208,525 research outputs found

    The Universe on a Desktop: Observational Astronomy Simulations in the Instructional Laboratory

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    Though the value of hands-on learning has long been recognised by educators, it is difficult to design laboratories in astronomy classes that present realistic astrophysical techniques to undergraduate students. Unlike most other sciences, astronomy is largely observational, not experimental, and making useful observations involves expensive equipment over time scales inconvenient for pedagogy. In recent years, however, astronomy has gone almost completely digital, and the advent of large on-line databases and fast personal computers has made it possible to realistically simulate the experience of research astrophysics in the laboratory. Since 1992, Project CLEA (Contemporary Laboratory Experiences in Astronomy) has been developing computer-based exercises aimed primarily at the introductory astronomy laboratory. These exercises simulate important techniques of astronomical research using digital data and Windows-based software. Each of the nine exercises developed to date consists of software, technical guides for teachers, and student manuals for the exercises. CLEA software is used at many institutions in all the United States and over 60 countries worldwide, in a variety of settings from middle school to upper-class astronomy classes. The current design philosophy and goals of Project CLEA are discussed along with plans for future development

    Astrophysics datamining in the classroom: Exploring real data with new software tools and robotic telescopes

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    Within the efforts to bring frontline interactive astrophysics and astronomy to the classroom, the Hands on Universe (HOU) developed a set of exercises and platform using real data obtained by some of the most advanced ground and space observatories. The backbone of this endeavour is a new free software Web tool - Such a Lovely Software for Astronomy based on Image J (Salsa J). It is student-friendly and developed specifically for the HOU project and targets middle and high schools. It allows students to display, analyze, and explore professionally obtained astronomical images, while learning concepts on gravitational dynamics, kinematics, nuclear fusion, electromagnetism. The continuous evolving set of exercises and tutorials is being completed with real (professionally obtained) data to download and detailed tutorials. The flexibility of the Salsa J platform tool enables students and teachers to extend the exercises with their own observations. The software developed for the HOU program has been designed to be a multi-platform, multi-lingual experience for image manipulation and analysis in the classroom. Its design enables easy implementation of new facilities (extensions and plugins), minimal in-situ maintenance and flexibility for exercise plugin. Here, we describe some of the most advanced exercises about astrophysics in the classroom, addressing particular examples on gravitational dynamics, concepts currently introduced in most sciences curricula in middle and high schools.Comment: 10 pages, 12 images, submitted to the special theme issue Using Astronomy and Space Science Research in Physics Courses of the American Journal of Physic

    Interactive Real-Time Embedded Systems Education Infused with Applied Internet Telephony

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    The transition from traditional circuit-switched phone systems to modern packet-based Internet telephony networks demands tools to support Voice over Internet Protocol (VoIP) development. In this paper, we introduce the XinuPhone, an integrated hardware/software approach for educating users about VoIP technology on a real-time embedded platform. We propose modular course topics for design-oriented, hands-on laboratory exercises: filter design, timing, serial communications, interrupts and resource budgeting, network transmission, and system benchmarking. Our open-source software platform encourages development and testing of new CODECs alongside existing standards, unlike similar commercial solutions. Furthermore, the supporting hardware features inexpensive, readily available components designed specifically for educational and research users on a limited budget. The XinuPhone is especially good for experimenting with design trade-offs as well as interactions between real-time software and hardware components

    Comprehending the Design Problem in Education of Architectural Basic Design Courses (Case Study: Students Entering University of Guilan in Years 2013 and 2014)

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    Training the architectural design depends on several variables and it is a very challenging issue. As personality formation of a designer and acquiring design depend on this issue, the primary steps in learning architectural design are very important in training the architecture students. The current research aims to provide a list of projects performed in the architectural basic design courses at university of Guilan by author with a looking at exercises provided in the architectural basic design courses at the University of MIT. Then, using the findings of the graduated students’ survey on this course and using T-test, the impact of methods and exercises provided by architectural basic design courses on architectural design courses I to IV, was examined. Finally, the level of impact of the investigated methods and exercises studied was ranked using Friedman test and SPSS 16.0 software. Findings of the study can provide effective strategies in designing and facilitating the internalization of design problem by students

    Comprehending the Design Problem in Education of Architectural Basic Design Courses (Case Study: Students Entering University of Guilan in Years 2013 and 2014)

