The document discusses developing an educational platform to teach algorithmic thinking and programming through digital fabrication. It aims to make programming accessible to those with minimal computer knowledge by removing misconceptions and relating code to visual and tangible outputs. Existing platforms like Logo and Scratch are analyzed, highlighting how they motivate learning through interaction. User studies identify misconceptions and difficulties with spatial thinking that could be addressed. The proposed platform would allow users to see program execution, follow program flow, and create programs by reacting and abstracting. It would utilize constructionism and experiential learning through digital fabrication. Existing attempts are discussed that combine spatial reasoning and algorithmic thinking through different modeling methods. Future work includes interface design, development and testing of a
Algorithmic thinking and digital fabrication (1) (2)Prabhat Kumar
This document discusses developing a new programming platform to teach algorithmic thinking and spatial reasoning through digital fabrication. It aims to make programming accessible to those with minimal computer knowledge by removing misconceptions and making it as simple as manipulating blocks. The methodology involves studying existing platforms like Logo and Scratch, conducting user studies, and conceptualizing a new platform that allows users to see program state, follow program flow, and create programs by reacting and abstracting. It will utilize constructionism and allow users to iteratively design, test and improve their creations. The document outlines initial prototype development and areas for future work such as interface design and testing.
This document discusses concept maps and their theoretical foundations and uses in teaching and learning. It covers:
1. The key ideas underlying concept maps, including that they are based on theories of knowledge and learning, representing concepts and propositions in a way that shows relationships.
2. The theoretical foundations of concept maps, including Ausubel's assimilation theory of learning and Novak's research applying this to education.
3. Examples of how concept maps can be used for teaching, learning, assessment, and knowledge sharing including capturing expert knowledge and facilitating teamwork.
This document discusses research on the use of technology in mathematics education. It explores how technologies can influence conceptualization and the roles of different artifacts. Frameworks for understanding how technologies are used as instruments for learning are presented. Challenges in implementing technologies in the classroom and gaps between potential uses and actual implementation are also examined.
Eurecom and Aalto University at Mediaeval 2021Alison Reboud
The document summarizes the contributions and findings of a study exploring multimodality, perplexity, and explainability for video memorability prediction. The study proposed both a multimodal approach fusing textual, visual, and audio features, as well as an explainable approach using TF-IDF features. However, adding audio features provided no benefits, and combining training datasets yielded worse results. Additionally, the study found no strong relationship between caption perplexity and memorability. In general, early fusion of textual and visual features performed best, but long-term memorability remains difficult to predict.
On the development of computational thinking skills in schools through comput...Jesús Moreno León
This document outlines the goals and background of a thesis on developing computational thinking skills in schools through computer programming with Scratch. The thesis will examine whether computational thinking skills can be automatically assessed by analyzing Scratch creations. It will also study whether programming activities enhance learning in other subjects. Additionally, it will research social and non-cognitive factors that may impact the development of computational thinking skills when programming with Scratch.
This is a presentation of the paper "Model of social believable NPCs for teacher training
Using Second Life
" explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.
This book examines the theoretical foundations of planning and design processes. It explores the work of Horst Rittel, who developed theories on "wicked problems" that are widely used today in fields like product design, architecture, planning, government, and software design. The book collects Rittel's previously unpublished work and discusses his philosophical influences and theories. It aims to continue teaching Rittel's work, which the author Jean-Pierre Protzen collaborated on for over 20 years with Rittel before his death.
Experimenting with eXtreme Design (EKAW2010)evabl444
The document reports on an experiment evaluating the use of Content Ontology Design Patterns (ODPs) and the eXtreme Design (XD) methodology and tools. The experiment confirmed previous findings that Content ODPs improve ontology quality and reduce common mistakes. It also found that the XD tools support reuse of ODPs and that the XD methodology further decreases mistakes through its test-driven approach. Areas for future work include improving collaboration support and evaluating the methodology on other tasks.
Algorithmic thinking and digital fabrication (1) (2)Prabhat Kumar
This document discusses developing a new programming platform to teach algorithmic thinking and spatial reasoning through digital fabrication. It aims to make programming accessible to those with minimal computer knowledge by removing misconceptions and making it as simple as manipulating blocks. The methodology involves studying existing platforms like Logo and Scratch, conducting user studies, and conceptualizing a new platform that allows users to see program state, follow program flow, and create programs by reacting and abstracting. It will utilize constructionism and allow users to iteratively design, test and improve their creations. The document outlines initial prototype development and areas for future work such as interface design and testing.
