2,343 research outputs found

    Endüstri mühendisliğinde bilgisayar destekli öğrenme uygulaması

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    Text in English ; Abstract: English and TurkishIncludes bibliographical references (leaves 63-66)xi, 96 leavesLearning is the most central process in education where it's essential outcome being the assimilation of new skills, abilities, perspectives, attitudes, and knowledge. Learning is a life-long quest that is vital in today's information based economy. Educational institutions, though not exclusively, play a significant role in an individual's learning journey. Over the last two decades there has been significant research and development in methods of learning and teaching mostly spearheaded by institutions of higher education. At the core of these R&D efforts lie the need for improving the effectiveness of traditional methods of learning and teaching. Motivated by this need we designed and report here a computer aided learning application that helps better teach and learn some of the topics in inventory control and production planning in the discipline of industrial engineering. Computer aided learning environment provides time and location flexibility, enables asynchronicity, self-pacing, and experiential self-learning, extensively utilizes multi-media, and supports multiple types of learning styles. We designed our application in order to take advantage of all the benefits of this environment to reinforce the learning goals associated with our application area. Our application is a learning tool named WashMac Game. The game has three levels that are aligned with the progress of the student. Each level aims to simulate the production and sales process and teaching to calculate the product amounts. There are animations for teaching and understanding more easily and accurate.Öğrenme kelimesi, bilgi edinmek, yetenek ve beceri kazanmak anlamlarına gelmektedir. Öğrenme işi sonucunda yeni yetenekler, davranışlar kazanılır ve bilgi öğrenimi gerçekleşmektedir. Eğitim kurumlarının bilgiye ek olarak kişisel öğrenme üzerinde de etkin bir rolü vardır. Son 20 yılda öğrenme ile ilgili önemli araştırmalar ve gelişimler yaşanmıştır. Klasik öğrenme olarak ifade edilen öğrenme çeşidinde araştırma geliştirmeler sonucunda ilerlediğini ve yerini elektronik öğrenmeye bırakmaya başladığını görüyoruz. Bu araştırmalara istinaden endüstri mühendisliği için bilgisayar destekli öğrenme üzerine bir çalışma yaptık. Envanter kontrolü ve üretim planlama konularını kapsayan bir tasarım hazırladık. Bilgisayar destekli eğitim sayesinde, kullanıcılar zaman ve yer konularında esneklik kazanılabilmektedir. Bir diğer faydası ise kullanıcılar başka bir insana, öğretmene ayrıca ihtiyaç duymadan öğrenim görebilmektedir. Tasarladığımız uygulamanın ismi WashMac Game olup toplamda 3 seviyeden oluşmaktadır. Basitten başlayarak üretim ve satış süreçlerinde üretilecek miktarları hesaplamayı, envanteri takip etmeyi öğretmeyi hedefliyoruz. Öğrenme stillerini baz alarak animasyonlar kullandık. Kullanıcının dikkati çekebilen bir oyun olmasına dikkat ederek tasarımı hazırladık.IntroductionMotivationContributionsOutlineLearning TheoryTypes of IntelligenceTypes of LearningBloom’s TaxonomyBloom's Revised TaxonomyLearning StylesTradional LearningE-LearningProject Based LearningComputer Aided LearningLearning by DoingNew LearningOnline Learning CommunitiesLearning Objectives and Learning OutcomesY & Z GenerationIndustrial EngineersLiterature ReviewVisual Matrix Calculator for Undergraduate StudentsGeogebraThe Virtual CompanySupply Chain SimulatorThe Poker Chip GameImplementationsBeer GamePrisoner’s DilemmaTaxonomiesTaxonomy of Inventory Control PoliciesTaxonomy of Production ModesTaxonomy of Facility Layout TypesTaxonomy of Mathematical ModelsWashMac Learning GameWelcome ScreenFirst Level (Easy)TermsThe Second Level (Medium)EOQ Model(r,Q), (s,S) policiesThe Third Level (Hard)QuizzesAssembly LineConclusio

    A Web-Integrated Environment for Component-Based Software Reasoning

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    This thesis presents the Web IDE, a web-integrated environment for component-based software reasoning. The Web IDE is specifically tailored to emphasize the relationships among various components in component-based software engineering (CBSE) and to facilitate reasoning. It allows students to use RESOLVE, a component-based, integrated specification and programming language, to build components and systems, providing real-time feedback that can be used to reason about the correctness of their component implementations. Real-time interaction and relationship focused component presentation reinforces CBSE and reasoning principles in a way not possible with traditional programming exercises and file management systems. The Web IDE has gone through several stages of development, getting feedback from users and adding new functionality at each step. It has kept pace with web browser development by incorporating bowser features, such as the file API and local storage, to provide enhanced functionality to users. Several undergraduate software engineering courses at Clemson and elsewhere have successfully used the Web IDE for both reasoning and team-based component development exercises, demonstrating the robust and useful nature of the Web IDE

    Integrating Web-based Visualization with Structural System Understanding to Improve the Technical Education of Architects

