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Un robot curieux pour l’apprentissage actif par babillage d’objectifs : choisir de manière stratégique quoi, comment, quand et de qui apprendre / A Curious Robot Learner for Interactive Goal-Babbling : Strategically Choosing What, How, When and from Whom to LearnNguyen, Sao Mai 27 November 2013 (has links)
Les défis pour voir des robots opérant dans l’environnement de tous les jours des humains et sur unelongue durée soulignent l’importance de leur adaptation aux changements qui peuvent être imprévisiblesau moment de leur construction. Ils doivent être capable de savoir quelles parties échantillonner, et quelstypes de compétences il a intérêt à acquérir. Une manière de collecter des données est de décider par soi-même où explorer. Une autre manière est de se référer à un mentor. Nous appelons ces deux manièresde collecter des données des modes d’échantillonnage. Le premier mode d’échantillonnage correspondà des algorithmes développés dans la littérature pour automatiquement pousser l’agent vers des partiesintéressantes de l’environnement ou vers des types de compétences utiles. De tels algorithmes sont appelésdes algorithmes de curiosité artificielle ou motivation intrinsèque. Le deuxième mode correspond au guidagesocial ou l’imitation, où un partenaire humain indique où explorer et où ne pas explorer.Nous avons construit une architecture algorithmique intrinsèquement motivée pour apprendre commentproduire par ses actions des effets et conséquences variées. Il apprend de manière active et en ligne encollectant des données qu’il choisit en utilisant plusieurs modes d’échantillonnage. Au niveau du metaapprentissage, il apprend de manière active quelle stratégie d’échantillonnage est plus efficace pour améliorersa compétence et généraliser à partir de son expérience à un grand éventail d’effets. Par apprentissage parinteraction, il acquiert de multiples compétences de manière structurée, en découvrant par lui-même lesséquences développementale. / The challenges posed by robots operating in human environments on a daily basis and in the long-termpoint out the importance of adaptivity to changes which can be unforeseen at design time. The robot mustlearn continuously in an open-ended, non-stationary and high dimensional space. It must be able to knowwhich parts to sample and what kind of skills are interesting to learn. One way is to decide what to exploreby oneself. Another way is to refer to a mentor. We name these two ways of collecting data sampling modes.The first sampling mode correspond to algorithms developed in the literature in order to autonomously drivethe robot in interesting parts of the environment or useful kinds of skills. Such algorithms are called artificialcuriosity or intrinsic motivation algorithms. The second sampling mode correspond to social guidance orimitation where the teacher indicates where to explore as well as where not to explore. Starting fromthe study of the relationships between these two concurrent methods, we ended up building an algorithmicarchitecture with a hierarchical learning structure, called Socially Guided Intrinsic Motivation (SGIM).We have built an intrinsically motivated active learner which learns how its actions can produce variedconsequences or outcomes. It actively learns online by sampling data which it chooses by using severalsampling modes. On the meta-level, it actively learns which data collection strategy is most efficient forimproving its competence and generalising from its experience to a wide variety of outcomes. The interactivelearner thus learns multiple tasks in a structured manner, discovering by itself developmental sequences.
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Διδακτικές στρατηγικές, μαθήτυποι και δεξιότητες κριτικής σκέψης στη διδασκαλία της χρηματοοικονομικής : προσέγγιση με την quantile regression / Teaching strategies, learning types and critical thinking skills in finance teaching : a quantile regression approachΠομώνης, Γεράσιμος 05 May 2009 (has links)
Σκοπός της παρούσας διατριβής είναι η μελέτη της επίδρασης των εφαρμοζόμενων διδακτικών στρατηγικών για την διδασκαλία της Χρηματοοικονομικής στη διαμόρφωση των μαθησιακών στρατηγικών των φοιτητών και στην ανάπτυξη των δεξιοτήτων κριτικής σκέψης, με την χρησιμοποίηση της οικονομετρικής τεχνικής της quantile regression (QR).
