31,533 research outputs found

    Применение игровых симуляторов в формировании профессиональных компетентностей будущих инженеров-программистов

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    Автореферат исертації на здобуття наукового ступеня кандидата педагогічних наук за спеціальністю 13.00.10 – Інформаційно-комунікаційні технології в освіті – Інститут інформаційних технологій і засобів навчання НАПН України, Київ, 2018. Дисертаційна робота є теоретико-експериментальним дослідженням проблеми використання ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. У дослідженні подано узагальнюючу теоретичну характеристику застосування ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. Теоретично обґрунтовано структурні компоненти моделі використання ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. Розроблено методику застосування ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. Ефективність авторської методики перевірена експериментально. Основні результати дослідження впроваджено в навчальний процес закладів вищої освіти.The thesis for a Candidate Degree in Pedagogical Sciences (Philosophy Doctor) specialty 13.00.10. – Information and communication technology in education – Institute of Information Technologies and Learning Tools NAES of Ukraine, Kyiv, 2018. The thesis is the theoretical-experimental research of the use of simulation games in the development of professional competencies of future software engineers. It analyzed scientific sources on the topic of the research, as a result of which the key concepts of "competence" and "professional competence" were selected on the basis of the Laws of Ukraine. It was also established that professional competences, according to some authors, are divided into hard and soft ones. The concept of "professional soft competencies" is summarized in this form: it is a complex of non-specialized competencies that, in one way or another, relates to problem solving, interactions between people and is responsible for a successful participation in the work process, high productivity and, unlike specialized competencies, is not related to a specific area or domain. It was determined that these are competencies that are not directly related to the control of equipment and technical skills. The following definition of "simulation games" is proposed: these are interactive applications that fully or partially simulate certain real processes or systems, and that engage and motivate students through a fun and interesting game experience, where students can perform different roles in various realistic circumstances, and that are used in educational process in cases when a real practice is not possible or not available. It is also specified that the term "game simulation" is used to describe the runtime of a specific simulation game, so the process of full or partial simulation of the specific real processes or systems. The refined classification of professional competencies of future software engineers (with the adaptation of the correspondent hard and soft competencies according to the classification) is proposed, according to which professional competences are divided into hard and soft competences. The author's model of the use of simulation games for the development of professional competencies of future software engineers, which takes into account pedagogical approaches and didactic principles and consists of the goal, three structural units and the expected result. The emergence of simulation games contributes to the improvement of the content of the discipline "Professional practice of software engineering", which is focused on the use of simulation games in the educational process. The proposed model includes the following forms: practical classes, independent work, consulting, training, as well as the following methods: adaptive learning, projectbased learning, modeling of situations, testing. The result should show an increase in the level of development of professional competencies of future software engineers. The method of the development of professional competences of future software engineers is proposed. The method includes: purpose and content of training, learning forms, methods and tools. The purpose of the use of simulation games is the development of the relevant professional competencies of future software engineers.The meaning of the training is in the improvements of the process of teaching of normative disciplines using simulation games. The following tasks were accomplished to improve the content of the normative discipline "Professional practice of software engineering": selected the simulation games, that are expedient to use in the process of the development of their professional competencies of future software engineers; improved the discipline "Professional practice of software engineering" to use the simulation games during the study of various topics; developed the methodical recommendations for the use of simulation games in the process of teaching the discipline "Professional practice of software engineering". The author's methodology includes methods, means and forms of training with use of the simulation games (such as: SimSE, Game Dev Tycoon, Software Inc.), detailing the use of each of the selected gaming simulators as a means of development of the professional competencies of future software engineers in the educational process of higher education institutions. It is substantiated and explained on examples, which professional soft competencies are developed when corresponded game simulations are passed in the selected simulation games. The materials and results can be used at institutions of higher education and at scientific institutions for training future software engineers, as well as by managers of software development companies to improve team work of software developers in the organization.Автореферат диссертации на соискание ученой степени кандидата педагогических наук по специальности 13.00.10 - Информационно-коммуникационные технологии в образовании - Институт информационных технологий и средств обучения НАПН Украины, Киев, 2018. Диссертационная работа является теоретико-экспериментальным исследованием проблемы использования игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеров-программистов. В исследовании представлено обобщающую теоретическую характеристику применения игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеров-программистов. Теоретически обоснованы структурные компоненты модели использования игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеровпрограммистов. Разработана методика применения игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеровпрограммистов. Эффективность авторской методики проверена экспериментально. Основные результаты исследования внедрены в учебный процесс высших учебных заведений