    Get PDF
    Training the architectural design depends on several variables and it is a very challenging issue. As personality formation of a designer and acquiring design depend on this issue, the primary steps in learning architectural design are very important in training the architecture students. The current research aims to provide a list of projects performed in the architectural basic design courses at university of Guilan by author with a looking at exercises provided in the architectural basic design courses at the University of MIT. Then, using the findings of the graduated students’ survey on this course and using T-test, the impact of methods and exercises provided by architectural basic design courses on architectural design courses I to IV, was examined. Finally, the level of impact of the investigated methods and exercises studied was ranked using Friedman test and SPSS 16.0 software. Findings of the study can provide effective strategies in designing and facilitating the internalization of design problem by students

    Increasing the Interactivity in Software Engineering MOOCs - A Case Study

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    MOOCs differ from traditional university courses: instructors do not know the learners who have a diverse background and cannot talk to them in person due to the worldwide distribution. This has a decisive influence on the interactivity of teaching and the learning success in online courses. While typical online exercises such as multiple choice quizzes are interactive, they only stimulate basic cognitive skills and do not reflect software engineering working practices such as programming or testing. However, the application of knowledge in practical and realistic exercises is especially important in software engineering education. In this paper, we present an approach to increase the interactivity in software engineering MOOCs. Our interactive learning approach focuses on a variety of practical and realistic exercises, such as analyzing, designing, modeling, programming, testing, and delivering software stimulating all cognitive skills. Semi-automatic feedback provides guidance and allows reflection on the learned theory. We applied this approach in the MOOC software engineering essentials SEECx on the edX platform. Since the beginning of the course, more than 15,000 learners from more than 160 countries have enrolled. We describe the design of the course and explain how its interactivity affects the learning success

    PELATIHAN DESAIN SOLIDWORKS 2D & 3D KEPADA SISWA MENENGAH KEJURUAN DI DESA SEGARAN

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    The world of education is currently facing an industrial revolution, for the younger generation it is necessary to prepare in terms of abilities in the computer field. For vocational students, the ability that must be improved is to be skilled at using computers to design as a development in drawing technique subjects. Based on the school's mission, one of which is to strive for the quality of vocational education services in accordance with the demands of the business community and the industrial world, so training on computer drawing techniques needs to be added specifically. One of the developments required is skillful use of SolidWork software. Students can improve their skills in using the software by participating in training held by Mechanical Engineering students at UNISMA BEKASI. SolidWork's training method uses direct instruction, which includes orientation activities, presentations, structured exercises, guided exercises, and independent exercises

    Turning software engineers into machine learning engineers

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    A first challenge in teaching machine learning to software engineering and computer science students consists of changing the methodology from a constructive design-first perspective to an empirical one, focusing on proper experimental work. On the other hand, students nowadays can make significant progress using existing scripts and powerful (deep) learning frameworks -- focusing on established use cases such as vision tasks. To tackle problems in novel application domains, a clean methodological style is indispensable. Additionally, for deep learning, familiarity with gradient dynamics is crucial to understand deeper models. Consequently, we present three exercises that build upon each other to achieve these goals. These exercises are validated experimentally in a master's level course for software engineers

    Designing experiments using digital fabrication in structural dynamics

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    In engineering, traditional approaches aimed at teaching concepts of dynamics to engineering students include the study of a dense yet sequential theoretical development of proofs and exercises. Structural dynamics are seldom taught experimentally in laboratories since these facilities should be provided with expensive equipment such as wave generators, data-acquisition systems, and heavily wired deployments with sensors. In this paper, the design of an experimental experience in the classroom based upon digital fabrication and modeling tools related to structural dynamics is presented. In particular, all experimental deployments are conceived with low-cost, open-source equipment. The hardware includes Arduino-based open-source electronics whereas the software is based upon object-oriented open-source codes for the development of physical simulations. The set of experiments and the physical simulations are reproducible and scalable in classroom-based environments.Peer ReviewedPostprint (author's final draft

    The synthesis of four-bar mechanism

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    It this paper an educational and research software named GIM is presented. This software has been developed with the aim of approaching the difficulties students usually encounter when facing up to kinematic analysis of mechanisms. A deep understanding of the kinematic analysis is necessary to go a step further into design and synthesis of mechanisms. In order to support and complement the theoretical lectures, GIM software is used during the practical exercises, serving as an educational complementary tool reinforcing the knowledge acquired by the students
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