Η επισκόπηση της διεθνούς βιβλιογραφίας καθώς και η έρευνα για την παρούσα διατριβή δείχνουν, αφενός ότι στους συγγενείς επιστημονικούς χώρους της Οικονομικής, της Χρηματοοικονομικής και της Λογιστικής εφαρμόζονται διδακτικές στρατηγικές που βασίζονται στη μέθοδο των διαλέξεων και φαίνεται να επηρεάζουν την διαμόρφωση των μαθησιακών στρατηγικών και αφετέρου ότι η χρησιμοποίηση διδακτικών στρατηγικών ενεργού εμπλοκής των φοιτητών στην μάθηση μπορεί πράγματι να επηρεάζει τη διαμόρφωση των μαθησιακών στρατηγικών και να συμβάλλει στην ανάπτυξη δεξιοτήτων κριτικής σκέψης. Από την ως άνω επισκόπηση έχει καταφανεί ότι η στατιστική ανάλυση των ως άνω επιδράσεων στηρίζεται, κατά το πλείστον, σε υπολογισμό συντελεστών συσχέτισης, σε ανάλυση της διακύμανσης καθώς και στην χρησιμοποίηση της κλασικής παλινδρόμησης.
Η διαμόρφωση των μαθησιακών στρατηγικών εκτιμάται μέσα από την διαμόρφωση των τρόπων και τύπων μάθησης των φοιτητών, με τη χρησιμοποίηση του Learning Style Inventory (LSI) του Kolb και του Learning Styles Questionnaire (LSQ) των Honey και Mumford. Με το LSI (που χρησιμοποιήθηκε και στις δυο φάσεις της έρευνας) εκτιμάται η προτίμηση προς τέσσερεις τρόπους μάθησης (Απτή Εμπειρία, Στοχαστική Παρατήρηση, Αφηρημένη Αντίληψη Εννοιών και Ενεργός Πειραματισμός), με βάση τους οποίους προκύπτουν τέσσερεις τύποι μάθησης (Αποκλίνων, Αφομοιωτικός, Συγκλίνων και Διευκολύνων).
Για την εκτίμηση του επιπέδου ανάπτυξης των δεξιοτήτων κριτικής σκέψης των φοιτητών, χρησιμοποιείται το California Critical Thinking Skills Test (CCTST), δημιουργημένο από τον Peter Facione με βάση τα συμπεράσματα της Delphi Report (American Philosophical Association). Το CCTST εκτιμά πέντε επιμέρους δεξιότητες κριτικής σκέψης (Ανάλυση, Αξιολόγηση, Συμπερασμός, Επαγωγικός και Απαγωγικός Συλλογισμός) καθώς και την συνολική ικανότητα στις δεξιότητες κριτικής σκέψης.
Η έρευνα δια την συγκέντρωση παρατηρήσεων διενεργήθηκε σε δυο φάσεις: στην πρώτη εκτιμήθηκαν μόνο οι τρόποι και τύποι μάθησης με τη χρήση των LSQ και LSI και στην δεύτερη εκτιμήθηκαν οι τρόποι και τύποι μάθησης με τη χρήση μόνο του LSI καθώς και οι δεξιότητες κριτικής σκέψης με τη χρήση του CCTST.
Η στατιστική ανάλυση των δεδομένων της έρευνας στηρίζεται στη χρησιμοποίηση του οικονομετρικού μοντέλου της quantile regression (QR), με το οποίο μπορούν να υπολογιστούν συντελεστές ακόμη και για τα 99 εκατοστημόρια της κατανομής της εξαρτημένης μεταβλητής, αυξάνοντας θεαματικά την αντλούμενη πληροφόρηση, έναντι της κλασικής παλινδρόμησης. Προκύπτει έτσι ένα σημαντικό ερμηνευτικό πλεονέκτημα, το οποίο φωτίζει την επίδραση που ασκείται σε όλο το εύρος της κατανομής και συμβάλλει στην εκτενέστερη και βαθύτερη κατανόηση των ασκούμενων επιδράσεων. Αυτή η δυνατότητα έχει κατ’ εξοχήν σημασία στην ερμηνεία της αλλαγής της προτίμησης από τον έναν τρόπο μάθησης στον διαμετρικά αντίθετό του και την ενδιάμεση κατάσταση της ισορροπημένης μάθησης, για κάθε μια από τις δυο διαστάσεις μάθησης του μοντέλου Εμπειρικής Μάθησης του Kolb.
