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In this paper, we consider some educational aspects related to mathability. Our main goal is to approach an answer to the question what are computer assisted ways to assimilate mathematical knowledge and possess mathematical abilities.
We have introduced a system called ASys in a university Java programming course. ASys allows students to self-assess their programming assignments, and it also assists teachers when assessing. After the course, we collected the students opinions with a survey. We report on the results obtained and we provide empirical data about the benefits obtained when the assessment made by teachers is assisted...
This paper reports the experience of running a professional development workshop on advanced computing technologies for high and middle school computer teachers. The workshop introduced the teachers to new trends in computing technologies to be applied in the classroom. Thirty-two teachers took part in the workshop and benefited from its content. The workshop covered four different hot computing topics,...
The goals of the modern Computer-assisted Instruction systems are ultimately achievable only through the application of artificial intelligence techniques to the implementation of teaching strategies. The author of the traditional Computer-assisted Instruction course must explicitly predict and program all possible paths through the lessons, including backward branches for review or remediation. The...
As the needs of education of programming language increase, the importance of the learning environment has been emphasized. Based on the social trends, various web services for the education of programming which improves the computational thinking of a student. Among the web services, block-based programming languages are well known as an effective educational tool for a primary student though a freshman...
The most important potential of E-learning system is the ability to adapt based on learner's status in order to support personalized learning. However, this requires using specific learner's parameters as factors to control adaptation process, these include learning style, presentation preferences, and progress preference through the subject. This is paper presents our web-based tutoring system to...
It has been shown in numerous studies that the application of Augmented Reality (AR) to teaching and learning is beneficial, but determining the reasons behind its effectiveness, and in particular the characteristics of students for whom an AR is best suited, can bring forth new opportunities to integrate adaptive instruction and AR in the future. Through a quasi-experimental research design, our...
Despite the efforts and global policies to achieve universal primary education, there are still 58 million children, roughly between the ages of 6 and 11, out of school globally. Although previous studies showed the value of serious games for learning, not enough efforts were made to apply serious games to reduce children illiteracy. Understanding the complexity of this problem, we put together a...
Randomized controlled trials (RCTs) are the gold standard for scientific research but pose many obstacles for game- based learning (GBL) studies. This poster is intended to foster a discussion about RCTs by summarizing two recent trials performed by the authors and comparing the distinctly different protocols including length of stimulus exposure, levels of internal and external validity, and sample...
Educational videogames are a very effective tool in the learning process, especially for the current generation, known as the digital natives generation. Many studies have shown their benefits in different fields, using computers and mobile devices, among others. Nevertheless, we have not found in the literature any comparative research between these two platforms. Is one of the platforms more effective...
For more than 30 years, research and applied work has been reported on the huge potential of games for learning. This paper presents Bridging Design Prototypes (BDPs) as an approach that could address the remaining challenge of the successful uptake of games in formal learning environments. BDPs are functional prototypes that bring teachers and learners into a development process early: teachers adapt,...
This paper studies the effects of applying process improvement principles to knowledge-intensive processes, which are typical for being supported by Adaptive Case Management systems. The study is being completed by investigating a process of conducting a small-scale research project that results in BS or MS thesis being defended and graded. The research is a mixture of the case study at the department...
ICT/technologies are increasingly pervasive and embedded in everyday things and objects, constituting a relevant aspect of social identities. Furthermore ICT use continues to be a highly gendered area of life in all socio-economic and educational backgrounds, and a source of significant social inequality in enduring ways. Gender and ICT/technologies is an international growing field of research that...
This paper describes the course on Advanced Computer Structure given in the Computer Engineering Degree at the University of Murcia. The subject carries six ECTS credits and students have 150 hours during which they attend theory classes and practicals, and carry out their personal work along with the corresponding evaluation. This article analyzes the teaching methodology, the timing, the coordination,...
Pedagogic Conversational Agents are interactive educational systems that talk with students about a particular domain assuming the role of teacher, student or colleague. They have been used with good results from the upper areas of education to Primary Education. However, it has not been found examples in the literature of the field on its use in Early Childhood Education. During 2014/2015 several...
Nowadays, the current global socio-economic challenges offer new opportunities for engineering. Advances in electrical engineering have been central to human progress ever since the discovery of the electromagnetic field. In the last hundred and fifty years, electrical engineering has transformed the world we live in, contributing to a significantly longer life expectancy and has enhanced life quality...
Mobile and ubiquitous technologies offer unique potentialities to develop environmental education activities. This paper presents the preliminary results of a project developed with children aged between 6 and 12, which explored the vine cycle over one year, visiting farms in the Dão vineyard area. Mobilizing a framework that integrates authentic and meaningful learning with situated cognition, it...
In recent years, it has been a growing interest in the phenomenon of Learning Analytics. Most efforts have been focused on learning platforms, due to the huge amount of information they provide about student activity. However, as other authors also state, it is important to point out that much of this activity occurs beyond such platforms. This work aims at presenting a set of guidelines to select...
This article aims to reflect on the impact of Information and Communication Technologies (ICT) in the educational context, focusing on the potential contributions of the use of Digital Educational Resources (RED) in the process of teaching and learning. For this purpose, the results of the use of the RED will be presented:. Digital Classroom — The World's 1st Year Carochinha The study was accomplished...
Every year, companies are searching for professionals in cybersecurity more than ever before; however, there is a big void in the pipeline. Interestingly enough, the largest source of security incidents are unintentional insiders, which demonstrates the need for cybersecurity education not only for developing cybersecurity workforce but also to raise mere awareness and consciousness about these issues...
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