184,905 research outputs found

    Elements of computer modeling in training of teachers in chemistry and informatics

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    The aim of this study is projecting and realization of computer-oriented learning of future teachers in chemistry and informatics to modeling of objects (processes, phenomena and systems) of quantum mechanics at master’s degree level of higher education. Objectives of the study is ground of necessity of studies of master’s degrees of chemistry – future teachers in chemistry and informatics – computer modeling of quantum mechanics objects supported by the specialized software tool “Active constructor of the hierarchical systems”; content determination of laboratory laboratory workshop in elective course “New information technologies in scientific researches and education” and features of methodology of its learning. The object of research is the learning of bachelors and master in chemistry – future teachers in chemistry and informatics. The subject of research is content and software learning tools of computer modeling of quantum mechanics objects. In the article is shown a necessity the detailed study future teachers in chemistry and informatics to theories and practices of computer modeling of quantum mechanics objects, the unfolded content of the computer-oriented laboratory workshop of elective course “New information technologies in scientific researches and education” for the masters in 014 Secondary education (Chemistry), the features of methodology of his realization are marked. Results of the study is planned to summarize for development of recommendations to planning of educational standards and curricula design for masters in 014 Secondary education (Chemistry) with specialization 014 Secondary education (Informatics).Метою дослідження є проектування та реалізація комп’ютерно-орієнтованого навчання майбутніх учителів хімії та інформатики моделюванню об’єктів (процесів, явищ та систем) квантової механіки на другому рівні вищої освіти. Задачами дослідження є обґрунтування необхідності навчання магістрів хімії – майбутніх учителів хімії та інформатики – комп’ютерного моделювання об’єктів квантової механіки за підтримки спеціалізованого програмного засобу «Активний конструктор ієрархічних систем»; визначення змісту лабораторного практикуму з дисципліни (факультативного курсу) «Новітні інформаційні технології в наукових дослідженнях та освіті» та особливостей методики його навчання. Об’єктом дослідження є процес навчання бакалаврів та магістрів хімії – майбутніх учителів хімії та інформатики. Предметом дослідження є зміст та програмні засоби навчання комп’ютерного моделювання об’єктів квантової механіки. У роботі засвідчено необхідність навчання майбутніх учителів хімії та інформатики теорії та практики комп’ютерного моделювання об’єктів квантової механіки, подано розгорнутий зміст комп’ютерно-орієнтованого лабораторного практикуму вибіркової дисципліни (факультативного курсу) «Новітні інформаційні технології в наукових дослідженнях та освіті» для магістрів спеціальності 014 Середня освіта (Хімія), зазначено особливості методики його упровадження. Результати дослідження: узагальнення рекомендацій щодо проектування освітніх стандартів та навчальних планів підготовки магістрів за спеціальністю 014 Середня освіта (Хімія) та спеціалізацією 014 Середня освіта (Інформатика)

    Maximising gain for minimal pain: Utilising natural game mechanics

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    This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost-benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and Flow as natural dynamics that can be exploited in the learning experience

    Labsware: Implementation of Gamification Approach in Computer Lab Activities

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    Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it. Gamification is a method of implementing game design elements in non-game contexts. This research shows how gamification can be implemented in the classroom, and the survey result of application usage. Despite its successful implementation, increased motivation due to the application of game elements are not perceived significantly

    How Quantum Computers Fail: Quantum Codes, Correlations in Physical Systems, and Noise Accumulation

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    The feasibility of computationally superior quantum computers is one of the most exciting and clear-cut scientific questions of our time. The question touches on fundamental issues regarding probability, physics, and computability, as well as on exciting problems in experimental physics, engineering, computer science, and mathematics. We propose three related directions towards a negative answer. The first is a conjecture about physical realizations of quantum codes, the second has to do with correlations in stochastic physical systems, and the third proposes a model for quantum evolutions when noise accumulates. The paper is dedicated to the memory of Itamar Pitowsky.Comment: 16 page

    Quantum features of consciousness, computers and brain

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    Many people believe that mysterious phenomenon of consciousness may be connected with quantum features of our world. The present author proposed so-called Extended Everett's Concept (EEC) that allowed to explain consciousness and super-consciousness (intuitive knowledge). Brain, according to EEC, is an interface between consciousness and super-consciousness on the one part and body on the other part. Relations between all these components of the human cognitive system are analyzed in the framework of EEC. It is concluded that technical devices improving usage of super-consciousness (intuition) may exist.Comment: LATEX, 6 pages; the paper is reported at The 9th WSEAS International Conference on Applied Computer Science (ACS'09), Genova, Italy, October 17-19, 200

    Computation in Classical Mechanics

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    There is a growing consensus that physics majors need to learn computational skills, but many departments are still devoid of computation in their physics curriculum. Some departments may lack the resources or commitment to create a dedicated course or program in computational physics. One way around this difficulty is to include computation in a standard upper-level physics course. An intermediate classical mechanics course is particularly well suited for including computation. We discuss the ways we have used computation in our classical mechanics courses, focusing on how computational work can improve students' understanding of physics as well as their computational skills. We present examples of computational problems that serve these two purposes. In addition, we provide information about resources for instructors who would like to include computation in their courses.Comment: 6 pages, 3 figures, submitted to American Journal of Physic

    Thereʼs no ʻIʼ in ʻEmergency Management Team:ʼ designing and evaluating a serious game for training emergency managers in group decision making skills

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    Serious games are games that are designed to educate rather than entertain. The game outlined and evaluated here was commissioned and designed as a tool to improve the group decision making skills of people who manage real-world emergencies such as floods, fires, volcanoes and chemical spills. The game design exploits research on decision making groups and applies pedagogically sound games design principles. An evaluation of the game design was carried out based on a paper prototype. Eight participants were recruited and assigned to two groups of four participants each. These groups were video recorded while playing the game and the video was analysed in terms of game actions and member participation. Results indicate that the group who behaved in a more appropriate manner for a decision making group were rewarded with more positive feedback from the game state. These findings suggest that the game itself delivers appropriate feedback to players on their collaborative behaviour and is thus fit for the purposes intended in the current project
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