46,997 research outputs found
SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality
Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the studentsâ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂa Tech
Helping Students Master Concepts in Mechanics by Graphing with Spreadsheets
An example of a curricular activity to help students master concepts in mechanics is presented. Students measure positions and times of movements using calculators, and construct graphs using spreadsheets. Students learn to connect concepts in mechanics and reinforce them following a spiral approach of increasing complexity. Comments from students about the activity are also presented
Beyond peer observation of teaching
OBJECTIVE To summarize the evidence on effectiveness of translational diabetes prevention programs, based on promoting lifestyle change to prevent type 2 diabetes in real-world settings and to examine whether adherence to international guideline recommendations is associated with effectiveness. RESEARCH DESIGN AND METHODS Bibliographic databases were searched up to July 2012. Included studies had a follow-up of â„12 months and outcomes comparing change in body composition, glycemic control, or progression to diabetes. Lifestyle interventions aimed to translate evidence from previous efficacy trials of diabetes prevention into real-world intervention programs. Data were combined using random-effects meta-analysis and meta-regression considering the relationship between intervention effectiveness and adherence to guidelines. RESULTS Twenty-five studies met the inclusion criteria. The primary meta-analysis included 22 studies (24 study groups) with outcome data for weight loss at 12 months. The pooled result of the direct pairwise meta-analysis shows that lifestyle interventions resulted in a mean weight loss of 2.12 kg (95% CI -2.61 to -1.63; I(2) = 91.4%). Adherence to guidelines was significantly associated with a greater weight loss (an increase of 0.3 kg per point increase on a 12-point guideline-adherence scale). CONCLUSIONS Evidence suggests that pragmatic diabetes prevention programs are effective. Effectiveness varies substantially between programs but can be improved by maximizing guideline adherence. However, more research is needed to establish optimal strategies for maximizing both cost-effectiveness and longer-term maintenance of weight loss and diabetes prevention effects
Logistics of Mathematical Modeling-Focused Projects
This article addresses the logistics of implementing projects in an
undergraduate mathematics class and is intended both for new instructors and
for instructors who have had negative experiences implementing projects in the
past. Project implementation is given for both lower and upper division
mathematics courses with an emphasis on mathematical modeling and data
collection. Projects provide tangible connections to course content which can
motivate students to learn at a deeper level. Logistical pitfalls and insights
are highlighted as well as descriptions of several key implementation
resources. Effective assessment tools, which allowed me to smoothly adjust to
student feedback, are demonstrated for a sample class. As I smoothed the
transition into each project and guided students through the use of the
technology, their negative feedback on projects decreased and more students
noted how the projects had enhanced their understanding of the course topics.
Best practices learned over the years are given along with project summaries
and sample topics. These projects were implemented at a small liberal arts
university, but advice is given to extend them to larger classes for broader
use.Comment: 27 pages, no figures, 1 tabl
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
Using Technology within the Teacher Preparation Program as a Model for Effective Instruction
This article describes a methods course for teachers of elementary science and how it was enhanced to increase studentsâ abilities and attitudes toward using technology as a tool in teaching science. The course was enhanced as a result of the Virginia Collaborative for Excellence in the Preparation of Teachers (VCEPT) project. Prior to this project, the course was known for its constructivist approach, cooperative group activities, and experiential base that allowed students to actually do and teach elementary science. As a result of VCEPT, the class now also features an elaborate technology component. Technology of many types are regularly modeled in the methods classroom. Students are exposed to and have hands-on experiences with selected technologies and are asked to use technology in order to complete a variety of different projects
Pre-service mathematics teachers' learning and teaching of activity-based lessons supported with spreadsheets
Mathematics education research has shown that too few students have adequate mathematics comprehension or problem-solving skills. To make up for this lapse in student outcomes, mathematics teachers should be among the most enthusiastic in seeking to maximize technologiesâ potential to develop student understanding, stimulate student interest, and increase student mathematics proficiency. In this study, pre-service mathematics teachers worked in teams to develop their knowledge and skills in designing activity-based lessons supported by spreadsheets. The pre-service teachers developed and demonstrated their knowledge and skill adequately during the design and enactment of their lessons. The results also showed that, the activity-based lessons supported by spreadsheets served a useful pedagogical approach, impacted on student learning outcomes and has the potential of improving teaching and learning mathematics in secondary educatio
Processing mathematics through digital technologies: A reorganisation of student thinking?
This article reports on aspects of an ongoing study examining the use of digital media in mathematics education. In particular, it is concerned with how understanding evolves when mathematical tasks are engaged through digital pedagogical media in primary school settings. While there has been a growing body of research into software and other digital media that enhances geometric, algebraic, and statistical thinking in secondary schools, research of these aspects in primary school mathematics is still limited, and emerging intermittently. The affordances of digital technology that allow dynamic, visual interaction with mathematical tasks, the rapid manipulation of large amounts of data, and instant feedback to input, have already been identified as ways mathematical ideas can be engaged in alternative ways. How might these, and other opportunities digital media afford, transform the learning experience and the ways mathematical ideas are understood? Using an interpretive methodology, the researcher examined how mathematical thinking can be seen as a function of the pedagogical media through which the mathematics is encountered. The article gives an account of how working in a spreadsheet environment framed learners' patterns of social interaction, and how this interaction, in conjunction with other influences, mediated the understanding of mathematical ideas, through framing the students' learning pathways and facilitating risk taking
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