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1.
芬兰约恩苏大学计算机科学系Jarkko Suhonen和Erkki Sutinen提出了FODEM(FOrmative DEvelopment Method)法,并指出FODEM是在极为分散学习社区中开发数字化学习环境的一种有效开发方法。本文阐述了FODEM法,介绍其在ViSCos课程开发中的应用实践,最后指出FODEM对我国西部分散学习社区中开发数字化学习环境有一定的启示。  相似文献   

2.
Building Educational Tools Based on Formal Concept Analysis   总被引:4,自引:0,他引:4  
The increasing demand for quality in educational software makes it necessary to use tools and methodologies that support both the design and the development process of this kind of software. In this paper we propose Formal Concept Analysis (FCA) as the basis for a practical and well founded methodological approach to the design of educational applications. FCA is a technique that can be applied to model the linguistic conceptualizations that experts make when describing their expertise domain. Thus, FCA can be used as a complementary tool to support design decisions about the structure and the interface of educational applications. We also present how we are using FCA in two different projects: a help system for the Unix operating system, and a multimedia tutorial for improving second language text comprehension. In the final discussion we raise some questions about FCA applicability and introduce some future lines of work. © IFIP, published by Kluwer Academic Publishers  相似文献   

3.
基于交互分析的协同知识建构的研究   总被引:3,自引:4,他引:3  
该指出,计算机支持的协作学习(CSCL)主要研究协同知识建构的过程以及设计工具支持这一过程的实现,而共享、论证、协商、创作、反思和情感交流是实现协同知识建构的基础。目前,交互分析是明确CSCL中协同知识建构的本质、把握其规律的主要研究方法,其应用主要有四个方面,即通过分析成员个体和小组整体的知识结构变化、关系网络形成、互动结构、协同知识建构水平等来探讨协同知识建构的基本规律。该最后还分析了一个以这一方法来评估协同知识建构水平的研究案例。  相似文献   

4.
This article describes a national school improvement project involving five compulsory schools for hard‐of‐hearing pupils, located in different parts of Sweden. Using action research, the teachers tried to change the communication patterns among the pupils by changing their own classroom practices, In this process the teachers tested and used different tools, such as writing, shadowing and facilitating each other, over a three‐year period. The purpose of this article is to examine how tools used in action research can be used to promote learning in relation to the concept of the zone of proximal development. The theoretical framework of the study is based on action research, as a collaborative way of creating knowledge, and on sociocultural learning theories. The basic assumption is that teachers, by using different tools, also challenge each other’s learning. The results show the importance of internalising tools that become owned by individuals or communities of practise. To be able to assume an active role in the zone of proximal development, and to produce knowledge collaboratively, a meaning‐making process was needed. It was found that this could be realised if the participants had an awareness of how to function as a critical friend among colleagues. Furthermore, the results revealed that, by using different tools, different voices can be heard. Three categories of voices were identified.  相似文献   

5.
In fashion design, pedagogy balancing a strong technical foundation with a more disruptive attitude during the ideation and development procedures provides the potential for diverse, emergent, aesthetically and critically poignant outputs. The ultimate goal in this is to offer a learning environment that is inclusive and accesses dormant design curiosity, also, as a teacher, to devise methods that will lead to discovering a personal and distinct aesthetic vocabulary. ‘Ratio’, ‘resize’, ‘repeat’, ‘reduce’, ‘remix’ and ‘rearrange’ are the 6Rs that can challenge the creative design process and reprogramme the design brain into unearthing radical new forms, concepts and aesthetics. This article will address the established literature on the ways of nurturing creative thinking as it supports the methodology of serious play directed by the 6R terms to exercise ideation generation in fashion education. This discussion will be evidenced with a case study to show that the 6Rs can successfully introduce and/or expand creative thinking in fashion design processes. The aim of this is to provide students with tools, habits and tasks that empower a creative mindset when approaching the early conceptual and compositional stages of garment development, while also addressing the tutor’s role in establishing and exemplifying a creative ethos that is integral to initiating these methods and pedagogy. Most importantly, this approach is fundamentally driven by the need to invest in a more diverse student body to potentially reach unnoticed and less privileged fashion talent.  相似文献   

6.
维果茨基的社会文化理论采用多维方法,特别关注个体认知、情感、社会和情境方面的变化,对我们理解教师的学习和发展模式提供了新的视角。考察了社会中介的概念,它是维果茨基学习理论与现有教师专业发展模式之间缺失的环节。新教师可以使用各种工具,包括专业期刊、通信工具、在线论坛、互联网、相关软件、实习或实习脚手架的内部或外部来源,促进专业发展并逐步成长为专家教师。讨论了拟议方法对设计和实施教师专业发展的各种影响,将教师专业发展与维果茨基的社会文化理论的核心原则联系起来。  相似文献   