Η QR χρησιμοποιείται επίσης για την έρευνα της επίδρασης των διαμορφωμένων τρόπων και τύπων μάθησης στην ανάπτυξη των δεξιοτήτων κριτικής σκέψης. Θεωρητικά υποστηρίζεται ότι ο Συγκλίνων μαθήτυπος του μοντέλου του Kolb υπερτερεί στην επίδοση στις δεξιότητες κριτικής σκέψης, υπόθεση που δεν τεκμηριώνεται στην περίπτωση που αναπτύσσεται ισορροπημένη προτίμηση προς τους τέσσερεις τρόπους μάθησης. Οι εν λόγω επιδράσεις τεκμηριώνονται με την ανάλυση των δεδομένων από την πειραματική εφαρμογή διδακτικού μοντέλου ενεργού εμπλοκής των φοιτητών στην διαδικασία διδασκαλίας-μάθησης της Χρηματοοικονομικής με τη χρήση της QR.
Τα βασικά συμπεράσματα της παρούσας διατριβής είναι τα εξής:
α) Το μαθησιακό περιβάλλον που διαμορφώνεται από την εκάστοτε εφαρμοζόμενη διδακτική στρατηγική επιδρά διαφορετικά σε κάθε τμήμα της κατανομής της εξαρτημένης μεταβλητής.
β) Η ανάπτυξη ισορροπημένης προτίμησης προς τους τρόπους μάθησης είναι επωφελέστερη, έναντι της επιλεκτικής προτίμησης, για την ανάπτυξη δεξιοτήτων κριτικής σκέψης.
γ) Η διάδραση που αναπτύσσεται μεταξύ των φοιτητών σε ομάδες που απαρτίζονται από διαφορετικούς τύπους μάθησης ασκεί σημαντική επίδραση στην ανάπτυξη ισορροπημένης μάθησης και στη βελτίωση του επιπέδου των δεξιοτήτων κριτικής σκέψης.
δ) Η εκτίμηση πολλών συντελεστών παλινδρόμησης με την χρήση της QR διευρύνει σημαντικά την ερμηνεία των επιδράσεων των ανεξάρτητων στις εξαρτημένες μεταβλητές, έναντι άλλων απλών στατιστικών μέτρων καθώς και της κλασικής παλινδρόμησης.
ε) Στον τομέα της διδασκαλίας στον επιστημονικό χώρο της Χρηματοοικονομικής στην Ελλάδα, η παρούσα εργασία είναι μοναδική και πρωτότυπη και η συμβολή της είναι καθολική, αναδεικνύοντας ταυτόχρονα ένα οικονομετρικό μοντέλο – την QR – σε ερμηνευτικό εργαλείο των σχέσεων που αναπτύσσονται στην διδακτική πράξη. / The aim of this dissertation is the study of the effect of the implemented teaching strategies in Finance teaching on the formation of students’ learning strategies and development of critical thinking skills, by using the econometric model of quantile regression (QR).
The review of the relevant literature, as well as the research for this dissertation show that on the one hand the implemented teaching strategies in the related disciplines of Economics, Finance and Accounting are mainly based on the use of the lecture method and seem to affect the formation of students’ learning strategies and on the other hand the use of teaching strategies that involve students in the teaching-learning process may affect the formation of students’ learning strategies and contribute to the development of critical thinking skills as well. The literature review also shows that statistical analysis of effects is mostly based on correlation coefficients and analysis of variance, as well as the use of traditional regression.
The formation of students’ learning strategies is estimated through student learning styles and types, by the use of Kolb’s Learning Style Inventory (LSI) and Honey & Mumford’s Learning Styles Questionnaire (LSQ). By the use of the LSI (which has been used in both phases of the relative research), student preferences towards four learning styles (Concrete Experience, Reflective Observation, Abstract Conceptualization and Active Experimentation) are estimated. Based on the relevant preference for two consecutive learning styles, in the order depicted above, four learning types may occur: Divergers, Assimilators, Convergers, and Accommodators.
The California Critical Thinking Skills Test (CCTST) is used for estimating the level of development of students’ critical thinking skills. This instrument has been developed by Peter Facione and is based on the results and recommendations of the Delphi Report of the American Philosophical Association. The CCTST estimates five discrete critical thinking skills, namely Analysis, Evaluation, Inference, Induction and Deduction and the overall critical thinking skills ability as well.
The research for the collection of data has been carried out in two phases. In the first phase the LSQ and LSI instruments have been used for the estimation of students’ learning styles and types and in the second phase the LSI has been used for the estimation of students’ learning styles and types and the CCTST for the estimation of students’ critical thinking skills.
