21,627 research outputs found

    Alternative Modes for Teaching Mathematical Problem Solving: An Overview

    Get PDF
    Various modes are proffered as alternatives for teaching mathematical problem solving. Each mode is described briefly, along with general purposes, advantages and disadvantages. Combinations of modes are suggested; general issues identified; recommendations offered; and feedback from teachers summarized

    A Model of an E-Learning Web Site for Teaching and Evaluating Online

    Full text link
    This research is endeavoring to design an e-learning web site on the internet having the course name as "Object Oriented Programming" (OOP) for the students of level four at Computer Science Department (CSD). This course is to be taught online (through web) and then a programme is to be designed to evaluate students performance electronically while introducing a comparison between online teaching , e-evaluation and traditional methods of evaluation. The research seeks to lay out a futuristic perception that how the future online teaching and e-electronic evaluation should be the matter which highlights the importance of this research

    Playing Smart - Artificial Intelligence in Computer Games

    Get PDF
    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    An Introduction to Programming for Bioscientists: A Python-based Primer

    Full text link
    Computing has revolutionized the biological sciences over the past several decades, such that virtually all contemporary research in the biosciences utilizes computer programs. The computational advances have come on many fronts, spurred by fundamental developments in hardware, software, and algorithms. These advances have influenced, and even engendered, a phenomenal array of bioscience fields, including molecular evolution and bioinformatics; genome-, proteome-, transcriptome- and metabolome-wide experimental studies; structural genomics; and atomistic simulations of cellular-scale molecular assemblies as large as ribosomes and intact viruses. In short, much of post-genomic biology is increasingly becoming a form of computational biology. The ability to design and write computer programs is among the most indispensable skills that a modern researcher can cultivate. Python has become a popular programming language in the biosciences, largely because (i) its straightforward semantics and clean syntax make it a readily accessible first language; (ii) it is expressive and well-suited to object-oriented programming, as well as other modern paradigms; and (iii) the many available libraries and third-party toolkits extend the functionality of the core language into virtually every biological domain (sequence and structure analyses, phylogenomics, workflow management systems, etc.). This primer offers a basic introduction to coding, via Python, and it includes concrete examples and exercises to illustrate the language's usage and capabilities; the main text culminates with a final project in structural bioinformatics. A suite of Supplemental Chapters is also provided. Starting with basic concepts, such as that of a 'variable', the Chapters methodically advance the reader to the point of writing a graphical user interface to compute the Hamming distance between two DNA sequences.Comment: 65 pages total, including 45 pages text, 3 figures, 4 tables, numerous exercises, and 19 pages of Supporting Information; currently in press at PLOS Computational Biolog

    Computing as the 4th “R”: a general education approach to computing education

    Get PDF
    Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field

    Education vs. Entertainment: A Cultural History of Children's Software

    Get PDF
    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    An Interview With Albert W. Tucker

    Get PDF
    The mathematical career of Albert W. Tucker, Professor Emeritus at Princeton University, spans more than 50 years. Best known today for his work in mathematical programming and the theory of games (e.g., the Kuhn-Tucker theorem, Tucker tableaux, and the Prisoner\u27s Dilemma), he was also in his earlier years prominent in topology. Outstanding teacher, administrator and leader, he has been President of the MAA, Chairman of the Princeton Mathematics Department, and course instructor, thesis advisor or general mentor to scores of active mathematicians. He is also known for his views on mathematics education and the proper interplay between teaching and research. Tucker took an active interest in this interview, helping with both the planning and the editing. The interviewer, Professor Maurer, received his Ph.D. under Tucker in 1972 and teaches at Swarthmore College

    A gentle transition from Java programming to Web Services using XML-RPC

    Get PDF
    Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)
    • …
    corecore