7.
This article describes the use of screencasting in online education courses. It defines and explores screencasting and how it can be used in online class environments. It also defines and gives a history of screencasting as well as examines how it can be used in a college online classroom. The article explains the step-by-step process for creating a screencast and the reasons why it would help online educators. Moreover, it presents how screencasting can be applied to various teaching settings and provides links to various free and fee-based online screencasting tools. This hands-on approach to education provides teachers with a creative and timely way to promote 21st-century learning in and out of the classroom.  相似文献   

8.
在“互联网+教育”时代,教育信息化的发展和普及不仅带来了教育方式的变革,更重构了教育空间、教育情境和教育关系,形成了独特的网络教育文化。网络民族志以网络环境作为主要的研究背景和环境,利用网络媒体平台和互动工具来收集数据资料,以探究和阐释互联网及相关社会文化现象。作为伴随网络文化现象而产生的研究方法,网络民族志对于探究互联网环境下的教育文化具有一定的借鉴作用,通过浸润体验、对话互动、情境追踪和多维分析等具体方法,实现对网络教育现象的整体性认知、共情化理解和过程性透视。文章指出了网络民族志在教育研究中可能面临的问题,为“互联网+”时代教育研究提供了新的路径参考。  相似文献   

9.
Summary The goal of this article has been to discuss next generation learning environments and next generation training technologies as well as the learning and design challenges faced in using these. Specifically, we discuss theoretical and design principles of constructivist learning environments and how advanced technologies can potentially support meeting these principles as well as the challenges they may pose to various types of designers, instructional, game, graphic and programming. To address methods for designing complex environments, we also address the use of methodologies and authoring systems with various tools to support the design process. In this context, to illustrate how tools can be used to help instructional design teams manage the complexities of developing for these environments. As an example, we discuss one tool,IIPI CREATE, that supports this process and organizes the development process  相似文献   

10.
Engineering curricula should be dynamic with a goal of constant improvement and refinement. Unfortunately, this is often not the case; courses are developed, altered, and expanded in a piecemeal manner. Namely, as time progresses many programmes end up with courses that are developed and not a developed curriculum. To remedy this shortcoming product, development tools are proposed for the refinement and assessment of an existing curriculum; how these methods could be used for the development of a curriculum is also highlighted. The voice of the customer (VOC) process is used to identify and prioritise desired student skills. The design structure matrix (DSM) is used to assess course prerequisite structure. There is broad agreement between faculty and industry related to which professional skills are the most important. The DSM is shown to be a useful tool in ordering courses and assessing prerequisite structures. The DSM is also shown to be useful in identifying which courses in a curriculum are critical and should be the focus of educational and administrative resources.  相似文献   

11.
The evaluation and selection of software tools for use in an IS or IT curriculum is difficult not only because actual industry software tools are often used but also because there is no formal approach to guide the process. How does one choose between SQL Server and MySQL, or Dreamweaver and Expression Studio? IS and IT educators must periodically go through the process of assessing the most suitable tools for their courses. Given how common such decisions are and how frequently they must be made, it is surprising to find that there is a lack of literature that deals with comparative studies of software tools for higher education. This paper proposes a set of criteria for the selection of software tools for IS and IT programs, explains how multi-criteria decision analysis can be used to weight those criteria, and details an approach for the application of those weighted criteria. The proposed approach is structured and replicable, and allows for a more thorough evaluation of the available options and a more easily supportable selection.  相似文献   

12.
This article provides a practical framework for the planning of educational projects. It is addressed to those new to project management looking for a step-by-step approach to planning which can be adopted in different circumstances. The article starts by highlighting the characteristics and advantages of projects. It then shows how by following six key stages of project design, the project administrator can confidently determine the goals, constraints, activities and resources for effective, pro-active project management. Each design step is supported by examples and diagrams and focuses on useful planning tools for establishing priorities, costing and time allocation.  相似文献   

