity and competence. It is suggested that learning environments can be variously affording, inviting or potentiating (powerful) and that in potentiating learning environments teachers explain, orchestrate, commentate on, model and reify learning responses, and frequently the families and children participate in these processes as well. Although the question of ‘what’ learning dispositions is set aside, the paper argues that it is better for teachers in early childhood settings and classrooms to be explicit about valued responses and their trajectories than to leave them implicit, and therefore often unacknowledged and unattended. 相似文献
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Cheolil Lim Hae-Deok Song Yekyung Lee 《Educational technology research and development : ETR & D》2012,60(1):159-173
Usability is critical to the development of a user-friendly digital textbook platform interface, yet thorough research on
interface development based on usability principles is in short supply. This study addresses that need by looking at usability
attributes and corresponding design elements from a learning perspective. The researchers used a student survey, log files,
and an expert heuristic evaluation to analyze needs for revision in the user interface of the existing Korea Education Research
Information Service digital textbook platform. After using suggestions derived from this analysis to develop a new platform
prototype, they tested its user interface for usability through a cognitive walkthrough and a formative evaluation. The results
show that the usability design elements identified through the use of this iterative design and evaluation model were essential
to improving the usability of the user interface and thus facilitating users’ actions and learning processes. 相似文献
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The primary aim of this paper is to identify and theoretically validate the relationships between core game design elements and mechanics, user motivation and engagement and consequently learning. Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate them in the game design process. To that end, it outlines the role of narrative, aesthetics and core game mechanics in facilitating higher learning outcomes through intrinsic motivation and engagement. At the same time, it discusses how player goal orientation, openness to experience, conscientiousness, sensation seeking and need for cognition influence the translation of the gameplay experience into valuable learning outcomes and user acceptance of the technology. 相似文献
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基于J2ME(Java 2 Micro Edition)技术的原理和程序设计方法,介绍了一款基于J2ME技术的应用程序界面描绘的设计与实现过程,通过设计实践,表述了如何在设计过程中应用J2ME技术和MIDP规范。 相似文献
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Siong-Hoe Lau Peter C. Woods 《British journal of educational technology : journal of the Council for Educational Technology》2008,39(4):685-699
This study empirically evaluates the technology acceptance model drawn from Information Systems (IS) literature to investigate how user beliefs and attitudes influence learning-object use among higher education learners by evaluating the relationships between perceived usefulness, perceived ease of use, attitude, behavioural intentions and actual use. In the study, 601 potential learning-object users were presented with an introductory demonstration of learning objects for a Digital Systems course. Following the demonstration and practice, data on user beliefs, attitudes and intention to use learning objects were gathered, while data on actual use of learning objects was collected at the end of the semester. Subjects with prior experience using the learning objects were eliminated from further analysis, resulting in a final sample of 481 users. structural equation modelling was employed to test the hypothesised study model. The analysis showed that both the user beliefs and attitudes have significant positive relationships with behavioural intention and that behavioural intention accurately predicted the actual use of learning objects. The results extend the validity of the TAM into a learning object context and clearly pointed out that it can be used to predict users' future behaviour. 相似文献
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Erica J. Sainsbury Richard A. Walker 《Assessment & Evaluation in Higher Education》2008,33(2):103-117
Tertiary educators increasingly recognize the benefits for student learning of collaboration and group work; however, it is commonly perceived that examinations should be completed without the opportunity for interaction with other learners or use of relevant resources. An alternative approach is suggested in this article, based on the sociocultural concept that learning is a fundamentally social process, and on the notion of dynamic assessment (Magnusson et al. 1997). The primary advantage of this approach is that students are given the opportunity to learn during the assessment, rather than simply being penalized for not knowing. Student feedback, both qualitative and quantitative, suggests that learning is significantly enhanced by this approach. Drawbacks include the possibilities of regressive collaboration and student ‘loafing’; however, these concerns can be addressed within the overall assessment context. 相似文献
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Education and Information Technologies - Wearable devices are a popular class of portable ubiquitous technology. These devices are available in a variety of forms, ranging from smart glasses to... 相似文献