This document discusses concept maps and their theoretical foundations and uses in teaching and learning. It covers:
1. The key ideas underlying concept maps, including that they are based on theories of knowledge and learning, representing concepts and propositions in a way that shows relationships.
2. The theoretical foundations of concept maps, including Ausubel's assimilation theory of learning and Novak's research applying this to education.
3. Examples of how concept maps can be used for teaching, learning, assessment, and knowledge sharing including capturing expert knowledge and facilitating teamwork.
This document discusses research on the use of technology in mathematics education. It explores how technologies can influence conceptualization and the roles of different artifacts. Frameworks for understanding how technologies are used as instruments for learning are presented. Challenges in implementing technologies in the classroom and gaps between potential uses and actual implementation are also examined.
Eurecom and Aalto University at Mediaeval 2021Alison Reboud
The document summarizes the contributions and findings of a study exploring multimodality, perplexity, and explainability for video memorability prediction. The study proposed both a multimodal approach fusing textual, visual, and audio features, as well as an explainable approach using TF-IDF features. However, adding audio features provided no benefits, and combining training datasets yielded worse results. Additionally, the study found no strong relationship between caption perplexity and memorability. In general, early fusion of textual and visual features performed best, but long-term memorability remains difficult to predict.
On the development of computational thinking skills in schools through comput...Jesús Moreno León
This document outlines the goals and background of a thesis on developing computational thinking skills in schools through computer programming with Scratch. The thesis will examine whether computational thinking skills can be automatically assessed by analyzing Scratch creations. It will also study whether programming activities enhance learning in other subjects. Additionally, it will research social and non-cognitive factors that may impact the development of computational thinking skills when programming with Scratch.
This is a presentation of the paper "Model of social believable NPCs for teacher training
Using Second Life
" explores the possibilities for believable game agents (NPCs) through the implementation of a Model Social Game Agent (MSGA). We present a high level model focusing on the conceptual framework for implementing MSGAs on a Second Life server.
This book examines the theoretical foundations of planning and design processes. It explores the work of Horst Rittel, who developed theories on "wicked problems" that are widely used today in fields like product design, architecture, planning, government, and software design. The book collects Rittel's previously unpublished work and discusses his philosophical influences and theories. It aims to continue teaching Rittel's work, which the author Jean-Pierre Protzen collaborated on for over 20 years with Rittel before his death.
Experimenting with eXtreme Design (EKAW2010)evabl444
The document reports on an experiment evaluating the use of Content Ontology Design Patterns (ODPs) and the eXtreme Design (XD) methodology and tools. The experiment confirmed previous findings that Content ODPs improve ontology quality and reduce common mistakes. It also found that the XD tools support reuse of ODPs and that the XD methodology further decreases mistakes through its test-driven approach. Areas for future work include improving collaboration support and evaluating the methodology on other tasks.
Este documento presenta una guía para docentes sobre algoritmos y programación. Explica que el desarrollo de habilidades de pensamiento de orden superior como la solución de problemas y la creatividad son importantes para que los estudiantes tengan éxito en el mundo actual. Señala que la programación de computadores puede ayudar a desarrollar estas habilidades y también mejorar la comprensión de temas de matemáticas y ciencias naturales. La guía incluye ejemplos para grados 4o y 5o de primaria.
Este documento presenta un manual para el uso del programa ERDAS Imagine 2011 para realizar prácticas de percepción remota. Explica las diferentes pestañas y herramientas del programa y guía al usuario a través de ejercicios como descargar imágenes satelitales gratuitas del USGS y familiarizarse con la interfaz del software. El objetivo final es que los estudiantes aprendan a procesar y analizar imágenes digitales utilizando ERDAS Imagine.
The document describes the development of poll map templates to allow users to vote on topics and display the results geographically. It outlines the conceptual planning, design, and implementation of poll maps for specific events like the Super Bowl and basketball games. This includes designing the user interface, developing the architecture using multiple servers, and deploying the application on Amazon Web Services. The goal is to create a reusable poll map template that can be configured for different polling questions, maps, and data.
Presentation by David McChesney of ESRI CANADA on its Community Maps Program. Delivered at the Water and Environmental Hub track of the 2011 Cybera Summit.
The document discusses Esri's Ocean GIS Initiative which aims to expand the company's capabilities for mapping and analyzing ocean data. The initiative will focus on areas like research and exploration, ecosystems, fisheries management, and coastal protection. It highlights several existing projects including the Ocean Basemap, SeaSketch tool, Ocean Health Index, and ArcGIS for Maritime and Ocean Use Planning portals. The overall goals are to grow ocean mapping tools and data, engage more with ocean science partners, and support coastal and marine spatial planning.
