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This paper describes the course that was developed at the authors' University to introduce all first-year engineering students to the fundamentals of computer programming within the context of solving engineering problems. This two credit-hour, semester-long course incorporates the programming language MATLAB and is a required course for students who major in civil, electrical, and mechanical engineering...
The learning of reading is one of the challenges of school and one of its most important activities, because reading is the basis for other school activities and a fundamental element for the exercise of citizenship. The applied behavior analysis have been useful for the development of reading and writing instruction programs by means of two paradigms: the stimulus equivalence that seeks to identify...
Since the first performance benchmarks proposed more than 25 years ago, the concept of comparing/ranking computer systems or components has proven to be a powerful instrument to promote the improvement of specific computer or software features. Following this path, many benchmarking studies have extended the benchmarking model initially proposed for performance to address the comparison of different...
Student cheating is a well-known topic with a large number of references in literature. This paper presents and discusses the role of assessment rules as a vehicle for cheating minimization, related to delivered work, in the context of computer programming courses. As there is no single best solution, we present a classification for cheating behaviors that provides a guideline for teacher reflection...
Active learning is a popular concept for motivating learning. Learning agreements are one strategy towards this goal. They can be used to aid the students to take ownership of their learning and in becoming more active in a course. Learning Agreements are especially useful tools for scaffolding learning in courses with a focus on developing the professional competencies of students, such as in Open...
In this paper, we present a generic model to enrich user profiles by means of contextual and temporal information. This reflecting the current interests of these users in every period of time defined by a search session, and infers data freshness. We argue that the annotation of resources gives more transparency on users' needs. Based on this idea, we integrate social tagging in order to exploit part...
In distance learning platforms the training is adapted to each learner's cognitive profile. It combined between the individualization of course units according to each learner and the collaboration between learners themselves and tutors. However, teachers no longer have direct contact with learners that allow them to assess their evolution. Hence the importance of integrating the tracking of learners...
In this paper a methodology for disambiguating the word senses of polysemous words using Lexical Categories present in WordNet is presented. WordNet is a commonly used English lexical database. The algorithm is applied to the data scraped from Wikipedia articles. The representative context used in the algorithm is extracted from the Wikipedia pages of the words belonging to the category. The lexical...
An event occurs when an object changes its state. Event based models of the world and their descriptions are useful in understanding and performing actions to produce desired changes in the world. In this paper, we identify the challenges in modelling policy descriptions using events and show how policies can be interpreted in terms of the underlying events. We demonstrate that event based models...
Computing as a whole suffers from a crisis of reproducibility. Programs executed in one context are astonishingly hard to reproduce in another context, resulting in wasted effort by people and general distrust of results produced by computer. The root of the problem lies in the fact that every program has implicit dependencies on data and execution environment which are rarely understood by the end...
Archaeology is a broad church and its role as a “two culture” discipline is frequently cited. This position at the interface of the arts and sciences remains central to archaeological activity but there have been significant changes in the structure of archaeology and its relationship to society overall. The growth of heritage science, in particular, is driving change and development within archaeology...
Passive brain-computer interfacing allows computer systems direct access to aspects of their user's cognition. In essence, a computer system can gain information about its user without this user needing to explicitly communicate it. Based on this information, human-computer interaction can be made more symmetrical, solving an age-old but still fundamental problem of present-day interaction techniques...
This paper presents a data-driven approach towards the modeling of agent behaviors in a full-fledged, commercial off-the-shelf simulation milieu for tactical military training. The modeling approach employs machine learning to identify behavioral rules and patterns in data. Potential advantages of this approach are that it may improve modeling efficiency and, perhaps more importantly, increase the...
In the context of games for learning, it is argued that taking individual differences among players into consideration during game design can be beneficial for the game and/or learning experience. Researchers have studied a variety of factors that can be used for taking individual differences among players into consideration. Although research work indicates that the intelligence levels according...
In digital game based learning (DGBL), game mechanics and learning mechanics define the interactivity possibilities between the player and the game. While game and learning mechanics can facilitate the design and development of DGBL activities, they have not yet been analyzed from the perspective of the learning theories underlying the type of interactions between the player and the game. This study...
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,...
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...
Information and communication technologies play an increasingly important role in society, in the sense that all areas and professions make use of digital resources. The school can not be brushed off this reality, aim to create full subjects and integrated in society today. Educational software can be used very early in the education of children, but they must be carefully and monitoring. This article...
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...
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