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    The relationship between structure and form has become an important topic of educational research in architecture. The new trend in architecture is to create elegant and efficient designs that are adequately responsive to environmental conditions such as various applied loads. This has created a challenge in architectural education to train architects who are aware of the relationships between structure and form. This paper provides the results of a collaborative effort among the schools of Architecture and Design, Computer Science, and Education at Virginia Tech to develop a web-based learning tool called Structure and Form Analysis System” (SAFAS). SAFAS consists of a “Knowledgebase” and a “Structure and Form Experimentation” module, both of which were used in an undergraduate structures course as supplemental learning materials. Evaluation of the results of several assignments given to students demonstrated that the developed educational materials were effective in helping students (a) gain a better understanding of spatial structures and (b) comprehend the relationships between structure and form. From this study, it is concluded that the SAFAS and the associated educational tools could be used in undergraduate architecture and structures courses to foster a better understanding of various structural concepts

    Intelligent Tutoring System sebagai Upaya Inovatif dalam Pembelajaran untuk Pembelajaran Berbantuan Komputer

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    Perkembangan teknologi informasi dan komunikasi yang pesat juga telah merambah bidang pendidikan dan pengajaran. Penggunaan pembelajaran berbasis komputer dalam pembelajaran telah diteliti dan memberikan dampak positif dalam pembelajaran. Salah satu pembelaajran berbasis komputer yang saat ini masih terus dikembangkan adalah Intelligent Tutoring System (ITS) yang dikembangkan untuk mengatasi kelemahan pembelajaran berbasis komputer sebelumnya yang belum memperhatikan keberagaman siswa. ITS merupakan sebuah aplikasi komputer yang dibuat untuk meniru mimik manusia dalam memberikan materi pengajaran. ITS menggunakan pendekatan one-to-one. ITS merupakan sistem yang cerdas karena memiliki komponen kecerdasan buatan

    Intelligent Tutoring System Sebagai Upaya Inovatif dalam Pembelajaran untuk Pembelajaran Berbantuan Komputer

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    Perkembangan teknologi informasi dan komunikasi yang pesat juga telah merambah bidang pendidikan dan pengajaran. Penggunaan pembelajaran berbasis komputer dalam pembelajaran telah diteliti dan memberikan dampak positif dalam pembelajaran. Salah satu pembelaajran berbasis komputer yang saat ini masih  terus dikembangkan adalah  Intelligent Tutoring System (ITS) yang dikembangkan untuk mengatasi kelemahan pembelajaranberbasis komputer sebelumnya yang belum memperhatikan keberagaman siswa. ITS merupakan sebuah aplikasi komputer yang dibuat untuk meniru mimik manusia dalam memberikan materi pengajaran. ITS menggunakan pendekatan one-to-one.  ITS merupakan sistem yang cerdas karena memiliki komponen kecerdasan buatan

    Development of a Refactoring Learning Environment

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    This paper describes a Refactoring Learning Environment, which is intended to analyze and assess programming code, based on refactoring rules. The Refactoring Learning Environment architecture includes an intelligent assistant – Refactoring Agent, which is responsible for analysis and assessment of the code, written by students in real time by using a set of refactoring methods. According to the situation and based on the refactoring method, which should be applied, the agent could react in different ways. Its goal is to show the student, as much as possible, the weak places of his programming code and the possible ways to makes it better

    Automated Generation of User Guidance by Combining Computation and Deduction

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    Herewith, a fairly old concept is published for the first time and named "Lucas Interpretation". This has been implemented in a prototype, which has been proved useful in educational practice and has gained academic relevance with an emerging generation of educational mathematics assistants (EMA) based on Computer Theorem Proving (CTP). Automated Theorem Proving (ATP), i.e. deduction, is the most reliable technology used to check user input. However ATP is inherently weak in automatically generating solutions for arbitrary problems in applied mathematics. This weakness is crucial for EMAs: when ATP checks user input as incorrect and the learner gets stuck then the system should be able to suggest possible next steps. The key idea of Lucas Interpretation is to compute the steps of a calculation following a program written in a novel CTP-based programming language, i.e. computation provides the next steps. User guidance is generated by combining deduction and computation: the latter is performed by a specific language interpreter, which works like a debugger and hands over control to the learner at breakpoints, i.e. tactics generating the steps of calculation. The interpreter also builds up logical contexts providing ATP with the data required for checking user input, thus combining computation and deduction. The paper describes the concepts underlying Lucas Interpretation so that open questions can adequately be addressed, and prerequisites for further work are provided.Comment: In Proceedings THedu'11, arXiv:1202.453

    GRIP: Graphically Represented Image Processing engine

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    The goal of this project was to build an application that non-experts could use to construct computer vision algorithms, and more experienced users could use to develop algorithms faster. Given the time constraints imposed by robotics challenges like the FIRST Robotics Competition, computer vision is often underutilized by even the most experienced players. We used Java and OpenCV to implement a user interface to make rapidly developing vision systems easier. As a result, many teams successfully used our software in the 2016 FIRST Robotics Competition. We believe that our application could be used for further applications in research and education
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