    Применение игровых симуляторов в формировании профессиональных компетентностей будущих инженеров-программистов

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    Дисертація на здобуття наукового ступеня кандидата педагогічних наук за спеціальністю 13.00.10 – Інформаційно-комунікаційні технології в освіті – Інститут інформаційних технологій і засобів навчання НАПН України, Київ, 2018. Дисертаційна робота є теоретико-експериментальним дослідженням проблеми використання ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. У дослідженні подано узагальнюючу теоретичну характеристику застосування ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. Теоретично обґрунтовано структурні компоненти моделі використання ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. Розроблено методику застосування ігрових симуляторів у формуванні професійних м'яких компетентностей майбутніх інженерів-програмістів. Ефективність авторської методики перевірена експериментально. Основні результати дослідження впроваджено в навчальний процес закладів вищої освіти.The thesis for a Candidate Degree in Pedagogical Sciences (Philosophy Doctor) specialty 13.00.10. – Information and communication technology in education – Institute of Information Technologies and Learning Tools NAES of Ukraine, Kyiv, 2018. The thesis is the theoretical-experimental research of the use of simulation games in the development of professional competencies of future software engineers. It analyzed scientific sources on the topic of the research, as a result of which the key concepts of "competence" and "professional competence" were selected on the basis of the Laws of Ukraine. It was also established that professional competences, according to some authors, are divided into hard and soft ones. The concept of "professional soft competencies" is summarized in this form: it is a complex of non-specialized competencies that, in one way or another, relates to problem solving, interactions between people and is responsible for a successful participation in the work process, high productivity and, unlike specialized competencies, is not related to a specific area or domain. It was determined that these are competencies that are not directly related to the control of equipment and technical skills. The following definition of "simulation games" is proposed: these are interactive applications that fully or partially simulate certain real processes or systems, and that engage and motivate students through a fun and interesting game experience, where students can perform different roles in various realistic circumstances, and that are used in educational process in cases when a real practice is not possible or not available. It is also specified that the term "game simulation" is used to describe the runtime of a specific simulation game, so the process of full or partial simulation of the specific real processes or systems. The refined classification of professional competencies of future software engineers (with the adaptation of the correspondent hard and soft competencies according to the classification) is proposed, according to which professional competences are divided into hard and soft competences. The author's model of the use of simulation games for the development of professional competencies of future software engineers, which takes into account pedagogical approaches and didactic principles and consists of the goal, three structural units and the expected result. The emergence of simulation games contributes to the improvement of the content of the discipline "Professional practice of software engineering", which is focused on the use of simulation games in the educational process. The proposed model includes the following forms: practical classes, independent work, consulting, training, as well as the following methods: adaptive learning, projectbased learning, modeling of situations, testing. The result should show an increase in the level of development of professional competencies of future software engineers. The method of the development of professional competences of future software engineers is proposed. The method includes: purpose and content of training, learning forms, methods and tools. The purpose of the use of simulation games is the development of the relevant professional competencies of future software engineers.The meaning of the training is in the improvements of the process of teaching of normative disciplines using simulation games. The following tasks were accomplished to improve the content of the normative discipline "Professional practice of software engineering": selected the simulation games, that are expedient to use in the process of the development of their professional competencies of future software engineers; improved the discipline "Professional practice of software engineering" to use the simulation games during the study of various topics; developed the methodical recommendations for the use of simulation games in the process of teaching the discipline "Professional practice of software engineering". The author's methodology includes methods, means and forms of training with use of the simulation games (such as: SimSE, Game Dev Tycoon, Software Inc.), detailing the use of each of the selected gaming simulators as a means of development of the professional competencies of future software engineers in the educational process of higher education institutions. It is substantiated and explained on examples, which professional soft competencies are developed when corresponded game simulations are passed in the selected simulation games. The materials and results can be used at institutions of higher education and at scientific institutions for training future software engineers, as well as by managers of software development companies to improve team work of software developers in the organization.Диссертация на соискание ученой степени кандидата педагогических наук по специальности 13.00.10 - Информационно-коммуникационные технологии в образовании - Институт информационных технологий и средств обучения НАПН Украины, Киев, 2018. Диссертационная работа является теоретико-экспериментальным исследованием проблемы использования игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеров-программистов. В исследовании представлено обобщающую теоретическую характеристику применения игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеров-программистов. Теоретически обоснованы структурные компоненты модели использования игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеровпрограммистов. Разработана методика применения игровых симуляторов в формировании профессиональных мягких компетентностей будущих инженеровпрограммистов. Эффективность авторской методики проверена экспериментально. Основные результаты исследования внедрены в учебный процесс высших учебных заведений

