• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 53
  • 28
  • 14
  • 10
  • 10
  • 7
  • 4
  • 4
  • 2
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 160
  • 30
  • 24
  • 24
  • 20
  • 17
  • 16
  • 14
  • 13
  • 12
  • 11
  • 11
  • 11
  • 11
  • 10
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Design of a Mine Roof Strata Analyis Device

Russell, Andrew James Reksten 22 April 2015 (has links)
Because the roof lithology in an underground coal mine is typically variable and poorly known, the safety and efficiency of these mines is reduced. To address this shortcoming, a device for analyzing rock properties by way of scratching a mine roof borehole was designed and tested in multiple different media with the goal of determining in situ mine roof properties with a nondestructive technique. Tools were developed for measuring extraction force and position of the scratching mechanism and those values were compared versus time for multiple tests to look for changes in applied force over changing positions. Because of signal stability and inconsistencies in scratch depths the data were found to contain too much variation to determine any rock properties or changing rock conditions from the simulated roof material in the concrete block. However, further scratch tests in a sandstone block indicated that increasing the diameter of the wire scratchers (and therefore increasing their stiffness and accompanying normal force) from 0.045 inches to 0.055 inches increased the average pull force from 6.24 to 9.96 lbs. Similar to that test, a scratch test was performed in a PVC pipe where it was found that increasing the scratcher diameter from 0.045 inches to 0.051 inches increased the pull force from a 2.81 lb average to a 36.46 lb average, with considerably better gouging of the host material. / Master of Science
22

Blockprogrammering i matematikämnet : En litteraturöversikt om visuell programmering i årskurs F-6 / Block-based programming in mathematics : A literature review on visual programming in elementary school

Olsson, Julia, Tholin, Amanda January 2019 (has links)
Elever i Sverige ska från och med höstterminen 2018 lära sig programmering och det är nu ett obligatoriskt område i det centrala innehållet i matematikämnet. Programmering är ett outforskat område för många verksamma matematiklärare som menar att de inte har tillräcklig kompetens och kunskap för att undervisa om det. Denna litteraturstudie syftar därför, till att genom didaktisk forskning, beskriva visuell blockbaserad programmering i matematikundervisningen då elever i årskurs 4-6 ska erbjudas möjligheten att arbeta med visuella programmeringsmiljöer. I resultatdelen presenteras undervisningsmetoder, lärarstilar och utmaningar vid användning av blockbaserade programmeringsmiljöer. Debugging visar sig vara en utmärkande metod och en process som kan utveckla elevers lärande. Blockbaserade program kan medföra att elever fokuserar på annat än matematiska koncept, men med en utförlig lärarhandledning skulle eventuellt den problematiken kunna minskas. Studien visar hur och varför blockbaserade programmeringsmiljöer används för att utveckla programmering.
23

Programação no auxílio da resolução de situações-problema e uma abordagem para o ensino de funções afim e quadrática. / Programming in aid of problem-solving and an approach to teaching linear and quadratic functions.

Costa, Douglas Vinicius Rosato [UNESP] 02 March 2018 (has links)
Submitted by Douglas Vinicius Rosato Costa null (douglas_vrc@yahoo.com) on 2018-03-13T02:13:44Z No. of bitstreams: 1 Dissertação Douglas Costa Versão Final.pdf: 1946320 bytes, checksum: 336b5ddb2211738253b95133f808aa2e (MD5) / Approved for entry into archive by Elza Mitiko Sato null (elzasato@ibilce.unesp.br) on 2018-03-13T19:05:51Z (GMT) No. of bitstreams: 1 costa_dvr_me_sjrp.pdf: 1946320 bytes, checksum: 336b5ddb2211738253b95133f808aa2e (MD5) / Made available in DSpace on 2018-03-13T19:05:51Z (GMT). No. of bitstreams: 1 costa_dvr_me_sjrp.pdf: 1946320 bytes, checksum: 336b5ddb2211738253b95133f808aa2e (MD5) Previous issue date: 2018-03-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Neste trabalho é apresentado um estudo sobre funções afim e quadrática e resolução de situações-problema através do uso de programação, tendo como público alvo os estudantes do último ano do ensino fundamental e primeiro ano do ensino médio. Atualmente, notamos no ensino básico apatia e desmotivação por parte dos estudantes, por não julgarem necessário o que aprendem na escola e, principalmente, ao encarar as dificuldades apresentadas em Matemática. Partindo dessa premissa, objetiva-se apontar uma ligação direta entre resolução de situações-problema e programação, e abordar de forma interativa e atraente uma maneira de adquirir as habilidades necessárias nessas duas áreas. Utilizando o software Scratch para resolver as atividades propostas sobre funções afim e quadrática, conseguimos cativar o interesse dos estudantes e atingimos maior participação em sala de aula, por meio de atividades diferenciadas e criativas. Incluem-se ainda os benefícios de aprender a programar, que é considerada uma habilidade essencial para o futuro. / In this work, it is presented a study on linear and quadratic functions and problem-solving through the use of programming, focusing on the students of the last year of elementary school and the first year of high school. Nowadays we notice apathy and demotivation from the students in the basic education due to their belief that what they learn in the school is unnecessary and, mainly, when facing the usual difficulties concerning Mathematics. Based on this premise, this work aims to point out a direct link between problem-solving and programming, interactively and attractively approaching a way to acquire the necessary skills in these two areas. Using the Scratch software to solve the proposed activities on linear and quadratic functions, we were able to captivate students' interest and achieve greater participation in the classroom through differentiated and creative activities. It also includes the benefits of learning how to program, which is considered an essential skill for the future.
24

