11,877 research outputs found

    SOCR: Statistics Online Computational Resource

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    The need for hands-on computer laboratory experience in undergraduate and graduate statistics education has been firmly established in the past decade. As a result a number of attempts have been undertaken to develop novel approaches for problem-driven statistical thinking, data analysis and result interpretation. In this paper we describe an integrated educational web-based framework for: interactive distribution modeling, virtual online probability experimentation, statistical data analysis, visualization and integration. Following years of experience in statistical teaching at all college levels using established licensed statistical software packages, like STATA, S-PLUS, R, SPSS, SAS, Systat, etc., we have attempted to engineer a new statistics education environment, the Statistics Online Computational Resource (SOCR). This resource performs many of the standard types of statistical analysis, much like other classical tools. In addition, it is designed in a plug-in object-oriented architecture and is completely platform independent, web-based, interactive, extensible and secure. Over the past 4 years we have tested, fine-tuned and reanalyzed the SOCR framework in many of our undergraduate and graduate probability and statistics courses and have evidence that SOCR resources build student's intuition and enhance their learning.

    Visualizing time: how linguistic metaphors are incorporated into displaying instruments in the process of interpreting time-varying signals

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    Spatial visualization is a well-established topic of education research that has allowed improving science and engineering students’ skills on spatial relations. Connections have been established between visualization as a comprehension tool and instruction in several scientific fields. Learning about dynamic processes mainly relies upon static spatial representations or images. Visualization of time is inherently problematic because time can be conceptualized in terms of two opposite conceptual metaphors based on spatial relations as inferred from conventional linguistic patterns. The situation is particularly demanding when time-varying signals are recorded using displaying electronic instruments, and the image should be properly interpreted. This work deals with the interplay between linguistic metaphors, visual thinking and scientific instrument mediation in the process of interpreting time-varying signals displayed by electronic instruments. The analysis draws on a simplified version of a communication system as example of practical signal recording and image visualization in a physics and engineering laboratory experience. Instrumentation delivers meaningful signal representations because it is designed to incorporate a specific and culturally favored time view. It is suggested that difficulties in interpreting time-varying signals are linked with the existing dual perception of conflicting time metaphors. The activation of specific space–time conceptual mapping might allow for a proper signal interpretation. Instruments play then a central role as visualization mediators by yielding an image that matches specific perception abilities and practical purposes. Here I have identified two ways of understanding time as used in different trajectories through which students are located. Interestingly specific displaying instruments belonging to different cultural traditions incorporate contrasting time views. One of them sees time in terms of a dynamic metaphor consisting of a static observer looking at passing events. This is a general and widespread practice common in the contemporary mass culture, which lies behind the process of making sense to moving images usually visualized by means of movie shots. In contrast scientific culture favored another way of time conceptualization (static time metaphor) that historically fostered the construction of graphs and the incorporation of time-dependent functions, as represented on the Cartesian plane, into displaying instruments. Both types of cultures, scientific and mass, are considered highly technological in the sense that complex instruments, apparatus or machines participate in their visual practices

    D3.1 Instructional Designs for Real-time Feedback

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    The main objective of METALOGUE is to produce a multimodal dialogue system that is able to implement an interactive behaviour that seems natural to users and is flexible enough to exploit the full potential of multimodal interaction. The METALOGUE system will be arranged in the context of educational use-case scenarios, i.e. for training active citizens (Youth Parliament) and call centre employees. This deliverable describes the intended real-time feedback and reflection in-action support to support the training. Real-time feedback informs learners how they perform key skills and enables them to monitor their progress and thus reflect in-action. This deliverable examines the theoretical considerations of reflection in-action, what type of data is available and should be used, the timing and type of real-time feedback and, finally, concludes with an instructional design blueprint giving a global outline of a set of tasks with stepwise increasing complexity and the feedback proposed.The underlying research project is partly funded by the METALOGUE project. METALOGUE is a Seventh Framework Programme collaborative project funded by the European Commission, grant agreement number: 611073 (http://www.metalogue.eu)

    Graduate Council Minutes - January 24, 2002

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    Teaching Hardware Reverse Engineering: Educational Guidelines and Practical Insights

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    Since underlying hardware components form the basis of trust in virtually any computing system, security failures in hardware pose a devastating threat to our daily lives. Hardware reverse engineering is commonly employed by security engineers in order to identify security vulnerabilities, to detect IP violations, or to conduct very-large-scale integration (VLSI) failure analysis. Even though industry and the scientific community demand experts with expertise in hardware reverse engineering, there is a lack of educational offerings, and existing training is almost entirely unstructured and on the job. To the best of our knowledge, we have developed the first course to systematically teach students hardware reverse engineering based on insights from the fields of educational research, cognitive science, and hardware security. The contribution of our work is threefold: (1) we propose underlying educational guidelines for practice-oriented courses which teach hardware reverse engineering; (2) we develop such a lab course with a special focus on gate-level netlist reverse engineering and provide the required tools to support it; (3) we conduct an educational evaluation of our pilot course. Based on our results, we provide valuable insights on the structure and content necessary to design and teach future courses on hardware reverse engineering

    Reviews

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    Judith Jeffcoate, Multimedia in Practice ‐Technology and Applications, BCS Practitioner Series, Prentice‐Hall International, 1995. ISBN: 0–13–123324–6. £24.95

    Eight guidelines for the design of instructional videos for software training

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    Purpose: Video has become a popular means for delivering "how to" information about a wide variety of software tasks. With video rapidly becoming a major instructional method, the question arises of their effectiveness for software training. This paper provides a set of eight guidelines for the construction of instructional videos for software training. Method: The guidelines present a concise view on how to design an instructional video for software training. They are based on a considerable body of research on how people process visual and verbal information and how to support these processes. Each guideline is described, illustrated, and supported with research findings from various disciplines. Results: The guidelines were tested in three consecutive empirical studies. In these studies a set of instructional videos for Word's formatting options were designed. The effects of the video instructions were compared with a paper tutorial (Van der Meij & Van der Meij, in preparation). We found that the video instructions yielded more favorable appraisals for motivation, higher skills proficiency immediately after training, and better skills retention after a one-week delay. Conclusions: The guidelines offer patterns that could further advance the theory and practice of the design of instructional videos for software training. A limitation of the study is that we concentrated on instructional video that serve a tutorial function. For video that function as a reference guide not all the guidelines are equally important, and also some new guidelines may be called for
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