The statistical analysis of the research data is based on the use of the econometric model of the quantile regression (QR), by which coefficients for as many as 99 percentiles of the dependent variable can be computed. In this way derived information is extremely richer than that derived by using traditional regression. This renders a significant explanatory advantage, which sheds light of the impact on the whole distribution of the dependent variable and thus it contributes to the more comprehensive and deeper understanding of the caused effect. This capability is especially important for explaining the change in the preference from one learning style to its diametrically opposite one and the interim situation of balanced learning, for each of the two dimensions of learning of Kolb’s Experiential Learning Model.
QR is also used for the exploration of the impact of the formed learning styles and types on the development of critical thinking skills. Theory suggests that the Converging learning type of Kolb’s model beats the other three in critical thinking skills performance, but this suggestion is not corroborated in the case that a balanced preference towards all four learning styles is developed. The aforementioned impact is documented by the analysis of data rendered by the experimental implementation of a teaching strategy of active engagement of students in the teaching-learning process in Finance teaching, by using the QR. Basic results of this dissertation are as follows:
a) The learning environment develop by the implemented teaching strategy has a different impact on each segment of the distribution of the dependent variable.
b) The development of balanced preference towards the learning styles is more beneficial for critical thinking skills development than selective preference.
c) The developed interactivity between students in groups made up by different learning types has a significant effect on developing balanced learning and on the improvement of the level of critical thinking skills development.
d) The use of the Quantile Regression and the computation of many regression coefficients expands significantly the explanatoty potential about the impact of the independent variables on the dependent ones, against other simple statistical metres as well as traditional regression.
e) Regarding the teaching endeavors of instructors in the area of Finance in Greece, this dissertation is unique and original and contributes in a total sense, while it simultaneously highlights the advantages of an econometric model – the QR – as an hermeneutic instrument for the relationships development in the teaching process.
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Designing for interactive and collaborative learning in a web-conferencing environmentBower, Matthew January 2008 (has links)
Thesis (PhD)--Macquarie University, Division of Information and Communication Sciences, Computing Department, 2008. / Bibliography: p. 503-514. / This study investigated learning design in a web-conferencing environment based on three semesters of lessons conducted as part of an introductory programming subject. As well as characterizing the nature of discourse and interaction, the study focused on how the design of the interface, activity and task type affected collaboration and learning. Engeström's (1987) Activity Theory based upon a socio-constructivist view of learning was used to frame the analysis. --Interface designs incorporated theory relating to graphical user interface design, multimedia learning, and findings from the cognitive sciences. Activity designs were differentiated based on the degree of student ownership, from teacher-centred (transmissive) approaches, to teacher-led (guided interaction) approaches, to student-centred (collaborative group-work) designs. Types of tasks were considered on the basis of their level of knowledge (declarative, procedural and conceptual), their character (authenticity, situatedness) and their domain specific nature (in the field of computer science education). The effects of the different interface, activity and task designs on collaboration and mental model formation were explored. --A mixed method approach to analysis was adopted, incorporating a design-based research study and a multimodal discourse analysis. The design-based research allowed a broader, more interpretivistic and process focused analysis to be conducted, based on the strategic redesigns that occurred between iterations of the subject. The multimodal discourse analysis enabled more detailed, objective and outcomes based measurements of the subject of discourse, the nature of interactions and the types of modalities used to mediate learning. Triangulating data from the design-based research study and the multimodal discourse analysis provided a more complete description of phenomena and promoted greater reliability. --Results include the way in which different modalities afforded different possibilities for representing, and how combinations of those modalities could be effectively integrated by applying multimedia learning principles. Student-centred learning designs increased student involvement, allowing them to take greater ownership over the content and to more fully share their mental models. Authentic, meaningful problem solving tasks promoted greater student engagement. The capacity to dynamically redesign the interface based on the collaborative and cognitive requirements of the learning episode supported more effective implementation of conversational (Laurillard, 2002) approaches to learning. --More effective interaction and collaboration resulted from prescribing patterns of engagement, managing activity and technology so that student discourse could focus on content, and providing guidance regarding semiotic representational forms so that students could concentrate on applying those representations rather than inventing them. Teacher and student virtual classroom competencies critically influenced collaboration and learning. --Based on the findings in this study, a framework of nine pedagogical patterns for teaching and learning in web-conferencing environments is proposed. The framework provides an integrated approach to learning design that relates the interface design with the activity design and the level of knowledge (task type). / Mode of access: World Wide Web. / vii, 514 p. ill. (some col.)
