2,229 research outputs found

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Middle School Physics Experiment Teaching Within “Internet Plus”: From the Status Quo to Implications

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    Middle school physics experiment is a significant basic course with extensive content and strong practicability. This course has high requirements for students to master and understand the background and basic principles of various physical experiments, as well as the working principles and the use of various experimental devices. Based on the importance of physics experiment teaching and the limitations of the traditional experiment teaching mode, this paper first reviews the traditional mode in the context of the Internet and puts forward the new physics experiment teaching mode within "Internet Plus" in the new era, including theoretical guidance of constructing the experimental teaching mode, the innovation of teaching methods and examination methods, and the prospect of promoting the development of education industry. At the same time, this paper puts forward the network teaching platform system that can implement the new physics experiment teaching, including exercises, flipped classroom, and Massive Open Online Courses (MOOC), and discusses them separately, hoping to provide research reference for middle school physics teaching and research in the future

    Data analysis and learning analytics for measure effects of gamification in a math online project

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    Nowadays the use of the information and communication technologies (ICT) is more and more common in the learning and teaching process. Modern forms of education have risen and these require the implementation of new learning paradigms: situated cognition, student-centred learning, distributed cognition, constructivism, and communities of practice, among others. However there is an important problem that concerns educators, the lack of student motivation and engagement in education, especially in the e-learning environment (Online Education, Online Courses), where the motivation and the active role of students are definitely the key. Therefore, the interest of researchers in the subject of gamification, which main pillars are motivation, progressiveness and instant feedback, has increased. Furthermore, influence of gamification, depending on utilized components (challenge, curiosity, competion, recognition, etc) may have different effects on students. Thus, there is a need of deeper understanding of dependencies between engagement and implemented gamification elements. The goal of such analysis could be personalization of an e-learning system based on a model that enables management of gamification process individually for every student. The purpose of this paper is to investigate how gamification affects a Mathematics Online Course that is using this model as a pedagogical strategy. It relates such strategy with active learning practices and discusses its effectiveness, investigating how gamification can motivate students to participate more deeply and even to change their self-concept as learners. Moreover, the learning analytics and data analysis shows that implementation of the gamification components contributes to the engagement of students in an e-learning environment, having a positive impact on the final grade.info:eu-repo/semantics/publishedVersio

    Application of Case-based Teaching Based on Flipped Classroom in C++

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    Among programming languages, C++ programming language is relatively difficult to learn. In order to help students learn C++ language better, two solutions is proposed in this paper. The first solution is to introduce the idea of flipped classroom into C++ teaching. Because of the many difficulties in C++, students can watch and discuss with their classmates anytime and anywhere through the video explanation of the flipped classroom. Teachers explain the key points and difficulties in offline classrooms, which will help students quickly master C++ knowledge points.The second solution is to design a case based on a real project and then integrate the case into daily C++ teaching. In this way, students can quickly transition from the level of knowledge mastery to the level of knowledge application, which helps to cultivate students’ coding ability based on real project

    Human factor in industry of the future - Knowledge acquisition and motivation

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    Industry of the future bases on people knowledge, creativeness and motivations. Although, the number of workers needed in factories of the future decreases, the requiremenets concerning employees skills have been increasing. The knowledge of employees determines the factory system quality and efficiency. The motivation of people determines continuous improvement and development realized by problems identification and elimination. Hence, adequate learning methods are required to be implemented to achieve the following goals: empower and motivate people. This paper presents chosen methods such as learning by doing, computer simulations and virtual reality which support knowledge acquisition by people being prepared for work in factories of the future. The presented methods also increase employee awareness concerning possibilities of improvements

    Designing innovative education formats and how to fail well when doing so

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