"3D Printing - 3D Mapping". Lecture at Aristotelian University of Thessalonik...Charalampos Paraschou
The document is a 48 slide presentation on 3D mapping technologies and 3D printing given to NATO Deployable Corps - Greece Headquarters (NDC-GR HQ). The presentation discusses using ERDAS software to create 3D anaglyph maps and stereo models from oblique air photos. It also covers 3D map printers and includes a proposal for new geospatial tools. The presentation provides step-by-step instructions on using ERDAS commercial software to generate stereo models from oblique aerial photographs.
Building a US National Park Service Online Basemapakellam
The National Park Service is building an online basemap to represent parks in a consistent style. They currently rely on commercial basemaps that do not reflect the NPS brand. The new map will use open data sources and open source software. It will display park details at large scales. Future work includes developing an editor for park staff to contribute geospatial data and implementing scale-dependent styling to focus on important features. The goal is to provide visitors and applications with a customizable mapped representation of national parks.
An Academic SDI: Introducing the Enhanced Kaia Geoportal & Learning ZoneGail Millin-Chalabi
The presentation outlined enhancements to the Kaia Geoportal and Learning Zone, which provide access to geospatial data and educational resources for UK academics. Key points included: (1) Improving the user experience of the Kaia Geoportal. (2) Expanding the Learning Zone to include additional courses and open educational content. (3) Promoting Spatial Science for Schools and other new educational resources. The goal is to continue enhancing access to high quality spatial data and learning materials for the UK academic community.
KLIP Digitaal is van start gegaan op 1 april 2015 en wordt verplicht vanaf 1 januari 2016. De GIM KLIP Oplossingen helpen u om tijdig uw data klaar te stomen en uw planafhandelingen te verzekeren.
[Webinar] Il telerilevamento da droni aerei: soluzioni Leica Geosystems e cas...Planetek Italia Srl
Il telerilevamento da droni aerei: normativa, elaborazione dei dati e casi applicativi.
Seminario on-line: Martedì 27 gennaio 2015
Intervento
Panoramica delle soluzioni Leica Geosystems e casi applicativi tramite l’uso della piattaforma AIBOTIX (Marco Labate, Leica Geosystems)
Per dettagli sull'evento e per rivedere la registrazione video:
http://www.planetek.it/formazione/webinar/webinar_il_telerilevamento_da_droni_aerei_normativa_elaborazione_dei_dati_e_casi_applicativi
The Qualcomm Hexagon SDK allows developers to optimize multimedia solutions by offloading compute tasks from the application processor to the Hexagon DSP. It provides tools like FastRPC for remote procedure calls, dynamic loading to add code/data at runtime, an Eclipse plugin for debugging, and optimized Hexagon libraries. The SDK also supports audio, voice, and computer vision applications and includes hardware development platforms, libraries, and a toolchain.
This document discusses ERDAS APOLLO Essentials' image serving technology. It highlights that (1) managing geospatial imagery is challenging due to increasing data sizes, resolutions, and user demands for speed; (2) ERDAS APOLLO Essentials helps organizations reduce storage needs and accelerate delivery through techniques like ECW compression and tile caching; and (3) case studies demonstrate the technology can compress large imagery by over 90% while maintaining visual quality and enabling faster access.
This document introduces the GAMS software and provides an outline of the course contents for learning GAMS. It begins with background information about the lecturer, including their education and publications. It then provides a brief introduction to GAMS, noting its capabilities for solving large-scale problems with concise code and model independence from solution methods. The remainder of the document outlines the necessity of GAMS and describes the model structure, sample code, and course contents which will include sets, parameters, variables, equations, models, solvers, outputs and more. Case studies will include hub location, supply chain, and DEA problems.
In questa presentazione, tutte le novità e una carrellata completa degli strumenti software del Power Portfolio 2016 di Hexagon Geospatial™.
La release 2016 dei software ERDAS IMAGINE, ERDAS APOLLO, Geomedia e di tutti gli altri strumenti software del Power Portfolio di Hexagon Geospatial è stata presentata ufficialmente il 14 giugno 2016, durante l’evento Hexagon Live di Anaheim (California).