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Ambiente interativo de aprendizagem para o apoio ao estudante no diagnóstico de paciente de acidente vascular cerebral. / Interactive Learning Environment to help students to diagnosis of stroke.Mangueira, Elba Maria Quirino de Almeida 21 August 2008 (has links)
This paper aims to provide an Interactive Learning Environment using the computer to
support aid in the diagnosis and treatment of patients with neurological disorders. The study
proposes an architecture which facilitates the activities of students in the health area, in
decision making, for the advice of physiotherapy for stroke patients.
It was used the approach of Case-Based Reasoning (CBR) that has, like general idea,
the use of past experiences to the solution of new problems.
This work focused on the stages of indexing, representation and retrieval of cases,
with the use of metrics, similar characteristics as the Count Features and Tversky s Contrast
Model.
A prototype was built for the validation of these metrics, proving the efficiency in the
recovery of the cases on the basis of cases / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Este trabalho tem como objetivo apresentar um Ambiente Interativo de Aprendizagem
utilizando o Computador de apoio ao diagnóstico e auxílio no tratamento de pacientes que
apresentam disfunções neurológicas. A pesquisa propõe uma arquitetura que facilite as
atividades dos estudantes da área da saúde, na tomada de decisão, para o aconselhamento
fisioterápico dos pacientes de acidente vascular cerebral.
Utilizou-se a abordagem de Raciocínio Baseado em Casos (RBC) que tem como idéia
geral a utilização de experiências passadas para a solução de novos problemas.
Este trabalho se concentrou nas fases de indexação, representação e recuperação dos
casos, com a utilização de métricas de similaridade como a Contagem de Características e a
Regra do Contraste de Tversky.
Um protótipo foi construído para a validação dessas métricas, provando a eficiência na
recuperação dos casos na base de casos
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iCOMB: estudo e reprojeto participativo para redefinição de um sistema para ensino-aprendizagem de combinatória / iComb: study and participative design to redefine a system to teach and learn counting techniquesMárcia Roberta dos Santos Pires da Silva 13 November 2015 (has links)
Os atuais avanços na área das Tecnologias da Informação e da Comunicação (TIC) estão mudando a Educação, com a disponibilização de sistemas educativos para apoiar as atividades no processo de ensino e de aprendizagem. Embora o tópico de combinatória seja relevante para o ensino médio e para os cursos de Ciências Exatas, este tópico tem sido desconsiderado nos avanços da Informática na Educação, principalmente ao se considerar o uso de ambientes de aprendizagem via Web. Atualmente, o iComb é, no melhor de nosso conhecimento, o único sistema Web integrável a tais ambientes. Ele é um Módulo de Aprendizagem Interativa (iMA) integrável ao Sistema Gerenciador de Cursos (SGC) Moodle, por meio do plugin iTarefa. O iComb oferece atividades de autoria de exercícios, bem como, sua avaliação automática. No entanto, considerando sua usabilidade, foram detectados alguns problemas na interface. O foco deste trabalho está relacionado ao reprojeto do sistema iComb e seu impacto na aprendizagem de combinatória. Para a reconstrução do iComb adotou-se o método de design de interação, buscando-se a participação efetiva de usuários finais do sistema, em todas as atividades desse processo, com (i) sessões de teste de usabilidade utilizando a versão Java do iComb para identificar problemas e guiar o redesenho do sistema, e (ii) prototipagem e avaliação da interface do sistema redesenhado. Esse processo permitiu implementar uma nova versão do iComb utilizando tecnologias associadas ao HTML5, que será brevemente disponibilizado como software livre. / Current advances in Information and Communication Technologies (ICT) are changing Education with delivering software to support learning/teaching activities. Although being relevant for Science, Technology, Engineering, and Mathematics (STEM) courses, Combinatorial Analysis is almost disregarded in these advances, mostly if we consider their integration with earning Management Systems. Currently, iComb is, at the best of our knowledge, the only system with such a possibility. It is an interactive Learning Module (iLM) that can be integrated to Moodle, through the iAssign plugin. iComb provides authoring activities as well as their automatic assessment. Nevertheless, considering the system usability, several interaction problems were detected during sessions with teachers and students. In this work it is described the process of redesigning the iComb system by adopting Interactive Design, to conduct controlled sessions of system use for (i) identifying usability issues for guiding the system redesign; and (ii) prototyping and evaluate the redesigned system interface, with end-users. This process allowed to implement new version of iComb using HTML5 related technologies that will be sooner available as free software, in order to reach a larger audience. Preliminary results on the interface evaluation indicate that both students and teachers felt more comfortable using the new interface of iComb and found it easier to execute common tasks.
