260 research outputs found

    Advanced Technology for Engineering Education

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    This document contains the proceedings of the Workshop on Advanced Technology for Engineering Education, held at the Peninsula Graduate Engineering Center, Hampton, Virginia, February 24-25, 1998. The workshop was jointly sponsored by the University of Virginia's Center for Advanced Computational Technology and NASA. Workshop attendees came from NASA, other government agencies, industry and universities. The objectives of the workshop were to assess the status of advanced technologies for engineering education and to explore the possibility of forming a consortium of interested individuals/universities for curriculum reform and development using advanced technologies. The presentations covered novel delivery systems and several implementations of new technologies for engineering education. Certain materials and products are identified in this publication in order to specify adequately the materials and products that were investigated in the research effort. In no case does such identification imply recommendation or endorsement of products by NASA, nor does it imply that the materials and products are the only ones or the best ones available for this purpose. In many cases equivalent materials and products are available and would probably produce equivalent results

    Quantum games and interactive tools for quantum technologies outreach and education

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    We provide an extensive overview of a wide range of quantum games and interactive tools that have been employed by the quantum community in recent years. We present selected tools as described by their developers, including "Hello Quantum, Hello Qiskit, Particle in a Box, Psi and Delta, QPlayLearn, Virtual Lab by Quantum Flytrap, Quantum Odyssey, ScienceAtHome, and the Virtual Quantum Optics Laboratory." In addition, we present events for quantum game development: hackathons, game jams, and semester projects. Furthermore, we discuss the Quantum Technologies Education for Everyone (QUTE4E) pilot project, which illustrates an effective integration of these interactive tools with quantum outreach and education activities. Finally, we aim at providing guidelines for incorporating quantum games and interactive tools in pedagogic materials to make quantum technologies more accessible for a wider population. (C) The Authors. Published by SPIE under a Creative Commons Attribution 4.0 International License.Peer reviewe

    Proceedings of the Twentieth Conference of the Association of Christians in the Mathematical Sciences

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    The proceedings of the twentieth conference of the Associate of Christians in the Mathematical Sciences held at Redeemer University College from May 27-30, 2015

    Games in language learning: Opportunities and challenges

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    AN EXAMINATION OF THE ROLE OF TECHNOLOGICAL TOOLS IN RELATION TO THE COGNITIVE DEMAND OF MATHEMATICAL TASKS IN SECONDARY CLASSROOMS

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    This study investigates the role of digital cognitive technologies in supporting students' mathematical thinking while engaging with instructional tasks. Specifically, the study sought to better understand how the use of technology is related to the cognitive demand of tasks. Data were collected in four secondary mathematics classrooms via classroom observations, collection of student work, and post-lesson teacher interviews. Opportunities for high level thinking by students were evaluated using the Mathematical Tasks Framework (Stein, Smith, Henningsen, & Silver, 2009). Technology use was evaluated with respect to whether it served to amplify students' thinking by making students' work more efficient or accurate without changing the nature of the task, or whether it was used to reorganize students' thinking by supporting a shift to something different or beyond what the technology was doing for them (Pea, 1985). Results indicate that the mere inclusion of technology in a task was not related to the cognitive demand during any of the three phases of implementation, as technology was used in both high and low level tasks. However, results suggested an association between the level of cognitive demand of a task and the way that technology was used. In general, when technology was used as an amplifier, it was not related to the thinking requirements of the task, while the use of technology as a reorganizer was central to the thinking requirements of the task. The decline of tasks set up at high level often corresponded to technology being used as an amplifier and reorganizer during set up, but as only an amplifier during implementation. Overall, the role of technology in the decline or maintenance of high level thinking during implementation seems to depend more on teachers' classroom practice than any particular issues related to the use of technology. How prepared students were to engage in high level thinking tasks in general, how teachers anticipated students' needs while using technology to engage with the task, and how teachers responded to student questions and difficulties were influential factors in the maintenance or decline of these tasks

    An active engagement pedagogy for introductory solid mechanics

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2002.Includes bibliographical references (p. 387-393).This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Introductory Solid Mechanics has historically been taught using the traditional methods of blackboard instruction. In the Mechanical Engineering Department, we have undertaken an initiative to comprehensively transform the pedagogy of 2.001 (Mechanics and Materials I), an undergraduate course in Solid Mechanics. This transformation represents a radical shift in the teaching paradigm, one which is best described as an active engagement model. Through discovery-based and cooperative learning, it is hoped that students will develop conceptual understanding of the course material, that students will become comfortable working in teams, that student retention of course material will improve, that students will be able to engage in independent learning, and that student satisfaction will improve. There are several components to this new pedagogy: physical desktop experiments, Web-enabled learning modules, a portable computing initiative, a new classroom, and a change in the lecture format. This thesis will describe all of these, but will focus on the development of the Web modules, the synthesis of these elements in developing the new pedagogy, and preliminary assessment of the project. The thesis is dually intended as a presentation of original research and as a working document for others who may wish to undertake a project of similar scope.Jaspal Singh Sandhu.S.M
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