Il Portfolio si compone di tre suite: Producer, Provider e Platform, costituite da prodotti software allo stato dell’arte ed utilizzati in tutto il mondo, che combinano le migliori tecnologie attualmente disponibili nel settore del telerilevamento, della fotogrammetria, del GIS ed in generale per la gestione di dati geospaziali.
Guarda il video e scarica il documento in italiano sulle novità della release 2016 su:
http://www.planetek.it/news_eventi/archivio_news/2016/06/presentato_il_nuovo_power_portfolio_2016_di_hexagon_geospatial
The document is a presentation on ERDAS IMAGINE software. It discusses layer stacking images, using model maker to add bands, georeferencing images, reprojecting images, and various spatial and radiometric enhancement techniques like filters, histogram equalization, brightness inversion, and haze reduction. Example images are shown to demonstrate the before and after effects of these techniques.
Arcadis General Company Presentation (Nx Power Lite)EEDEJL
ARCADIS is a global engineering and consulting firm providing services in infrastructure, water, environment, and buildings. It has 21,000 employees worldwide and revenue of €2.4 billion. The company aims to improve quality of life by creating sustainable solutions for clients in areas like transportation, water management, environmental remediation, and construction project management.
The document discusses using media as levers to optimize CALL (computer-assisted language learning) tasks. It proposes developing a pattern language for describing CALL task design that incorporates media leverage. Examples are provided of how incorporating audio files or varying task sequences can increase learner motivation by foregrounding different cognitive processes. The goal is to design tasks that place learners in an executive role using media levers below their conscious awareness to optimize involvement.
The document discusses the need for a "design science of learning" to bridge the gap between theoretical discussions and anecdotal examples in technology-enhanced learning. It proposes using design patterns as a way to systematically share knowledge about solving recurring problems in educational design. Several cases are described as examples to demonstrate how design patterns could be applied to document formative e-assessment solutions.
Este documento presenta una guía para docentes sobre algoritmos y programación. Explica que el desarrollo de habilidades de pensamiento de orden superior como la solución de problemas y la creatividad son importantes para que los estudiantes tengan éxito en el mundo actual. Señala que la programación de computadores puede ayudar a desarrollar estas habilidades y también mejorar la comprensión de temas de matemáticas y ciencias naturales. La guía incluye ejemplos para grados 4o y 5o de primaria.
Este documento presenta un manual para el uso del programa ERDAS Imagine 2011 para realizar prácticas de percepción remota. Explica las diferentes pestañas y herramientas del programa y guía al usuario a través de ejercicios como descargar imágenes satelitales gratuitas del USGS y familiarizarse con la interfaz del software. El objetivo final es que los estudiantes aprendan a procesar y analizar imágenes digitales utilizando ERDAS Imagine.
The document describes the development of poll map templates to allow users to vote on topics and display the results geographically. It outlines the conceptual planning, design, and implementation of poll maps for specific events like the Super Bowl and basketball games. This includes designing the user interface, developing the architecture using multiple servers, and deploying the application on Amazon Web Services. The goal is to create a reusable poll map template that can be configured for different polling questions, maps, and data.
Presentation by David McChesney of ESRI CANADA on its Community Maps Program. Delivered at the Water and Environmental Hub track of the 2011 Cybera Summit.
The document discusses Esri's Ocean GIS Initiative which aims to expand the company's capabilities for mapping and analyzing ocean data. The initiative will focus on areas like research and exploration, ecosystems, fisheries management, and coastal protection. It highlights several existing projects including the Ocean Basemap, SeaSketch tool, Ocean Health Index, and ArcGIS for Maritime and Ocean Use Planning portals. The overall goals are to grow ocean mapping tools and data, engage more with ocean science partners, and support coastal and marine spatial planning.
"3D Printing - 3D Mapping". Lecture at Aristotelian University of Thessalonik...Charalampos Paraschou
The document is a 48 slide presentation on 3D mapping technologies and 3D printing given to NATO Deployable Corps - Greece Headquarters (NDC-GR HQ). The presentation discusses using ERDAS software to create 3D anaglyph maps and stereo models from oblique air photos. It also covers 3D map printers and includes a proposal for new geospatial tools. The presentation provides step-by-step instructions on using ERDAS commercial software to generate stereo models from oblique aerial photographs.
Building a US National Park Service Online Basemapakellam
The National Park Service is building an online basemap to represent parks in a consistent style. They currently rely on commercial basemaps that do not reflect the NPS brand. The new map will use open data sources and open source software. It will display park details at large scales. Future work includes developing an editor for park staff to contribute geospatial data and implementing scale-dependent styling to focus on important features. The goal is to provide visitors and applications with a customizable mapped representation of national parks.
