41 research outputs found

    Vloga teleinformacijskih storitev v vseživljenjskem izobraievanju

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    The article examines teleinformation services in computer networks and the possibilities of using them in education processes. Such services give the learners access to extensive databases and to interactive communication. Due to the user's active role in searching for information his/her motivation is highly increased and along with it the efficiency of learning.Članek podaja pregled teleinformacijskih storitev v računalniških omrežjih in možnosti njihove uporabe v izobraževanju. Te storitve udeležencem izobraževalnega procesa omogočajo dostop do bogatih informacijskih virov in medsebojno komunikacijo. Zaradi aktivne vloge uporabnikov pri iskanju informacij se bistveno poveča njihova motiviranost in s tem učinkovitost učenja

    Re-routing Multicast Connections: A Distributed Approach

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    In virtual-circuit environments that provide a multicast capability, fixed routing algorithms provide solutions that are only efficient initially and for a short time due to dynamic nature of network environments. We propose a re-routing algorithm that continuously rearranges the topology of the initial connection, in response to changes in the destination set and network status. The re-routing algorithm is cost effective and minimally disruptive to the multicast session. It is based on a modified Steiner tree improvement technique, and it has been designed purposely to meet the requirements for distributed implementation in communications networks where only partial information is available to routing nodes

    Prilagodljivi računalniški sistem za priporočanje učnih objektov v konstruktivističnem učnem okolju – ALECA

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    Today there are increasingly more learning environments which support active learning, taking into account student characteristics, preferences and activities. In this paper, we present a concept of a learning recommender system, which combines knowledge from pedagogy and recommending systems. We analyse the influence of combining different learning styles models on preferred types of multimedia materials. The results reveal that students prefer well-structured learning texts with color discrimination, and that the hemispheric learning style model is the most important criterion in determining student preferences for different multimedia learning materials. In the second part of our research, we describe an approach to alleviating the new user problem in terms of better recommendation accuracy of the system for recommending learning materials in environments where the system has no prior information about learners. Our findings present the concept of an adaptive learning system, with an analysis of its possible effects in learning practice.Dandanes se pojavlja vse več učnih sistemov, ki podpirajo aktivno učenje in upoštevajo učenčeve učne lastnosti, značilnosti in aktivnosti. V prispevku predstavljamo zasnovo učnega priporočilnega sistema, ki združuje znanja pedagogike in računalniških priporočilnih algoritmov. Proučujemo, kako združevanje modelov učnih stilov vpliva na izbiro različnih tipov večpredstavnih učnih gradiv. Rezultati kažejo, da študentje za učenje najpogosteje uporabljajo dobro strukturirana učna gradiva, ki vsebujejo barvno diskriminacijo, in da je hemisferični model učnih stilov najpomembnejši odločitveni kriterij. V nadaljevanju opisujemo postopek za reševanje t. i. problema hladnega zagona, s katerim je mogoče izboljšati točnost sistema za priporočanje učnih gradiv v okoljih, kjer o učencih nimamo predhodnih podatkov. Namen prispevka je predstaviti idejno zasnovo prilagodljivega učnega sistema z analizo njegovih predvidenih učinkov na učno prakso

    Serious computer games in computer science education

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    The role and importance of serious computer games in contemporary educational practice is presented in this paper as well as the theoretical fundamentals that justify their use in different forms of education. We present a project for designing and developing serious games that take place within the curriculum for computer science teachers’ education as an independent project work in teams. In this project work students have to use their knowledge in the field of didactics and computer science to develop games. The developed game is tested and evaluated in schools in the framework of their practical training. The results of the evaluation can help students improve their games and verify to which extent specified learning goals have been achieved

    Didaktične igre v izobraževanju

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    Posvet 2014: Partnerstvo Pedagoške fakultete Univerze v Ljubljani in vzgojno-izobraževalnih inštitucij Sodobni pedagoški izzivi v teoriji in praksi, Ljubljana, 31. 1. - 1. 2. 201

    Learning programming with serious games

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    Innovative and flexible forms of teaching and learning with information and communication technologies

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    This article presents a project for the modernization of study programs for teacher education by introducing innovative forms of learning using ICT, which is carried out at the University of Ljubljana. A pilot project for the implementation of the updated course for future computer science teachers, based on game-design learning and on trialogical approach to learning, is presented
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