476,375 research outputs found

    Providing equivalent learning activities with software-based remote access laboratories

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    Laboratory-based learning activities are important components of engineering and surveying education and it is difficult to offering practical activities to distance education students. Remote Access Laboratory (RAL) systems are widely discussed as learning tools to offer students remote access to rigs or hardware. In some disciplines laboratory activities are purely software based and RAL systems can be used to provide access to software. As part of a larger study into the transferability of the remote laboratory concept to non-engineering disciplines this project evaluates the effectiveness of RAL based software activities in supporting student learning is investigated. In the discipline of Surveying and Spatial Science, RAL technology is used to provide Geographic Information System software access to distance students. The key research question discussed in this paper is whether RALbased software activities can address the same learning outcomes as face-to-face practical classes for software activities. Data was collected from students' discussion forums, teaching staff diaries and teaching staff interviews. The project demonstrates that students undertaking learning activities remotely achieve similar learning outcomes than student in practice classes using the same software. Ease of system access and usability are critical and the learning activity needs to be supported by comprehensive learning materials. This research provides a clear case in which the use of RAL technology has provided inclusive educational opportunities more efficiently and these general results are also applicable to experiments that involve physical hardware

    USAge of Groupware in Software Engineering Education at the Cscw Laboratory of University Duisburg-essen: Possibilities and Limitations

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    This paper analyzes the application level in CSCW laboratory there are Electronic meeting rooms, Video Conferencing, Desktop Conference (Passenger), and BSCW system which conducting in The University Duisburg – Essen Germany. This analysis included short analysis and discussion about possibilities and limitation of each experiment followed by outlook how this lab can be further developed.Multi-user to Multipoint Videoconferences is introduced to cover all of devices join to the conferences. A computer network, PSTN (Public Switched Telephone Network), ISDN Phone, Wireless Infrastructures (accessed by laptop, smart phone, PDA) and videoconferences systems is proposed to be integrate

    Mars Activities: Teacher Resources and Classroom Activities

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    This set of classroom activities presents the challenges of operating a planetary rover, how to construct a scale model of the Earth-Moon system, how Martian surface core samples can be identified and what they tell us about Mars. Each activity comes with clearly delineated instructions, associated standards, guides and worksheets, and enhancement materials. Educational levels: High school, Intermediate elementary, Middle school, Primary elementary

    The Universe on a Desktop: Observational Astronomy Simulations in the Instructional Laboratory

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    Though the value of hands-on learning has long been recognised by educators, it is difficult to design laboratories in astronomy classes that present realistic astrophysical techniques to undergraduate students. Unlike most other sciences, astronomy is largely observational, not experimental, and making useful observations involves expensive equipment over time scales inconvenient for pedagogy. In recent years, however, astronomy has gone almost completely digital, and the advent of large on-line databases and fast personal computers has made it possible to realistically simulate the experience of research astrophysics in the laboratory. Since 1992, Project CLEA (Contemporary Laboratory Experiences in Astronomy) has been developing computer-based exercises aimed primarily at the introductory astronomy laboratory. These exercises simulate important techniques of astronomical research using digital data and Windows-based software. Each of the nine exercises developed to date consists of software, technical guides for teachers, and student manuals for the exercises. CLEA software is used at many institutions in all the United States and over 60 countries worldwide, in a variety of settings from middle school to upper-class astronomy classes. The current design philosophy and goals of Project CLEA are discussed along with plans for future development

    A software system for laboratory experiments in image processing

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    Laboratory experiments for image processing courses are usually software implementations of processing algorithms, but students of image processing come from diverse backgrounds with widely differing software experience. To avoid learning overhead, the software system should be easy to learn and use, even for those with no exposure to mathematical programming languages or object-oriented programming. The class library for image processing (CLIP) supports users with knowledge of C, by providing three C++ types with small public interfaces, including natural and efficient operator overloading. CLIP programs are compact and fast. Experience in using the system in undergraduate and graduate teaching indicates that it supports subject matter learning with little distraction from language/system learning

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    Ada education in a software life-cycle context

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    Some of the experience gained from a comprehensive educational program undertaken at The Charles Stark Draper Lab. to introduce the Ada language and to transition modern software engineering technology into the development of Ada and non-Ada applications is described. Initially, a core group, which included manager, engineers and programmers, received training in Ada. An Ada Office was established to assume the major responsibility for training, evaluation, acquisition and benchmarking of tools, and consultation on Ada projects. As a first step in this process, and in-house educational program was undertaken to introduce Ada to the Laboratory. Later, a software engineering course was added to the educational program as the need to address issues spanning the entire software life cycle became evident. Educational efforts to date are summarized, with an emphasis on the educational approach adopted. Finally, lessons learned in administering this program are addressed

    A zero-cost, real-time, Windows signal laboratory

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    This paper introduces a Windows-based signal capture, display, and waveform synthesis package called “Win-eLab”. The software is able to run on a conventional desktop or laptop with no additional hardware, and can perform real-time Fourier analysis on audio-frequency signals. This paper is intended as an introduction to Win-eLab, aimed at motivating further use of it in both teaching and self-directed learning contexts. The use of the software to familiarize students with the concept of “laboratory” instrumentation is discussed, as well as the usefulness of a simultaneous time-domain/frequency-domain display for understanding signals, particularly in signal processing and communications systems courses. It is anticipated that applications may extend beyond electrical & electronic engineering – for example, as an aid to understanding mechanical vibrations, acoustics, and in other discipline areas

    The Development of an Interactive Virtual Laboratory Simulation Software: A Case Study of Basic Physics Experiments

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    This paper presents the techniques for the development of a web-based interactive virtual laboratory simulation software with a case study of basic Physics experiments to determine the acceleration due to gravity. The virtual learning environment has been developed in the following manner, namely: 1). Determine the computer programs and applications to be used in the software using the hyper text mark-up language (html); 2). Design software content Based on java applets; 3). Model the laboratory interface, experimental materials, equipment and characters necessary for the virtual Physics laboratory; 4). Develop the virtual   laboratory; 5). Collect expert opinions about the virtual laboratory; 6). Finalize and test the virtual laboratory for simulation; and 7). Deployment of the virtual laboratory software for use by clients. The paper also presents the attributes related to the interface of the software and attributes related to the use of the virtual laboratory software as a material in education. The effectiveness of the proposed interactive virtual laboratory software is justified by its deployment for use by secondary school students with positive responses through interactions and questionnaires. Comprehensive techniques on how to compute the acceleration due to gravity and generate the corresponding predictive mathematical models for the experiments have also been presented together with the associated programs written in MATLAB. The limitations of the virtual laboratory simulation software and directions for further improvements are briefly highlighted. Keywords: Hyper text mark-up language (html), interactive virtual laboratory, JavaŸ AppletsŸ, Physics experiment
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