An Academic SDI: Introducing the Enhanced Kaia Geoportal & Learning ZoneGail Millin-Chalabi
The presentation outlined enhancements to the Kaia Geoportal and Learning Zone, which provide access to geospatial data and educational resources for UK academics. Key points included: (1) Improving the user experience of the Kaia Geoportal. (2) Expanding the Learning Zone to include additional courses and open educational content. (3) Promoting Spatial Science for Schools and other new educational resources. The goal is to continue enhancing access to high quality spatial data and learning materials for the UK academic community.
KLIP Digitaal is van start gegaan op 1 april 2015 en wordt verplicht vanaf 1 januari 2016. De GIM KLIP Oplossingen helpen u om tijdig uw data klaar te stomen en uw planafhandelingen te verzekeren.
[Webinar] Il telerilevamento da droni aerei: soluzioni Leica Geosystems e cas...Planetek Italia Srl
Il telerilevamento da droni aerei: normativa, elaborazione dei dati e casi applicativi.
Seminario on-line: Martedì 27 gennaio 2015
Intervento
Panoramica delle soluzioni Leica Geosystems e casi applicativi tramite l’uso della piattaforma AIBOTIX (Marco Labate, Leica Geosystems)
Per dettagli sull'evento e per rivedere la registrazione video:
http://www.planetek.it/formazione/webinar/webinar_il_telerilevamento_da_droni_aerei_normativa_elaborazione_dei_dati_e_casi_applicativi
The Qualcomm Hexagon SDK allows developers to optimize multimedia solutions by offloading compute tasks from the application processor to the Hexagon DSP. It provides tools like FastRPC for remote procedure calls, dynamic loading to add code/data at runtime, an Eclipse plugin for debugging, and optimized Hexagon libraries. The SDK also supports audio, voice, and computer vision applications and includes hardware development platforms, libraries, and a toolchain.
This document discusses ERDAS APOLLO Essentials' image serving technology. It highlights that (1) managing geospatial imagery is challenging due to increasing data sizes, resolutions, and user demands for speed; (2) ERDAS APOLLO Essentials helps organizations reduce storage needs and accelerate delivery through techniques like ECW compression and tile caching; and (3) case studies demonstrate the technology can compress large imagery by over 90% while maintaining visual quality and enabling faster access.
This document introduces the GAMS software and provides an outline of the course contents for learning GAMS. It begins with background information about the lecturer, including their education and publications. It then provides a brief introduction to GAMS, noting its capabilities for solving large-scale problems with concise code and model independence from solution methods. The remainder of the document outlines the necessity of GAMS and describes the model structure, sample code, and course contents which will include sets, parameters, variables, equations, models, solvers, outputs and more. Case studies will include hub location, supply chain, and DEA problems.
In questa presentazione, tutte le novità e una carrellata completa degli strumenti software del Power Portfolio 2016 di Hexagon Geospatial™.
La release 2016 dei software ERDAS IMAGINE, ERDAS APOLLO, Geomedia e di tutti gli altri strumenti software del Power Portfolio di Hexagon Geospatial è stata presentata ufficialmente il 14 giugno 2016, durante l’evento Hexagon Live di Anaheim (California).
Il Portfolio si compone di tre suite: Producer, Provider e Platform, costituite da prodotti software allo stato dell’arte ed utilizzati in tutto il mondo, che combinano le migliori tecnologie attualmente disponibili nel settore del telerilevamento, della fotogrammetria, del GIS ed in generale per la gestione di dati geospaziali.
Guarda il video e scarica il documento in italiano sulle novità della release 2016 su:
http://www.planetek.it/news_eventi/archivio_news/2016/06/presentato_il_nuovo_power_portfolio_2016_di_hexagon_geospatial
The document is a presentation on ERDAS IMAGINE software. It discusses layer stacking images, using model maker to add bands, georeferencing images, reprojecting images, and various spatial and radiometric enhancement techniques like filters, histogram equalization, brightness inversion, and haze reduction. Example images are shown to demonstrate the before and after effects of these techniques.
Arcadis General Company Presentation (Nx Power Lite)EEDEJL
ARCADIS is a global engineering and consulting firm providing services in infrastructure, water, environment, and buildings. It has 21,000 employees worldwide and revenue of €2.4 billion. The company aims to improve quality of life by creating sustainable solutions for clients in areas like transportation, water management, environmental remediation, and construction project management.