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Interaktives musikalisches Lernen und Möglichkeiten der Realisierung in der Grundschule unter Beachtung deutscher Bildungskonzeptionen: Eine empirische Studie dargestellt am Beispiel des Komponierens in der GruppeBarrios Bulling, Cecilia Lorena 12 April 2021 (has links)
Die vorliegende Arbeit – eine deskriptive qualitative Studie – befasst sich mit theoretischen, konzeptionellen und praxisbezogenen Grundlagen des interaktiven musikalischen Lernens, dargestellt am Beispiel des Komponierens mit Kindern in der Grundschule. Um die Besonderheiten deutscher Bildungskonzeptionen klarer zu erfassen, werden dabei ausgewählte Grundschullehrpläne für das Fach Musik allgemeinbildender Schulen mit curricularen Vorgaben des Bildungssystems in Chile – Heimatland der Verfasserin – verglichen.
Konkret geht es um die Untersuchung, inwieweit komplexe musikalische Problemstellungen in einer interaktiven Lernsituation eigenständige Wissenskonstruktionen herausbilden, musikalische Kompetenzen entwickeln und Motivation aufgrund von positivem emotionalem Erleben fördern.
Die Ergebnisse der Studie belegen, dass „interaktives musikalisches Lernen“ ein mehrdimensionales pädagogisches Lernkonzept kennzeichnet, das den Anspruch sozialer inklusiver Heterogenität erfüllt. Aus didaktischer Sicht bestätigt es sich als eine besonders geeignete Lernstrategie zur Gestaltung miteinander vernetzter Lernprozesse, die auf die Voraussetzungen des Musiklernens eingehen.
Für die Praxis bedeutend, lässt sich Komponieren in der Gruppe als eine sinn- und wertstiftende musikalische Arbeit sowie als eine autotelische Aktivität charakterisieren, die jedem Einzelnen differenzierte Teilhabe und Flow-Erlebnisse ermöglicht. Ergo wird sie als ein problemlösender, sozial- interaktiver und selbstinszenierter Prozess betrachtet, der die Grundlage für erfolgreiches lustvolles musikalisches Lernen bildet.
Des Weiteren führt die Forschung zu der Erkenntnis, dass die kompositorische Tätigkeit der Kinder ein Kontinuum zwischen Komposition und Realisation erweist. Der musikalisch produktive Aspekt (kreative Interaktion) ist daher vom reproduktiven (Interpretation) nicht zu trennen. Dies versetzt die Schüler gleichermaßen in die Rolle der Erfinder, Spieler und kritischen Rezipienten. Demzufolge wird Gruppenkomposition als eine „performative Ko-Konstruktion“ verstanden, die auf gegenseitiger Unterstützung und Kollaboration der Beteiligten beruht.
Komponieren in interaktiven Lernarrangements erfordert von Lehrern – in diesem Fall Musiklehrern und Komponisten – gefühls- und situationsmäßig die Funktion eines „Lernpartners“ und „Ko-Erfinders“ zu übernehmen. Diesbezüglich stellt diese Arbeit erweiternde Konzepte des traditionellen Lehrerverhaltens zur Diskussion.
In der Dissertation werden die Vorteile des interaktiven Lernens im Allgemein und die Möglichkeiten des Komponierens in der Gruppe als besondere Form der Realisierung vielseitig begründet. In diesem Sinne leistet sie einen Beitrag zur Weiterentwicklung der Grundschuldidaktik im Musikunterricht und verweist auf offene Fragen musikpädagogischer Forschung.
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Qualitative Study Exploring the Development of Clinical Reasoning in Nursing's Clinical Education SettingsCefo, Linda M., Dr. 13 May 2019 (has links)
No description available.
