15,187 research outputs found

    Real-world word learning: exploring children's developing semantic representations of a science term

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    Assessments of lexical acquisition are often limited to pre-school children on forced choice comprehension measures. This study assessed the understandings 30 school-age children (mean age = 6;7) acquired about the science term, eclipse following a naturalistic exposure to a solar eclipse. The knowledge children acquired about eclipses and a control term, comet was assessed at three points in time (baseline-test, two-week post-test and five-month post-test) using a range of assessment tasks (multiple-choice comprehension, picture-naming, drawing and a model of a solar system task). Children's knowledge was compared to 15 adult controls during the baseline-test and two-week post-test. Children acquired extensive knowledge about eclipses, but not comets; at the two-week post-test and five-month post-test, the majority of children named and drew eclipses and „made? an eclipse using models of the sun, moon and earth. Also, children's eclipse knowledge more closely approximated adult-level understandings at the two-week post-test than at the baseline-test. Implications for the study of lexical acquisition in later development are discussed

    Open Source Tools to Support Teaching Agile Software Development

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    Learning agile software development methodologies are important due to the popularity of agility in software industry. Agile software development has several practices and each practice needs specific tools to work with. Fortunately, there are plenty of open source tools to support working with the agile practices. However, each tool is a separate tool and there is no information about the interrelation of those open source tools. In this paper we propose a set of open source tools to support agile software development course. We start from identifying the principles and practices of agile software development and continue with examining open source tools that fit with agile practices. The relationship between the open source tools is also determined, based on their functionalities

    Space Math: Lunar Math

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    This booklet includes 17 problems relating to the Moon and its exploration. Images from NASA are analyzed to determine image scales and the physical sizes of various crates and features. The probability of meteor impacts near a lunar colony are calculated, and the horizon distance is determined using simple geometry. Also covered are: determining the mass of the Moon, a simple model for the lunar interior, heat flow rates, extracting oxygen from lunar rock, and lunar transits and eclipses. (8.5 x11, 28 pages, 11 color images, PDF file) Educational levels: Intermediate elementary, Middle school, High school

    Formal Reasoning Using an Iterative Approach with an Integrated Web IDE

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    This paper summarizes our experience in communicating the elements of reasoning about correctness, and the central role of formal specifications in reasoning about modular, component-based software using a language and an integrated Web IDE designed for the purpose. Our experience in using such an IDE, supported by a 'push-button' verifying compiler in a classroom setting, reveals the highly iterative process learners use to arrive at suitably specified, automatically provable code. We explain how the IDE facilitates reasoning at each step of this process by providing human readable verification conditions (VCs) and feedback from an integrated prover that clearly indicates unprovable VCs to help identify obstacles to completing proofs. The paper discusses the IDE's usage in verified software development using several examples drawn from actual classroom lectures and student assignments to illustrate principles of design-by-contract and the iterative process of creating and subsequently refining assertions, such as loop invariants in object-based code.Comment: In Proceedings F-IDE 2015, arXiv:1508.0338

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    The quest for companions to post-common envelope binaries. II. NSVS14256825 and HS0705+6700

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    We report new mid-eclipse times of the two close binaries NSVS14256825 and HS0705+6700, harboring an sdB primary and a low-mass main-sequence secondary. Both objects display clear variations in the measured orbital period, which can be explained by the action of a third object orbiting the binary. If this interpretation is correct, the third object in NSVS14256825 is a giant planet with a mass of roughly 12 M_Jup. For HS0705+6700, we provide evidence that strengthens the case for the suggested periodic nature of the eclipse time variation and reduces the uncertainties in the parameters of the brown dwarf implied by that model. The derived period is 8.4 yr and the mass is 31 M_Jup, if the orbit is coplanar with the binary. This research is part of the PlanetFinders project, an ongoing collaboration between professional astronomers and student groups at high schools.Comment: Accepted by Astron. and Astrophy

    How are science teachers using their TELA laptop?

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    The Digital Horizons: Laptops for teachers scheme provides teachers whose schools opt into the TELA scheme access to a laptop for their exclusive use. This paper reports on a three-year evaluation of the impact of the TELA laptops on teachers’ work. The findings of the evaluation suggest teachers are making substantial use of the laptop for tasks such as lesson planning and preparation, reporting to parents and communication with colleagues. Teachers are making some use of the laptop in the classroom for teaching and learning. Science teachers are amongst the most active users of the laptops and the paper details how ongoing access to a laptop changed the way a third year science teacher planned for teaching and subsequently his interactions with students during lessons. Colleagues and the science head of department noted that the teacher provided a role model for what was possible. This case study highlights the importance of leadership and collaboration in supporting the integration of ICT into science teaching and learning
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