The document discusses using media as levers to optimize CALL (computer-assisted language learning) tasks. It proposes developing a pattern language for describing CALL task design that incorporates media leverage. Examples are provided of how incorporating audio files or varying task sequences can increase learner motivation by foregrounding different cognitive processes. The goal is to design tasks that place learners in an executive role using media levers below their conscious awareness to optimize involvement.
The document discusses the need for a "design science of learning" to bridge the gap between theoretical discussions and anecdotal examples in technology-enhanced learning. It proposes using design patterns as a way to systematically share knowledge about solving recurring problems in educational design. Several cases are described as examples to demonstrate how design patterns could be applied to document formative e-assessment solutions.
Application frame methods and techniques in HighEd courses and self-paced lea...Stefano Lariccia
The document discusses the WE-COLLAB project at Sapienza University which aims to incorporate advanced digital technologies into courses and self-paced learning. It outlines goals to enhance an existing platform with text analysis, learning analytics collection, and mobile app functions. Potential applications include foreign language learning, linguistics, and language analysis for various fields. Future work includes evaluating learning data collected through student actions and physiological signals. Potential developments and challenges with AI-based technologies are also discussed, emphasizing the importance of experiential learning over passive consumption.
1. The document discusses strategies for developing skills and self-employment in students, including giving students a greater role in decision making, encouraging curiosity through games, and creating personalized learning guides.
2. It proposes designing an interactive learning environment to support children's understanding of complex environmental and ecological domains. This would integrate constructionism and systems dynamics to simulate real-life phenomena.
3. The project aims to develop tools to facilitate understanding of complex topics among young learners, using cognitive apprenticeship methods. A computer-controlled greenhouse is used as a technological environment for learning about complex systems.
Second Life as an Experiential Learning OpportunityStaci Trekles
This document discusses Purdue University Calumet's Second Life initiative and experiential learning opportunities. It outlines several projects using Second Life across different academic disciplines, including creating virtual classrooms, simulations, and lessons. It also addresses some of the challenges of implementing these virtual learning experiences and factors to consider like performance, media integration, and detecting student affective state. The document provides references on related research and concludes by looking towards the future of these types of projects at Purdue and in virtual worlds generally.
Learning Theories Group Project: Cognitive TheoryStephanie Conway
This is a group project from Team 7 in the course EME2040; fall semester, 2011. It was created to explore Cognitive Theory in an educational setting ,and stimulate thought about ways of applying this theory in the classroom.
Learning Theories Group Project: Cognitive TheoryStephanie Conway
This is a group project from Team 7 in the course EME2040; fall semester, 2011. It was created to explore Cognitive Theory in an educational setting ,and stimulate thought about ways of applying this theory in the classroom.
This document discusses the history and development of computer-assisted language learning (CALL) through three phases: behavioral CALL, communicative CALL, and integrative CALL. Behavioral CALL used drills and repetition based on behaviorist learning theories. Communicative CALL focused on using language communicatively based on theories emphasizing interaction and language functions. Integrative CALL integrated skills and content using multimedia and electronic communication like hypermedia and computer-mediated communication.
The document provides an overview of cognitive tools for educational technologies, including their goals, functions, and examples. It discusses how cognitive tools can support learning by reducing cognitive load and helping students externalize and visualize knowledge. Key tools discussed include learning diaries, concept mapping, and simulations. The document emphasizes that cognitive tools should follow constructivist learning theories in providing self-guided, discovery-based learning.
Artificial Intelligence power point presentation documentDavid Raj Kanthi
This document provides a certificate for a seminar report on the topic of artificial intelligence. It was completed by a student in partial fulfillment of an M.C.A. degree program in 2016-2017. The document includes an acknowledgment, declaration, abstract, and index sections that provide information about the student, guide, and overall content covered in the seminar report on artificial intelligence.
The document discusses different types of computer-based education including computer-assisted instruction (CAI). CAI refers to instruction or remediation presented on a computer using educational software. The summary discusses the main types of CAI software:
1. Drill-and-practice software focuses on memorization through repetition of questions and feedback.
2. Tutorial software introduces new concepts through interactive multimedia presentations while assessing student understanding.
3. Simulation software allows students to experience realistic situations through role-playing and exploring the consequences of decisions.
4. CAI has advantages like individualized instruction and tracking student progress, but also disadvantages like potential equipment issues.