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Extending Artemis With a Rule-Based Approach for Automatically Assessing Modeling TasksRodestock, Franz 27 September 2022 (has links)
The Technische Universität Dresden has multiple e-learning projects in use. The Chair of Software Technology uses Inloop to teach students object-oriented programming through automatic feedback. In the last years, interest has grown in giving students automated feedback on modeling tasks. This is why there was an extension developed by Hamann to automate the assessment of modeling tasks in 2020. The TU Dresden currently has plans to replace Inloop with Artemis, a comparable system. Artemis currently supports the semi-automatic assessment of modeling exercises. In contrast, the system proposed by Hamann, called Inloom, is based on a rule-based approach and provides instant feedback. A rule-based system has certain advantages over a similarity-based system. One advantage is the mostly better feedback that these systems generate.
To give instructors more flexibility and choice, this work tries to identify possible ways of extending Artemis with the rule-based approach Inloom. In the second step, this thesis will provide a proof of concept implementation. Furthermore, a comparison between different systems is developed to help instructors choose the best suitable system for their usecase.:Introduction,
Background,
Related Work,
Analysis,
System Design,
Implementation,
Evaluation,
Conclusion and Future Work,
Bibliography,
Appendix
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Применение информационных платформ для повышения эффективности обучения слушателя : магистерская диссертация / The use of information platforms to improve the effectiveness of student learningЗубкова, В. И., Zubkova, V. I. January 2023 (has links)
Цель исследования – изучение применения информационных платформ в образовательном процессе с целью повышения эффективности обучения слушателя. Объект исследования – информационная платформа и ее влияние на процесс обучения слушателя. Предмет исследования – процесс дополнительного обучения слушателей. Научная новизна исследования состоит в разработке методических положений по повышению эффективности обучения слушателя. В первом разделе рассматриваются общие вопросы: понятие, сущность и классификация сайтов, сравнение способов создания сайтов и разработка требований к сайтам образовательных организаций. Во втором проведен анализ платформ для создания онлайн курсов самостоятельно. Третий раздел посвящен общей характеристике предприятия, анализу бизнес-процессов, построению полной модели предприятия, оценке экономической целесообразности его внедрения. Результаты работы – практическим результатом работы стала разработка проекта по созданию информационной платформы для предприятия «Умник» и экономическая выгода от внедрения этой информационной системы. / The purpose of the study is to study the use of information platforms in the educational process in order to increase the effectiveness of student learning. The object of the study is the information platform and its impact on the student’s learning process. The subject of the study is the process of additional training for students. The scientific novelty of the research lies in the development of methodological provisions to increase the effectiveness of student learning. The first section discusses general issues: the concept, essence and classification of sites, comparison of methods for creating sites and development of requirements for sites of educational organizations. The second contains an analysis of platforms for creating online courses independently. The third section is devoted to the general characteristics of the enterprise, analysis of business processes, construction of a complete model of the enterprise, and assessment of the economic feasibility of its implementation. Results of the work - the practical result of the work was the development of a project to create an information platform for the Umnik enterprise and the economic benefits from the implementation of this information system.
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Vector Algebra in Augmented Reality: Insights from Learning Activity with Engineering StudentsGeewe, Linus January 2024 (has links)
In this work, the vector equation of a straight line, a topic in vector geometry that students often struggle to understand, was investigated in an interactive, immersive augmented reality (AR) experience. In a user test, 28 undergraduate engineering students solved different collaborative tasks using the AR tool during a student-centred learning activity in a university mathematics course. Augmented reality combines virtual content with the reality to a create a coherent experience. Compared to desktop or mobile applications, immersive AR experiences, often using head-mounted displays (HMD), can be more engaging due to its multi-sensory user interaction, such as hand gesturing, spatial movement, and the perception of true three-dimensionality in a stereoscopic view. Due to recent improvements in hardware and decreasing costs, AR has been used more frequently in educational settings. Still, compared to the mobile form factor, HMD-based AR studies are underrepresented. While multiple studies report benefits of AR in education, such as increased student performance, achieving these benefits depends on the context of use and the specific AR implementation. The results of this work suggest that the three-dimensional and dynamic nature of immersive AR is well suited to investigating mathematical concepts such as the vector equation of a straight line. Compared to virtual reality (VR) experiences, immersive AR facilitates peer-to-peer interaction. Students were motivated to use the technology and reported task-related learning outcomes from the activity. For university curricula to benefit from immersive AR, interdisciplinary teams need to share knowledge to create appropriate AR experiences. Moreover, an AR implementation should follow a long-term approach and include students from both educational and technical domains into the design process.
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