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1.
T. Padmanabhan 《Resonance》2008,13(9):802-811
The idealized flow of fluid around a spherical body is a classic textbook problem in fluid mechanics. Interestingly enough, it leads to some curious twists and turns and conceptual conundrums. T Padmanabhan works at IUCAA, Pune and is interested in all areas of theoretical physics, especially those which have something to do with gravity.  相似文献   

2.
    
This paper describes the pedagogical impact of real-world experimental projects undertaken as part of an advanced undergraduate fluid mechanics subject at an Australian university. The projects have been organized to complement traditional lectures and introduce students to the challenges of professional design, physical modelling, data collection and analysis. An overview of two projects is presented: wind tunnel testing of buildings and wave loading on piles. Both studies are undertaken as group work within the undergraduate subject. The pedagogy of the projects is discussed in terms of the classical educational psychology literature concerning project-based learning, collaborative and guided learning and reflection. In terms of learning outcomes, the primary aim is to enable students to deliver a professional report as the final product, where physical model data are compared to ideal-fluid flow calculations and real-fluid flow analyses. Thus the students are exposed to a professional design approach involving a high level of expertise in fluid mechanics, with sufficient academic guidance to achieve carefully defined learning goals, while retaining sufficient flexibility for students to construct their own learning goals. The overall pedagogy is a blend of problem-based and project-based learning, which reflects academic research and professional practice. The assessment is a mix of peer-assessed oral presentations and written reports that aims to maximize student reflection and development. Student feedback indicated a strong motivation for courses that include a well-designed project component.  相似文献   

3.
    
Animations may facilitate learning by providing external support for visual–spatial mental processing. Facilitation is challenged by findings that demonstrate involvement of spatial abilities in learning from animations, because this involvement indicates active internal visual–spatial processing. In the present study, learners attended to a system-paced multimedia presentation in which a verbal–auditory explanation was concurrently synchronized either with animation, with static core pictures, or with enriched static pictures that showed additional intermediate steps and arrows indicating motion. Results demonstrated better learning success with animations and with enriched static pictures than with static pictures. Spatial abilities were not substantively related to learning success with animations or with static pictures, but they played a crucial role for learning success with enriched static pictures. It is concluded that active visual–spatial processing was recruited with enriched static pictures. With animations, learning was truly facilitated by external support for visual–spatial mental processing.  相似文献   

4.
    
Educators question whether performing a laboratory experiment as an observer (non-hands-on), such as conducted in a distance education context, can be as effective a learning tool as personally performing the experiment in a laboratory environment. The present paper investigates this issue by comparing the performance of distance education students with their on-campus counterparts in a junior-level fluid mechanics laboratory course over a three semester period. Using digital recording methods, the on-campus versions of the laboratory experiments were formatted to accommodate distance-education students who did not have access to campus facilities. This paper compares the assessment of student performance in demonstrating both learning of technical concepts and the ability to describe these in an effective written laboratory report.  相似文献   

5.
“互联网+”与高等教育课程的深度融合已经成为不可逆转的发展趋势,但目前“互联网+”计划与专业基础课程建设之间的融合还严重滞后,亟待健全和完善。文航以“互联网+”与专业课程《钻井液与完井液》为例,探讨了在课程建设、课程设置和考核机制等方面,建立了“项目引导+智慧教育”,“互联网+现场案例分析”的教育新模式,积极推进科研促教学结合,激发大学生创新精神,实现专业知识到双创能力的转化。  相似文献   

6.
INTRODUCTION Separation of solids from suspending liquid plays a crucial role in a variety of processes, from nanomaterials synthesis to bio-processing. It often involves colloidal particles that need to be aggregated into more manageable sizes. Characteristics of these aggregates influence downstream solids recovery. For instance, aggregates with open configurations may settle slower than those with denser structures due to increasing fluid drag, although considerable flow- through could…  相似文献   

7.
本文介绍了张量的性质及其运算法则,简述了张量在流体力学中的应用.  相似文献   

8.
In this study, students from a variety of disciplines, who were enrolled in six courses that incorporate the use of social media, were surveyed to evaluate their perception of how the integration of social-media tools supports deep approaches to learning. Students reported that social media supports deep learning both directly and indirectly, makes learning easier, promotes long-term retention of content, and fosters a more engaging and enjoyable learning environment. These findings suggest that integration of social media into college courses can support deep approaches to learning.  相似文献   

9.
动画变形是动画艺术中常见的手段之一。动画变形的修辞和语言中的修辞格有相似之处,动画变形中的夸张、比拟、隐喻、易色、叠现、避复等都体现出动画语言的修辞特征。  相似文献   

10.
实验动画是艺术家的全新创造,是艺术家心灵的一面镜子。世界上著名的商业动画都是由实验动画演变发展而来的,而且实验动画的一些自身特点如投入小,变化特点多,吸引了大量专业动画者投入的热情。  相似文献   

11.
    