Percepção Ambiental e desenvolvimento Scratch: uso da água no pulsar do Rio Juruá – Eirunepé – Amazonas

Lima, William Vieira de, 97-99176-0112 09 July 2018 (has links)
Submitted by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-10-17T13:04:46Z No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação_William Lima_PROFCIAMB.pdf: 10555440 bytes, checksum: c761c8f2c216f4d7bdc3702c307f74f1 (MD5) Prod. Educ._William_Lima_PROFCIAMB.pdf: 15599207 bytes, checksum: e67f86964ff60467a2e2ceff1bc18767 (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-10-17T13:04:58Z (GMT) No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação_William Lima_PROFCIAMB.pdf: 10555440 bytes, checksum: c761c8f2c216f4d7bdc3702c307f74f1 (MD5) Prod. Educ._William_Lima_PROFCIAMB.pdf: 15599207 bytes, checksum: e67f86964ff60467a2e2ceff1bc18767 (MD5) / Made available in DSpace on 2018-10-17T13:04:58Z (GMT). No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação_William Lima_PROFCIAMB.pdf: 10555440 bytes, checksum: c761c8f2c216f4d7bdc3702c307f74f1 (MD5) Prod. Educ._William_Lima_PROFCIAMB.pdf: 15599207 bytes, checksum: e67f86964ff60467a2e2ceff1bc18767 (MD5) Previous issue date: 2018-07-09 / This dissertation is based on the assumption that the use of educational Software Scratch can contribute to the teaching of Environmental Sciences, providing the research subjects with a meaningful learning about the environment in which they live. It aims at the construction of dynamic animations on the use of water with the use of Scratch. In order to reach the proposed objectives of the research the environmental perception of the subjects on the use of water in the pulsar of the Juruá River was studied, as well as the educational Software Scratch and its possibilities for the development of computational thinking. The study was carried out in a public school in the interior of the state of Amazonas, with as participants the teacher-researcher and twenty-four students. The foundation of the work was the Systemic Complexity Approach. Faced with the need to describe and explain the social phenomenon in its context, with use of the Case Study as a methodological procedure, allows the use of multiple sources to explore the phenomenon in depth. The students were encouraged to develop dynamic animations with the use of Scratch and were studied to verify if the tool provides a learning of the contents related to Environmental Sciences, specifically the water theme. For analysis, descriptive statistics were performed, after feeding the database, with records of the interviews, questionnaire and data recorded in the field diary. The research shows that Scratch can be an important aid to the curricular work, due to its motivational, challenging and constructive character, and can be inserted as a pedagogical proposal in basic education schools. / Esta dissertação se baseia no pressuposto de que o uso do Software educacional Scratch pode contribuir para o ensino de Ciências Ambientais, proporcionando aos sujeitos da pesquisa uma aprendizagem significativa sobre o ambiente em que vivem. Tem como objetivo a construção de animações dinâmicas sobre o uso da água com o uso do Scratch. Para alcançar os objetivos propostos da pesquisa, foi estudada a percepção ambiental dos sujeitos sobre o uso da água no pulsar do rio Juruá, bem como o Software educacional Scratch e suas possibilidades para o desenvolvimento do pensamento computacional. O estudo foi realizado em uma escola pública do interior do estado do Amazonas, tendo como participantes o professor-pesquisador e vinte e quatro discentes. A base do trabalho foi a Abordagem da Complexidade Sistêmica. Diante da necessidade de descrever e explicar o fenômeno social em seu contexto, com uso do Estudo de Caso como procedimento metodológico, que permite o uso de múltiplas fontes para explorar o fenômeno em profundidade. Os alunos foram incentivados a desenvolver animações dinâmicas com o uso do Scratch e foram estudados para verificar se a ferramenta proporciona um aprendizado dos conteúdos relacionados às Ciências Ambientais, especificamente o tema água. Para análise, foram realizadas estatísticas descritivas, após alimentação da base de dados, com registros das entrevistas, questionário e dados registrados no diário de campo. A pesquisa mostra que o Scratch pode ser uma ajuda importante para o trabalho curricular, devido ao seu caráter motivacional, desafiador e construtivo, podendo ser inserido como uma proposta pedagógica nas escolas de educação básica.
25

