9 research outputs found

    Personalization and User Modeling in Adaptive E-Learning Systems for Schools

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    The manuscript presents a model for the personalization of e-Learning systems in secondary schools. Approaches are discussed about the implementation of this model by the application of the SCORM-standard, ITL (ITL-Interval and temporal logic), policies, etc. Comments on the possibilities for increasing the relevance of e-Learning systems in the real classroom environment schools are also included

    Adaptive Model for E-Learning in Secondary School

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    Виртуално-физическо пространство "Българско културно-историческо наследство"

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    В статията е представено виртуално-физическо пространство за съхраняване и представяне на дигитализирани български културно-исторически обекти. Пространството е реализирано с помощта на интегрирана технология, включваща средства от изкуствения интелект, усилени със съвременни технологии като IoT (Internet of Things) и CPSS (Cyber-Physical-Social System). Дискутират се предимствата на пространството в сравнение с обичайните подходи за разработването на такъв вид системи. Дигитализираните в съответствие със стандарта CCO (Cataloging Cultural Objects) обекти се съхраняват в разпределени бази знания, имплементирани основно като онтологии. Пространството предоставя на потребителите персонален туристически гид, който е в състояние да разбира и изпълнява техните желания и предпочитания.The article presents a virtual physical space for storage and presentation of digitized Bulgarian cultural, historical and similar sites. The space is realized with the help of integrated technology, including means of artificial intelligence, enhanced with modern technologies such as IoT (Internet of Things) and CPSS (Cyber-Physical-Social System). The advantages of space compared to the usual approaches for developing this type of systems are discussed. The objects digitized in accordance with the CCO standard (Cataloging Cultural Objects) are stored in a distributed knowledge base, implemented mainly as ontologies. The space provides users with a personal travel guide who is able to understand and fulfill their wishes and preferences

    Представяне и обработка на знания за културно-историческото и природното наследство на България в интелигентен туристически пътеводител

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    Докладът представя един реинженерингов подход за разширение на базата от знания на разработвания в DeLC лабораторията на ПУ "П. Хилендарски" интелигентен туристически пътеводител с информация за българските културни, исторически и природни обекти, съхранени в съществуващи нестандартизирани бази от данни. Туристическият пътеводител се разработва като мултиагентна среда, базирана на референтната архитектура на Виртуалното физическо пространство (ViPS). Базата знания във ViPS се базират на мрежа от онтологии - OntoNet. За да използваме съществуващите бази данни, е необходимо да се създаде единна БД, базирана на стандарта CCO (Cataloging Cultural Objects) за представяне на културно-исторически обекти на ЮНЕСКО.The report presents a reengineering approach to expand the knowledge base of the intelligent Tourist Guide developed in the DeLC laboratory of Plovdiv University "Paisii Hilendarski" with information about the Bulgarian cultural, historical and natural sites stored in existing non-standardized databases. The Tourist Guide is created as a multi-agent environment based on the reference architecture of the Virtual Physical Space (ViPS). The knowledge base in ViPS is based on a network of ontologies - OntoNet. In order to use the existing databases, it is necessary to create a common database based on the CCO standard (Cataloging Cultural Objects) for the presentation of cultural and historical sites of UNESCO.Авторите изказват благодарност към научен проект ФП21-ФМИ-002 „Интелигентни иновационни ИКТ в научните изследвания в областта на математиката, информатиката и педагогиката на обучението“ към Фонд Научни изследвания на ПУ „Паисий Хилендарски“, за частичното финансиране на настоящата работа

    Application of Block Programming and Game-Based Learning to Enhance Interest in Computer Science

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    More rapid development of the information society poses increasingly acute issue to increase the effectiveness of training in the field of computer science. The fact is that students prefer more applied fields of information and communication technologies in comparison with the informatics and programming. To solve this problem, leading universities and software companies develop multiple environments for block programming, which is inherently more interesting, motivating, fun and practical. It is known that game-based learning significantly increased interest and activity of the students and significantly increases the effectiveness of the training. The article will present a model for application of block programming in the development of educational games for standard and mobile devices and their application in both computer science students and secondary school students. Will be presented the experience of the team in the use of e-learning environments and implementation of these applications in developed courses. The application of the model currently shows increasing interest of all groups of students to programming. All this gives grounds for continuing the work and research in this direction

    Development of Ontologies in Different Domains for a Test Generation Environment

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    [EN] The purpose of the proposed article is to present the creation of ontologies for automatic generation of test questions from the Test Generation Environment, which was created as part of the Virtual Education Space. The ontologies presented in the article are in different fields and can be helpful to students in their exams or for self-study. The three ontologies are in the fields of botany, literature and history of Bulgaria, and architecture of Revival houses. The article presents examples of automatically generated questions for each of them.The research is supported by the project КП-06Н36/2 2019-2022 “Competition for financial support of basic research projects – 2019” of the National Scientific Fund of the Ministry of Education and Science in Bulgaria and the research is partly supported by the project FP21- FMI-002 “Intelligent innovative ICT in research in mathematics, informatics and pedagogy in education" of the Scientific Fund of the University of Plovdiv “Paisii Hilendarski”.Stoyanova-Doycheva, A.; Madanska, S.; Grancharova, M.; Glushkova, T.; Cholakov, G. (2022). Development of Ontologies in Different Domains for a Test Generation Environment. En 8th International Conference on Higher Education Advances (HEAd'22). Editorial Universitat Politècnica de València. 925-933. https://doi.org/10.4995/HEAd22.2022.1420592593

    New technologies in personalisation of STEM and STEAM education - international context

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    This article focuses on new technologies in personalisation of STEM and STEAM education in contemporary education, as viewed by experts from different countries: Austria, Bulgaria, Poland, Russia and Ukraine. The article aims to review research literature, and provide opinions, views and reflections presented by scientists and experts from several European universities. The research review includes the theoretical background of the discussed topic, a review of national and international research and literature, identification and definition of key concepts, examples of practical achievements, and a description of contemporary trends of STEM and STEAM education and adaptive learning as well as microlearning - effective methods of e-learning. In the end a number of conclusions are draw

    New technologies in personalisation of STEM and STEM Education - International context

    No full text
    This article focuses on new technologies in personalisation of STEM and STEAM education in contemporary education, as viewed by experts from different countries: Austria, Bulgaria, Poland, Russia and Ukraine. The article aims to review research literature, and provide opinions, views and reflections presented by scientists and experts from several European universities. The research review includes the theoretical background of the discussed topic, a review of national and international research and literature, identification and definition of key concepts, examples of practical achievements, and a description of contemporary trends of STEM and STEAM Education and adaptive learning as well as microlearning- effective methods of e-learning. At the end a number of conclusions are drawn

    Integration of STEM Centers in a Virtual Education Space

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    Training in STEM centers is becoming increasingly relevant in order to meet the new educational needs caused mainly by the rapid speed with which new technologies have been entering our lives in recent years. Existing university e-learning systems can enhance the capacity of these centers by providing shared learning material. This paper presents a distributed educational platform that supports sharable usage of teaching material at university and in STEM centers in secondary schools. The architecture of the platform is also presented including two basic components. The university e-learning environment operates as a back-end and the front-end component is located in the STEM center. Furthermore, the implemented prototype of the platform is also discussed in the article. The use of the platform is demonstrated by two educational games. The platform is expanded with four educational robots to increase the attractiveness of the educational process
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