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Petra H. M. Cremers Arjen E. J. Wals Renate Wesselink Martin Mulder 《Learning Environments Research》2016,19(3):309-334
In today’s knowledge society, there is a demand for professionals who are able to create knowledge across boundaries of disciplines, professions and perspectives. Traditional universities, universities of applied sciences and institutions for vocational education are all challenged to educate these knowledge workers. Accordingly, these institutions are developing competence-based education programmes that promote authentic, self-directed learning and the development of a professional identity. A possible environment for realising this type of learning is the hybrid learning configuration in which learning is embedded in ill-defined and highly-authentic tasks. This study attempted to identify a set of principles that can underpin the design of such a learning configuration at the interface between school and workplace. The research approach consisted of educational design research. Starting from cognitive constructivist and socio-cultural perspectives, a set of initial design principles was developed and evaluated from the perspective of the participants during three consecutive iterations of design and implementation. The process resulted in a set of seven refined design principles which can be used as heuristics to guide the design and development of hybrid learning configurations in contexts that have similar goals and aligned tenets. 相似文献
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陈涛 《商丘师范学院学报》2010,26(6):92-93,106
用户界面是用户与软件之间的交流窗口,对于同一个软件,不同的用户可能有不同的界面需求.本文给出了基于MVC模式的视频播放器的图形用户界面的实现原理与方法,该用户界面能够在保证不改变软件的功能和模型的情况下,支持用户对界面构成的调整,具有很好的适应性和可扩展性. 相似文献
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该文利用Matlab的GUIDE(图形用户界面设计向导)工具箱设计并实现了"数字信号"处理教学实验软件包的GUI(图形用户界面).该GUI将Matlab软件和多媒体硬件结合,融人数字信号处理课程的实验内容,形成了一种新的CAI(计算机辅助教学)方式.CAI的方式形象直观,便于学生对所学理论知识的理解,大大提高了教学的效果和效率. 相似文献
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Henderien Steenbeek Louise Jansen Paul van Geert 《Learning and individual differences》2012,22(1):64-75
This study aims at examining problematic learning trajectories of students with emotional behavioral disorders (EBD) by means of a longitudinal and time serial (micro genetic) study of individual instruction sessions during arithmetic lessons. Micro genetic analysis techniques were applied on the variable “responsiveness” in the scaffolding dynamics, which was chosen as an indicator variable for the quality of the instruction. In a representative EBD student–teacher pair, an iterative process of stability and change of five dynamically related scaffolding variables and one arithmetic variable was demonstrated, which indicated the existence of three phases over a period of two school years. In the short term dynamics of scaffolding, an asymmetric engagement level of teacher and student was found, which was dominated by the teacher's initiatives. Overall, the data point to a suboptimal coupling in this student–teacher pair. An applied conclusion of our study is that educational recommendations should be aimed at transforming existing, self-sustaining transactional patterns between the teacher and the student in real-time instruction sessions during arithmetic lessons. 相似文献
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Sanna Jrvel Hanna Jrvenoja Marjaana Veermans 《International Journal of Educational Research》2008,47(2):122-135
The aim of this study was to gain an understanding of the dynamics of motivation in socially shared learning from both individual and group perspectives. Higher education students’ motivation was analysed in the context of collaborative learning tasks, applying quantitative and qualitative methods. The research questions were: (1) what kind of motivations and task-specific goals do individual students have and (2) how do they combine their motivations as a group in socially shared learning? Three- to five-member groups of university students (n = 99) were observed as they worked with three different collaborative learning tasks in an educational psychology class. The experiment included differently organised conditions for collaboration, ranging from face-to-face situations to virtual collaboration situations which were perceived as motivationally and emotionally challenging. Self-reports and video-tapings were collected. The results show that the students who studied in face-to-face settings reported significantly more learning goals and fewer performance goals during the collaborative tasks than the students in the virtual group. Therefore, the collaborative process of volunteer face-to-face groups was analysed qualitatively and an attempt was made, by observing their shared motivation, to uncover the reasons why they achieved their learning goals. 相似文献
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Educational robotics involves using robots as an educational tool to provide a long term, and progressive learning activity, to cater to different age group. The current concern is that, using robots in education should not be an instance of a one-off project for the sole purpose of participating in a competitive event. Instead, it should be a sustainable long-term progression spanning the primary school to pre-university level. This article presents a framework for robotics using a multiphase approach to enhance user learning in a competitive arena. 相似文献
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本文探讨了设计网络协作学习时虚拟学习环境的重要性,具体阐述了如何创设网络协作学习的虚拟学习环境.并且从三个方面提出了虚拟学习环境创设的原则。 相似文献