Efterfrågad kunskap eller implementering utan syfte : Programmering i grundskolans matematikundervisning

Hjalmarsson, Elin, Johansson, Robin January 2019 (has links)
Programmering har under 2018 implementerats i den svenska läroplanen och blivit ett nytt inslag i ämnena matematik och teknik. Skolan har nu i uppgift att förmedla dessa kunskaper och även utveckla färdigheter för att skapa demokratiska medborgare som kan delta i det nya digitala samhället. Syftet med denna kunskapsöversikt är att synliggöra vad som kännetecknar forskningen om programmering i ämnet matematik. Med utgångspunkt i sökord såsom programmering, matematik och skola, och med hjälp av urvalskriterier har relevant forskning sökts upp, studerats och kartlagts. Detta har genomförts för att skapa en bild av programmering i matematiken. Olika matematiska områden samt olika typer av programmering finns representerade i översikten. Scratch är det programmeringsverktyg som används mer frekvent än andra i vårt urval av forskning. Vad vi kan se i vår kunskapsöversikt är att det är två matematikområden som dominerar i vårt urval. Dessa områden är problemlösning och geometri. De effektstudier som gjorts i urvalet visar inte några positiva effekter för programmeringens betydelse av elevernas problemlösningsförmåga. Programmering skapar däremot ett starkare självförtroende och en glädje hos eleverna. Artiklarna presenterar både positiva och negativa aspekter till programmering inom matematik. Det framkommer att programmering inom matematik stimulerar elevernas nyfikenhet och självförtroende. Kunskapsöversikten visar att programmering enbart används inom konkreta och laborativa områden i matematiken. Vi har också sett att det är ett platt forskningsfält som främst innehåller pragmatiska studier. En avsaknad av kritiska studier finns i urvalet.
26

Troféer och erfarenhets-mätare : Hur dessa påverkar prestation och engagemang hos ungdomar inom programmering med scratch

Rosenkvist, Simon January 2019 (has links)
En studie utfördes på högstadieelever för att mäta hur en implementering av gamification-elementen erfarenhetsmätare och troféer i en scratch-baserad applikation påverkade deras engagemang och prestation. De två användartest-grupperna för kontroll- och test-versionen visar på att implementationen av dessa gamification-element har en markant positiv effekt på både engagemang och prestation.
27

Are the invdividuals who buy Triss rational by doing it?

Robin, Sjöblom January 2019 (has links)
This essay analyses the extent to which individuals who bought Triss in Värnamo at Hemköp are rational in their decision to buy Triss. The expected value was found to be lower than the price of the Triss ticket. The results from the experiment suggests the individuals act irrationally as they did not accept to exchange their Triss for another Triss and an additional Mini Triss. The data from the observation suggests that individuals with a winning Triss tend to exchange it for a new Triss when the amount won is relatively small. When the amount won was relatively larger, the more likely the individuals were to claim the money. When a jackpot Triss was sold in the store, there was no significant increase of sales of Triss in the store, hence the individuals in the store did act rational in the sense they did not buy more or less Triss because of the jackpot was sold in the store. The results found in this paper suggest that individuals who buy Triss acts with a bounded rationality since their decision of buying Triss are driven by emotions, poor understanding of probabilities and risk under uncertainties.
28

Energy Efficiency of Scratch-Pad Memory at 65 nm and Below: An Empirical Study

Takase, Hideki, Tomiyama, Hiroyuki, Zeng, Gang, Takada, Hiroaki 07 1900 (has links)
No description available.
29

