64,059 research outputs found

    Design a photovoltaic system based on maximum power point tracking under partial shading

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    Photovoltaic systems have been given special attention given their long-term potential advantages. Solar panels can produce maximum power at specific operating points called maximum power points (MPP). Solar panels must work at this particular stage in order to ensure that solar panels produce maximum power and maximize efficiency. The performance of the solar photovoltaic unit is strongly affected by the level of radiation, heat and partial shading condition. The partial shedding condition is one of vectors that can affect the PV cell performance. To overcome on this problem, this project proposes photovoltaic system based on maximum power point tracking of partial shading condition. The MPPT algorithm has many methods like P&O and PSO. P&O it had limitation that is not capable to cover the multi-peaks curves. Beside that the PSO method is more effective in partial shading condition. The voltage and current of MSX60 PV module are subjected to various insolation conditions. The Particle Swarm Optimization (PSO) algorithm based MPPT has been implemented to track maximum power partial shading condition. So, in normal condition the power reach 245 W which is higher than the power under partial shading condition that reach 100 W. The PV module is designed using MATLAB/SIMULINK. The accurateness of this simulator is verified with PV module, the result is practiced during normal condition and under partial shading condition meanwhile, multiple curves of I-V and P-V will produce during normal condition and partial shading condition

    Revisión tecnológica del aprendizaje de idiomas asistido por ordenador: una perspectiva cronológica

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    El presente artículo aborda la evolución y el avance de las tecnologías del aprendizaje de lenguas asistido por ordenador (CALL por sus siglas en inglés, que corresponden a Computer- Assisted Language Learning) desde una perspectiva histórica. Esta revisión de la literatura sobre tecnologías del aprendizaje de lenguas asistido por ordenador comienza con la definición del concepto de CALL y otros términos relacionados, entre los que podemos destacar CAI, CAL, CALI, CALICO, CALT, CAT, CBT, CMC o CMI, para posteriormente analizar las primeras iniciativas de implementación del aprendizaje de lenguas asistido por ordenador en las décadas de 1950 y 1960, avanzando posteriormente a las décadas de las computadoras centrales y las microcomputadoras. En última instancia, se revisan las tecnologías emergentes en el siglo XXI, especialmente tras la irrupción de Internet, donde se presentan el impacto del e-learning, b-learning, las tecnologías de la Web 2.0, las redes sociales e incluso el aprendizaje de lenguas asistido por robots.The main focus of this paper is on the advancement of technologies in Computer-Assisted Language Learning (CALL) from a historical perspective. The review starts by defining CALL and its related terminology, highlighting the first CALL attempts in 1950s and 1960s, and then moving to other decades of mainframes and microcomputers. At the final step, emerging technologies in 21st century will be reviewed

    Neuro-fuzzy knowledge processing in intelligent learning environments for improved student diagnosis

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    In this paper, a neural network implementation for a fuzzy logic-based model of the diagnostic process is proposed as a means to achieve accurate student diagnosis and updates of the student model in Intelligent Learning Environments. The neuro-fuzzy synergy allows the diagnostic model to some extent "imitate" teachers in diagnosing students' characteristics, and equips the intelligent learning environment with reasoning capabilities that can be further used to drive pedagogical decisions depending on the student learning style. The neuro-fuzzy implementation helps to encode both structured and non-structured teachers' knowledge: when teachers' reasoning is available and well defined, it can be encoded in the form of fuzzy rules; when teachers' reasoning is not well defined but is available through practical examples illustrating their experience, then the networks can be trained to represent this experience. The proposed approach has been tested in diagnosing aspects of student's learning style in a discovery-learning environment that aims to help students to construct the concepts of vectors in physics and mathematics. The diagnosis outcomes of the model have been compared against the recommendations of a group of five experienced teachers, and the results produced by two alternative soft computing methods. The results of our pilot study show that the neuro-fuzzy model successfully manages the inherent uncertainty of the diagnostic process; especially for marginal cases, i.e. where it is very difficult, even for human tutors, to diagnose and accurately evaluate students by directly synthesizing subjective and, some times, conflicting judgments

    A Yup’ik Research Framework Center, A place to begin

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    Does PAL work? An exploration of affect amongst First-year HE in FE students

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    The study evaluates a peer-assisted learning (PAL) scheme as an effective strategy in alleviating levels of negative emotions and, in the process, contributes to explorations of affect in first-year students in an HE in FE environment, with a particular focus on anxiety and related emotions. Various types of anxieties are defined in the context of a student’s experience in HE, followed by an explanation of the present interventional study in an HE in FE institution, including the survey method used to collect data analyzed through SPSS. Surprisingly, the main findings are that overall anxiety and worry increased for students belonging to most faculties with time, regardless of participation in the PAL scheme. A positive finding was nonetheless that anxiety levels increased more steadily for students who belonged to the control group. The PAL scheme may have thus influenced how less anxious PAL students felt, compared to those who did not participate in the PAL scheme who were left feeling more anxious at the end of the semester

    Decoding learning: the proof, promise and potential of digital education

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    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog

    A comparative study involving the administration of computer- managed instruction in a remedial mathematics program

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    This comparative study was conducted to gain insight into the effectiveness of two methods of administering a computer-managed component of instruction in a remedial mathematics program. One method of implementing the computer-managed component of instruction involved teacher decisions on what software would be presented to the students. The second administration allowed the computer's management system to diagnose and prescribe software for individual students. A third group not exposed to any computer software was also used in the study. Five Chapter 1 mathematics classes from each of three middle schools were involved in the collection of data. Pretest and posttest scores were collected on 173 seventh and eighth grade students in order to determine gains in achievement. Informal, structured interviews were conducted with each of the six teachers and five students from each class. Interview data provided information which focused on attitudes toward the use of computers in an instructional setting

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
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