Researchers have argued that an effort should be made to raise teachers’ and parents’ awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008 Baek, Y.K. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. CyberPsychology & Behavior, 11, 665671.[Crossref], [PubMed] [Google Scholar]). One part of this effort should be to increase understanding of how video games can be situated within teachers’ existing goals and knowledge of learning and instruction. However, relatively little research on game-based learning addresses teachers (Ketelhut & Schifter, 2011), and for many a gap remains between the apparent enthusiasm of researchers and policy makers relative to the potential of educational games and the attendant practicalities of selecting and implementing video games in classroom settings. This article begins to bridge this gap by providing research-based areas of awareness and a discussion of factors that can facilitate understanding related to choosing and using video games. To this end, we show how educational games can be conceptualized from different theoretical perspectives on learning and discuss a number of essential design issues that educators should take into account when considering a video game for educational use.  相似文献   

12.
    
An animation can have an informational advantage over a static picture by depicting dynamic features. The aim of this study was to investigate whether the provision of prerequisite knowledge can help learners infer dynamic features from a static picture. It was assumed that this supposedly more active processing with a static picture would result in longer lasting knowledge representations. A 2 × 2 × 2 between-subjects design with visualization format (static picture vs. animation), prerequisite knowledge (provided vs. not provided), and time of testing (immediate vs. one week later) was used (N = 260). The results of a transfer test showed that learners with low prerequisite knowledge benefited from the animation, but this was not the case for learners with high prerequisite knowledge. Time of testing had no influence. In line with the expertise reversal effect, prerequisite knowledge not only fostered learning with the static picture but also hindered learning with the animation.  相似文献   

13.
A review of the history of working memory (WM) studies finds that the concept of WM evolved from short-term memory to a multi-component system. Comparison between contemporary WM models reveals: (1) consensus that the content of WM includes not only task-relevant information, but also task-irrelevant information; (2) consensus that WM consists of phonological and visuospatial components; (3) consensus that short-term memory storage is a function of WM; (4) disagreement as to whether an independent executive control is a necessary WM component; and (5) disagreement as to whether the control function is active or passive. Methods for measuring WM differed across studies with a preponderance of various dual-tasks; little psychometric work has been done on these measures. Correlational studies supported a close relationship between WM and measures of fluid intelligence and science achievement, but we found no experimental studies on the impact of WM training on science achievement. Finally we suggest how WM research findings may be applied to improve fluid intelligence and science achievement.  相似文献   

14.
宁洁 《天津教育》2021,(3):132-133
在新一轮课改的推动下,小学音乐课堂教学的方式方法也发生了相应的变化。在"深度学习"理念支持下,有效地发挥团队合作在课堂中的作用,可以更好地提升课堂效率,提高学生的音乐素养。而探究在小学音乐课堂中组织团队合作学习的策略,成为当下教师思考的问题之一。  相似文献   

15.
动画产业作为21世纪最具有潜力的产业,不仅引起了商业界的高度重视,同时学术界的理论研究也逐步深入。明确现阶段我国动画产业发展政策现状,探索有利于我国动画产业发展的政策模式,对于缩小我国动画产业与发达国家动画产业的差距,对于推动我国动画产业健康发展,具有重大的现实意义和理论意义。本文对我国动画产业发展政策的相关问题进行了深入系统的研究,提出了完善我国动画产业发展政策的具体建议。  相似文献   

16.
创新普遍化和制度化学习机制,培育一套新的、科学的学习理念,把全党的学习提升到一个新的高度,增强全党的创新精神,是建设马克思主义学习型政党最重要、最基础的工作之一.创新内容学习机制,规范学习行为,推进党的执政能力建设;创新引导学习机制,规范学习体系,发挥党员干部的模范作用;创新互动学习机制,规范学习环境,培育浓厚的学习兴...  相似文献   

17.
Designing effective professional development experiences for technology-enhanced inquiry instruction is the goal of the Technology Enhanced Learning in Science (TELS) NSF funded Center for Learning and Teaching. In order to provide this type of support to a large number of teachers, we devised a targeted professional development approach. Participating teachers implemented short inquiry modules that featured interactive scientific visualizations. We collaborated with 16 schools in eight districts and five states. This paper reports the design, implementation, and refinement of the targeted approach. Findings from interview data show that teachers faced challenges that are often associated with enacting technology innovations in K-12 classrooms. The targeted professional development approach addressed the challenges and allowed teachers to successfully implement the modules in their classrooms. The interview data clarify teachers’ perspectives on how using technology impacted their teaching practices and their ideas about student learning. This work contributes to a growing body of literature that identifies and addresses barriers to integrating technology into K-12 classrooms.  相似文献   

18.
本文结合基础力学教学活动,从培养学生的学习动机,合理引导学生学习,到建立对学生学习的正确评价方式等方面入手,探讨了如何培养学生自主性学习能力的一些教学方法。  相似文献   

19.
三维引擎中人体动画的研究   总被引:1,自引:0,他引:1  
针对项目中对三维引擎的要求对骨骼动画进行了研究。提出了一种实现动画共享的方法,通过运用顶点索引法,大大降低了运算量。结果证明,所用的方法有良好的准确性和较好的实时性。  相似文献   

20.
手语和口语分别是聋人和健听人的第一语言,聋人融入社会、与健听人正常沟通交流必然要求二者均能掌握这两种语言。动画的教育应用是开发聋人手语动画的物质基础,特殊教育中新的教学理念是手语动画开发的理论基础。《手语100旬》开发目的是帮助聋人和健听人学习手语,从社会和谐的角度出发服务聋人,为聋人更好融入主流社会。  相似文献   

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