This document provides an introduction to teaching computer science concepts such as algorithms, debugging, and logical reasoning at Key Stage 1. It outlines intended learning outcomes, explains core concepts, and describes National Curriculum requirements. Activities using block-based programming with Scratch Jr and Scratch are included to help students learn computational thinking skills like decomposition, pattern recognition, and algorithmic thinking.
This document discusses learning theories that can be applied to digital resources and online learning. It provides brief explanations of several theories: constructivism, connectivism, situated learning, behaviorism, cognitivism, and experiential learning. Examples are given to illustrate how each theory could be applied to digital content and activities. The document also addresses what can go wrong in digital learning and what learners want, such as autonomy, short content, social and collaborative learning opportunities, and access anytime from any device.
A Better Way to Design & Build Immersive E Learningnarchambeau
The document discusses principles for designing effective immersive e-learning experiences. It outlines 6 key design principles: focusing on applied knowledge over facts, hooking learners with engaging introductions, making content relevant to learners' contexts, providing exercises where learners make meaningful choices, introducing an element of risk, and using intrinsic feedback. It also discusses prototyping content through successive iterations to get the right level of instructional interactivity.
Technology and curriculum issues day 4 vikki bridgewater nrvpriddle
The document discusses issues related to technology integration and curriculum. It addresses several myths about how technology will impact society and learning. While technology provides opportunities to support differentiated instruction, it is important to consider how to quality integrate it and address student safety issues online. The teacher remains the most important factor for motivating students and facilitating their work together.
This poster was presented at the 2015 Australian Association for Research in Education, in Freemantle, Australia, and was awarded the Australian Council of Deans of Education (ACDE) sponsored Postgraduate / ECR Researcher Poster Award for best poster.
This poster introduces theoretical frameworks with which to design meaningful gamification interventions. It also has augmented reality elements hidden on it!
1. The document discusses a design study exploring the relationship between knowledge maturing and social learning, specifically looking at how ontology maturing relates to collaborative learning dialogues.
2. It proposes a "mashup" that combines an ontology development tool called SOBOLEO with a dialogue game platform called InterLoc to allow users to have structured discussions about developing and refining ontologies.
3. A hypothetical example is described where a career advisor could use the mashup to research labor market information with a client, facilitating knowledge acquisition and refinement through collaborative dialogue.
This document discusses how Web 2.0 technologies can be used to enhance pedagogy and student learning. It provides examples of how tools like Flickr, Big Huge Labs, Zoho Creator, Google Forms, ToonDoo, and SlideShare can be utilized. For instance, students can create magazine covers on Big Huge Labs to summarize information or tell stories using images from Flickr. The document advocates moving beyond purely text-based instruction to incorporate authentic learning environments, multimedia, socialization, and having students control their own data. It aims to spark discussion around improving student engagement and helping internalize information through these new approaches.
Technology Class presentation to class at Fordham Uniersity, It is meant for classroom teachers to broaden understanfing of integrating technology into teaching and learning.
Similar to Algorithmic thinking and digital fabrication (20)
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
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LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
2. Aim
To make it easy for people to understand spatial reasoning and simultaneously enhance algorithmic
thinking through an easy to use programing platform.
3. Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
4. Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
5. Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
6. Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
9. Logo
Mathetic (knowledge about learning) aspects of Turtle Geometry
Turtle geometry is an aid to learning other things because it encourages the conscious,
deliberate use of problem-solving and mathematic strategies (in order to learn
something, first make sense of it)
Play Turtle. Do it yourself.
Turtle circle is an incident of syntonic learning
10. Logo
Transitional Object : bridge between concrete and formal reasoning
Logo turtle - a ‟mathematical creature‟ that can move forwards or backwards and turn right or
left in response to programmed commands.
Kids can identify with the turtle
The link to formal reasoning through the turtle is effected in large part by a procedural
language(Logo) (hence, logo+turtle - real screen-based transitional object)
Might be experienced by children as simultaneously cognitive and emotional artifacts.
Is entirely screen-based and affects different kids to different extents
There is a need to rethink design of effective transitional objects objects and in the light of
new material technologies.
11. Logo
Microworld of Turtle Geometry
Microworlds serve as incubators of powerful ideas, productively constrained, selfcontained cognitive worlds
Again completely screen based in LOGO
Computationally enhanced construction kits can serve as micro worlds (Eisenberg,
2003)
We aim to empower kids to build their own construction kits, a microworld that is
partially computational and partially tangible
12. Logo
. ‘Mathland’ as a cultural setting in which ideas of mathematics become natural,
personalized, and humanized
The idea of “talking mathematics” to a computer can be generalized to a view of
learning mathematics in “Mathland”; that is to say, in a context which is to learning
mathematics what living in France is to learning French. [Mindstorms, p. 6]
13. Logo
Decomposition
Papert refers to it as breaking down a program into "mind-size bites”.