13.
《学习科学杂志》2013,22(1):65-105
The complexities of building educational software can be reduced by relying on appropriate tools for adapting and re-using similar, previous applications. Although researchers have been creating tools for automating some aspects of software design, most of these tools typically aim for generality, attempting to cover a broad class of interactive programs in many domains. However, this approach may not be effective for building complex interactive systems, and fails to re-apply the instruction and design expertise implicit within prior software applications. An alternative is to provide tools which use specialized, rather than general, task models, tailored specifically to a target category of software. In addition, an understanding of the authoring task itself can inform the design of such specialized authoring environments. This article presents a prototype authoring tool for interactive educational software, called IDLE-Tool. Investigate and Decide Learning Environments (IDLE) is introduced as the task model around which the tool is based, and a model of the authoring process, called Guided Case Adaptation, is offered as an approach to employing the model and an exemplar in tandem to effectively support the design process.  相似文献   

14.
Practical programming is one of the basic skills pursued in computer science education. On programming courses, the coursework consists of programming assignments that need to be assessed from different points of view. Since the submitted assignments are executable programs with a formal structure, some features can be assessed automatically. The basic requirement for automated assessment is the numerical measurability of assessment targets, but semiautomatic approaches can overcome this restriction. Recognizing automatically assessable features can help teachers to create educational models, where automatic tools let teachers concentrate their work on the learning issues that need student-teacher interaction the most.

Several automatic tools for both static and dynamic assessment of computer programs have been reported in the literature. This article promotes these issues by surveying several automatic approaches for assessing programming assignments. Not all the existing tools will be covered, simply because of the vast number of them. The article concentrates on bringing forward different assessment techniques and approaches to give an interested reader starting points for finding further information in the area. Automatic assessment tools can be used to help teachers in grading tasks as well as to support students' working process with automatic feedback. Common advantages of automation are the speed, availability, consistency and objectivity of assessment. However, automatic tools emphasize the need for careful pedagogical design of the assignment and assessment settings. To effectively share the knowledge and good assessment solutions already developed, better interoperability and portability of the tools is needed.  相似文献   

15.
This paper presents the principles of a development methodology for software design. The methodology is based on a nonlinear, product-driven approach that integrates quality aspects. The principles are made more concrete in two examples: one for developing educational simulations and one for developing expert systems. It is shown that the flexibility needed for building high quality systems leads to integrated development environments in which methodology, product and tools are closely attuned to each other. This “development process reengineering” can lead to significant improvements in the quality of the product in terms of both maintainability and performance enhancement of the people involved in the development process.  相似文献   

16.
EWB(Electronics Workbench)是一种优秀的EDA软件和电子技术课程的CAI工具,它可用于多种电子电路的仿真、分析和设计,能开设实际无法或不便进行的特殊实验,仿真的结果是电路的理论值。能方便地验证电路原理和开发、设计新电路,为电子电路设计、仿真实验提供了一个新的平台。  相似文献   

17.
In this paper, we describe our experiences with student team projects in object-oriented software development. Object-oriented development processes are not as straightforward as, for example, traditional waterfall-like models. In object-oriented development, there is no clear border between analysis, design, and implementation. Students therefore have difficulties deciding on what to do next, how to do it, and why to do it. A work-product oriented development process provides a framework for structuring and managing object-oriented development. Development can be defined in terms of interrelated work products. Each work product is defined by its purpose and contents, the inputs needed, and the techniques used to produce it. The definition of a development process and the production of a single work product are therefore more straightforward. Our experiences show that such an approach is very suitable for student team projects.  相似文献   

18.
A latent variable modeling method is outlined, which accomplishes estimation of criterion validity and reliability for a multicomponent measuring instrument with hierarchical structure. The approach provides point and interval estimates for the scale criterion validity and reliability coefficients, and can also be used for testing composite or simple hypotheses about these coefficients. The proposed method is illustrated with a numerical example.  相似文献   

19.
阐述了EDA技术的基本概念和发展过程 ,介绍了EDA技术的基本特征和基本工具 ,着重分析了EDA技术在两个不同层次 (电路级设计和系统级设计 )上的工作流程 ,阐明了一种自顶向下的高层次电子设计方法 .  相似文献   

20.
Advanced approaches to the construction of software systems can present difficulties to learners. This is true for multi-agent systems (MAS) which exhibit concurrency, non-determinacy of structure and composition and sometimes emergent behavior characteristics. Additional barriers exist for learners because mainstream MAS technology is young and design methodologies are still evolving.

This paper considers the benefits and difficulties associated with teaching/learning agent technology and recommends an approach used by the authors. The paper examines Agent UML - a set of proposed extensions to UML to facilitate MAS design but suggests that simpler design tools are more appropriate for novice MAS programmers. A small suite of preferred tools are presented.  相似文献   

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