Υλοποίηση DMA για υπολογιστικό σύστημα με scratch pad μνήμη και βελτιστοποιημένη υλοποίηση εφαρμογών

Μπαλταγιάννης, Αγαμέμνων 18 March 2009 (has links)
Κύριος σκοπός της εργασίας είναι η υλοποίηση ενός υπολογιστικού συστήματος με Scratch pad μνήμη και η διαχείριση της μνήμης μέσω ενσωματωμένου λογισμικού. Αρχικά παρουσιάζονται τα πλεονεκτήματα και τα μειονεκτήματα ενός συστήματος που χρησιμοποιεί μνήμη Scratch pad σε σύγκριση με ένα αντίστοιχο σύστημα με cache. Μετά σχεδιάζουμε το σύστημα μας χρησιμοποιώντας την γλώσσα περιγραφής υλικού VHDL και λαμβάνουμε πειραματικές μετρήσεις οι οποίες προκύπτουν από την μέτρηση των κύκλων εκτέλεσης ενός αντιπροσωπευτικού προγράμματος. Η προτεινόμενη αρχιτεκτονική με Scratch pad και η τεχνική προγραμματισμού της αποφέρουν μια βελτίωση της απόδοσης κατά 36% σε σχέση με την αντίστοιχη αρχιτεκτονική με cache. Αυτό οφείλεται στις σημαντικά λιγότερες αστοχίες που παρουσιάζει η Scratch pad όταν προγραμματιστεί κατάλληλα καθώς ο DMA ελεγκτής έχει τη δυνατότητα να μεταφέρει τα δεδομένα παράλληλα με την εκτέλεση του προγράμματος. / The main purpose of this master thesis is the implementation of a computer system using scratch pad memory including memory management via embedded software. Initially we present the pros and cons of a system using scratch pad memory, in comparison to a system using cache memory. We then design our system using the hardware description language VHDL and we compare the performance with an equivalent architecture using cache memory. This is done by counting the clock cycles needed in order to run a sample program. The proposed scratch pad architecture and the programming technique used produced a 36% better performance in comparison to an equivalent cache memory architecture. This is due to the less misses that a scratch pad memory presents, when programmed efficiently.
30

Wear, Friction and High Shear Strain Deformation of Metallic Glasses

Pole, Mayur 05 1900 (has links)
In this work, wear and scratch behavior of four different bulk metallic glasses (BMGs) namely Zr41.2Cu12.5Ni10Ti13.8Be22.5 (LM 1), Zr57Cu15.4Ni12.6Al10Nb5 (LM 106), Ni60Pd20P17B3 (Ni-BMG), and Pt57.5Cu14.7Ni5.3P22.5 (Pt-BMG) were compared. Shear band formation on the edges of the scratch groove with spallation was found to be the primary failure mechanism in progressive scratch tests. The wear behavior and the scratch response of model binary Ni-P metallic glasses was systematically studied as a function of composition, with amorphous alloy formation over the narrow range of 10 at% to 20 at% phosphorus. Pulsed current electrodeposition was used to obtain these binary amorphous alloys, which offers a facile and versatile alternative to conventional melt quenching route. The electrodeposited metallic glasses (EMGs) showed hardness values in the range of 6.6-7.4 GPa, modulus in the range of 155-163 GPa, and friction coefficient around 0.50. Among the studied alloys, electrodeposited Ni80P20 showed the lowest wear rate. The wear mechanism was determined to be extensive plastic deformation along with mild ploughing, micro tears, and formation of discontinuous lubricious oxide patches. The effect of phosphorus content on the structure, mechanical properties, and the tribological response was systematically investigated for biocompatible Co-P metallic glasses. With increase in phosphorus content, there was an increase in hardness, hardness/modulus, wear resistance, and scratch resistance following the trend: Co80P20 > Co90P10 > Pure Co. The Co-P electrodeposited amorphous alloys showed enhanced wear resistance that was two orders of magnitude better than SS 316 and Ti-based alloys in simulated physiological environment. The wear mechanisms were determined to be a combination of abrasive and surface fatigue wear in both dry and physiological environments. Decreased platelet adhesion and more extracellular matrix deposition indicated that Co80P20 electrodeposited alloy had excellent blood compatibility and pre-osteoblast adhesion response. These results suggest the potential use of Co-P metallic glasses as superior bio implant materials with better durability compared to the state-of-the-art.

Page generated in 0.05 seconds