393,969 research outputs found
Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report
Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org
Towards a narrative-oriented framework for designing mathematical learning
This paper proposes a narrative-oriented approach to the design of educational activities, as well as a CSCL system to support them, in the context of learning mathematics. Both Mathematics and interface design seem unrelated to narrative. Mathematical language, as we know it, is devoid of time and person. Computer interfaces are static and non-linear. Yet, as Bruner (1986; 1990) and others show, narrative is a powerful cognitive and epistemological tool. The questions we wish to explore are - - If, and how, can mathematical meaning be expressed in narrative forms - without compromising rigour? - What are the narrative aspects of user interface? How can interface design be guided by notions of narrative? - How can we harness the power of narrative in teaching mathematics, in a CSCL environment? We begin by giving a brief account of the use of narrative in educational theory. We will describe the environment and tools used by the WebLabs project, and report on one of our experiments. We will then describe our narrative-oriented framework, by using it to analyze both the environment and the experiment described
Integranting prosodic information into a speech recogniser
In the last decade there has been an increasing tendency to incorporate
language engineering strategies into speech technology. This technique
combines linguistic and mathematical information in different applications:
machine translation, natural language processing, speech synthesis and
automatic speech recognition (ASR). In the field of speech synthesis, this
hybrid approach (linguistic and mathematical/statistical) has led to the
design of efficient models for reproducing the acoustic features of natural
language. However, the incorporation of language engineering strategies
into ASR is only beginning. In this paper, we present a theoretical
framework for the integration of linguistic information into an ASR system.
The objective is to design a model which can detect the suprasegmental
features of the speech input, mainly those related to the fundamental
frequency (F0) that can clarify the functionality of pauses, intonation
contour, and interruptions. This specification model has been designed in
the framework of a dialogue syste
The Layer-Oriented Approach to Declarative Languages for Biological Modeling
We present a new approach to modeling languages for computational biology, which we call the layer-oriented approach. The approach stems from the observation that many diverse biological phenomena are described using a small set of mathematical formalisms (e.g. differential equations), while at the same time different domains and subdomains of computational biology require that models are structured according to the accepted terminology and classification of that domain. Our approach uses distinct semantic layers to represent the domain-specific biological concepts and the underlying mathematical formalisms. Additional functionality can be transparently added to the language by adding more layers. This approach is specifically concerned with declarative languages, and throughout the paper we note some of the limitations inherent to declarative approaches. The layer-oriented approach is a way to specify explicitly how high-level biological modeling concepts are mapped to a computational representation, while abstracting away details of particular programming languages and simulation environments. To illustrate this process, we define an example language for describing models of ionic currents, and use a general mathematical notation for semantic transformations to show how to generate model simulation code for various simulation environments. We use the example language to describe a Purkinje neuron model and demonstrate how the layer-oriented approach can be used for solving several practical issues of computational neuroscience model development. We discuss the advantages and limitations of the approach in comparison with other modeling language efforts in the domain of computational biology and outline some principles for extensible, flexible modeling language design. We conclude by describing in detail the semantic transformations defined for our language
Learning the Language of Math
The purpose of this research study is to determine the level of positive impact that automated storybook interventions have on the mathematical vocabulary acquisition of Kindergarten through second grade children who are English Language Learners with language impairments, as well as to determine the most effective delivery style of the language of the intervention. Design and Methods: This study is based on a quantitative research design with a multi-case study approach. Participants will include a small population of English Language Learners with language impairments. Interventions will be provided through three automated storybooks. Results will be analyzed by pretest and posttest data scoring. Results: Baseline results from the control group suggest that mathematical vocabulary knowledge will increase to a similar level after completion of this intervention. Conclusions: Data indicates positive learning outcomes for participants in kindergarten through second grade who are native English speakers with no language impairments. Future study includes implementing the intervention to the target population of English Language Learners in an English only instruction format as well as Spanish only instruction and determine the most effective language of instruction based on vocabulary acquisition results
ProSLAM: Graph SLAM from a Programmer's Perspective
In this paper we present ProSLAM, a lightweight stereo visual SLAM system
designed with simplicity in mind. Our work stems from the experience gathered
by the authors while teaching SLAM to students and aims at providing a highly
modular system that can be easily implemented and understood. Rather than
focusing on the well known mathematical aspects of Stereo Visual SLAM, in this
work we highlight the data structures and the algorithmic aspects that one
needs to tackle during the design of such a system. We implemented ProSLAM
using the C++ programming language in combination with a minimal set of well
known used external libraries. In addition to an open source implementation, we
provide several code snippets that address the core aspects of our approach
directly in this paper. The results of a thorough validation performed on
standard benchmark datasets show that our approach achieves accuracy comparable
to state of the art methods, while requiring substantially less computational
resources.Comment: 8 pages, 8 figure
A Game of Attribute Decomposition for Software Architecture Design
Attribute-driven software architecture design aims to provide decision
support by taking into account the quality attributes of softwares. A central
question in this process is: What architecture design best fulfills the
desirable software requirements? To answer this question, a system designer
needs to make tradeoffs among several potentially conflicting quality
attributes. Such decisions are normally ad-hoc and rely heavily on experiences.
We propose a mathematical approach to tackle this problem. Game theory
naturally provides the basic language: Players represent requirements, and
strategies involve setting up coalitions among the players. In this way we
propose a novel model, called decomposition game, for attribute-driven design.
We present its solution concept based on the notion of cohesion and
expansion-freedom and prove that a solution always exists. We then investigate
the computational complexity of obtaining a solution. The game model and the
algorithms may serve as a general framework for providing useful guidance for
software architecture design. We present our results through running examples
and a case study on a real-life software project.Comment: 23 pages, 5 figures, a shorter version to appear at 12th
International Colloquium on Theoretical Aspects of Computing (ICTAC 2015
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