Logo uses the metaphor of "teaching the turtle a new word”. The need for subprocedures is discovered and they are taught to the turtle.
16. Bloom‟s taxonomy
sorts learning
objectives by
cognitive complexity
Knowledge: the student can recall specific facts or methods.
This level is characterized by verbs such as enumerate,
name, and define.
Comprehension: the student understands the meaning of
facts or concepts. This level is characterized by verbs such as
explain, discuss, and paraphrase.
Application: the student can solve problems by applying
knowledge to new concrete situations. This level is
characterized by verbs such as produce, implement, and
solve.
Analysis: the student can break down information into its
parts to determine motives or causes, or to make inferences.
This level is characterized by verbs such as analyze,
discriminate, and infer.
Synthesis: the student can combine elements in new ways to
produce novel wholes. This level is characterized by verbs
such as create, compose, and invent.
Evaluation: the student can make judgments about material
in light of selected criteria. This level is characterized by verbs
such as appraise, critique, and compare.
17. The SOLO taxonomy
sorts learning
outcomes by structural
complexity
PreStructural: a response at this level misses the
point or consists of empty phrases, which may be
elaborate but show little evidence of actual
learning;
Unistructural: this kind of response meets only a
single part of a given task or answers only one
aspect of question. It misses other important
attributes entirely;
Multistructural: the response is „a bunch of facts‟.
It expresses knowledge of various important
aspects, but does not connect them except
possibly on a surface level. The learner sees „the
trees‟ but not „the forest‟;
Relational: the response relates and integrates
facts into a larger whole that has a meaning of its
own. It is no longer a list of details; rather, facts
are used by the learner to make a point;
Extended abstract: a response at this level goes
beyond what is given and applies it to a broader
domain.
18. Introductory Programming Courses are demanding in today‟s era.
In comparison to its esteemed status in other subfields of education, these
taxonomy have received relatively little attention in programming education until
recent years.
19. Introductory Programming Courses are demanding in today‟s era.
In comparison to its esteemed status in other subfields of education, these
taxonomy have received relatively little attention in programming education until
recent years.
24. Problems Identified
Measuring of length and area.
Iteration of standard units
Need to apply multiplicative reasoning to the measurement of area.
Learning how to represent angle mathematically.
Children are more aware of angle in the context of movement (turns).
An important aspect of learning about geometry is to recognise the relation between
transformed shapes (rotation, reflection, enlargement). This is also difficult, since children‟s
pre-school experiences lead them to recognise the same shapes as equivalent across such
transformations, rather than to be aware of the nature of the transformation.
25. Observations
Young school children have difficulty with
the idea of decomposing shapes into parts
Difficulty with the inverse process of
composing new shapes by combining
two or more shapes to make a different
shape exists.
The barrier: these are unusual tasks for
children who might learn how to carry them
out easily given the right experience.
26. How to teach Spatial Thinking
space
representation
reasoning
28. The programing environment should
allow the learner to
Read the vocabulary: what do these words mean?
Follow the flow: what happens when?
See the state: what is the computer thinking?
Create by reacting: start somewhere, then sculpt
Create by abstracting: start concrete, then generalize
34. Any programming system must have
Individual things
Groups of things
Commands that operate on things
Ways to repeat commands
Ways to make choices
Ways to create chunks
Ways to combine those chunks
Motivation
35. How fab can help
experiential
education
constructionism
critical
pedagogy
The motivation of being able to create and put
together a concept, in the form of a personal
structure makes the activity compelling, as it
results in the forming of an intellectual
attachment to, or engagement with the software
part of the process.
Students can investigate an object from all
angles helping in developing spatial reasoning.
36. Why Fab: Iterative cycle of creative
learning
think creatively
communicate
clearly
plan
systematically
learn
continuously
analyze
critically
work
collaboratively
design
iteratively
38. Revolve - Solve - Evolve - Resolve
4 different ways of thinking of 3D models that combine spatial
reasoning skills with algorithmic thinking
Method A : Spin around an axis
Method B : Move the Turtle - Body Syntonic (Spatial Thinking)
Method C: Construction Kits
Method D: Deconstruction
39. But essential prior learning
Training to understand 3-Dimension world inside computer screen
(Space, Representation and Reasoning)