    CGAMES'2009

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    Game Based Learning for Safety and Security Education

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    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    The global hydrology education resource

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    This article is a selective overview of a range of contemporary teaching resources currently available globally for university hydrology educators, with an emphasis on web-based resources. Major governmental and scientific organizations relevant to the promotion of hydrology teaching are briefly introduced. Selected online teaching materials are then overviewed, i.e. PowerPoint presentations, course materials, and multimedia. A range of websites offering free basic hydrology modelling software are mentioned, together with some data file sources which could be used for teaching. Websites offering a considerable range of general hydrology links are also noted, as are websites providing international and national data sets which might be incorporated into teaching exercises. Finally, some discussion is given on reference material for different modes of hydrology teaching, including laboratory and field exercises

    MatSWMM - An open-source toolbox for designing real-time control of urban drainage systems

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    This manuscript describes the MatSWMM toolbox, an open-source Matlab, Python, and LabVIEW-based software package for the analysis and design of real-time control (RTC) strategies in urban drainage systems (UDS). MatSWMM includes control-oriented models of UDS, and the storm water management model (SWMM) of the US Environmental Protection Agency (EPA), as well as systematic-system edition functionalities. Furthermore, MatSWMM is also provided with a population-dynamics-based controller for UDS with three of the fundamental dynamics, i.e., the Smith, projection, and replicator dynamics. The simulation algorithm, and a detailed description of the features of MatSWMM are presented in this manuscript in order to illustrate the capabilities that the tool has for educational and research purposes.Peer ReviewedPostprint (author's final draft

    Business Process Management Education in Academia: Status, challenges, and Recommendations

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    In response to the growing proliferation of Business Process Management (BPM) in industry and the demand this creates for BPM expertise, universities across the globe are at various stages of incorporating knowledge and skills in their teaching offerings. However, there are still only a handful of institutions that offer specialized education in BPM in a systematic and in-depth manner. This article is based on a global educators’ panel discussion held at the 2009 European Conference on Information Systems in Verona, Italy. The article presents the BPM programs of five universities from Australia, Europe, Africa, and North America, describing the BPM content covered, program and course structures, and challenges and lessons learned. The article also provides a comparative content analysis of BPM education programs illustrating a heterogeneous view of BPM. The examples presented demonstrate how different courses and programs can be developed to meet the educational goals of a university department, program, or school. This article contributes insights on how best to continuously sustain and reshape BPM education to ensure it remains dynamic, responsive, and sustainable in light of the evolving and ever-changing marketplace demands for BPM expertise
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