1. The document describes a pilot study that used the mobile application Graph2Go to teach mathematics concepts related to functions and graphs.
2. A pedagogical model was developed for using Graph2Go in a face-to-face setting that was based on social-historical learning theory and emphasized cooperative work and teacher/peer mediation.
3. The pilot study involved 12 college students using Graph2Go on their mobile devices to complete activities on quadratic and sine functions. Analysis found that students easily learned to use the application and saw benefits of visualizing graphs, but also limitations.
The Effects of Computer-assisted and Distance Learning of Geometric ModelingRushan Ziatdinov
Omer Faruk Sozcu, Rushan Ziatdinov, Ismail Ipek. (2013). The effects of computer assisted and distance learning of geometric modelling, European Researcher 39(1-2), pp. 175-181.
The effects of computer-assisted and distance learning of geometric modeling and computer aided geometric design are studied. It was shown that computer algebra systems and dynamic geometric environments can be considered as excellent tools for teaching mathematical concepts of mentioned areas, and distance education technologies would be indispensable for consolidation of successfully passed topics.
Mobile augmented reality using 3D ruler in a robotic educational module to pr...journalBEEI
Robotics education is gaining popularity among school children in line with the government desire to promote creative thinking in students through STEM based activities. However, the robots for educational games are usually made up of components and its description is usually one-way and static. Additionally, students find it difficult to visualize distances from robot movements when playing educational robotic games. Augmented reality (AR) technology is a viable tool to connect between in-context information and physical activities. The objective of this research is to design and develop an AR based application that can visualize the distance between two robots for supporting learning process in a game-based module. The application consists of three parts; the first part use AR in identification of components related to robots, while the second part involves the addition of real-time visualization in the form of AR, enabling students to learn the distance from the robot's movements. The third part used AR in providing the description of the robotic games through videos. The development of the application is based on the Agile model. The results show that the application has received positive feedbacks from students as it can increase their interest in playing robotic educational games.
Presentazione di GisHosting alla quarta conferenza OpenGeoData Italia (Roma 20 giugno 2016)
Sessione: Strumenti, software e servizi per l'elaborazione e la gestione dei dati
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
Android-Based Mobile Learning Application As A Learning Exercise For StudentsSabrina Green
This document summarizes a study that developed an Android-based mobile learning application called Cadudasa to be used as a learning exercise for students. The application was created using a 4D development model consisting of define, design, develop stages. Needs analysis found students wanted an app to help remote learning by collecting assignments anywhere and anytime using mathematical symbols. The developed app connected teachers and students through a database and allowed students to complete assignments flexibly. Expert evaluation found the app to be 84% feasible while student responses were 86% positive. The study concluded the Cadudasa mobile app was suitable to use as a learning medium in schools.
The MIPO model is a framework to help integrate web technologies into higher education. It is based on the ADDIE model of analysis, design, development, implementation, and evaluation. The MIPO model was tested through a case study and action research. Results showed the model provided structure for planning web technology integration based on learning objectives. Future work includes expanding the model to other subject areas and increasing the database of learning strategies. The MIPO model provides a guide for how to systematically integrate web technologies into teaching and learning.
2021 Digital Media Assignments In Undergraduate Science Education An Eviden...Scott Donald
This document describes a study that evaluated the impact of using theoretical models to guide digital media assignments in undergraduate science education. The study incorporated four frameworks to inform the design, implementation, and evaluation of digital media assignments. Trials were conducted in 2016 and 2017 involving over 1700 students across multiple subjects. Data was collected using qualitative surveys, marks attained, and group contribution data. Results showed positive student outcomes from using a systematic approach for digital media assignments, with students enjoying the support, creativity, group work, and learning with digital media. The study provides a comprehensive, evidence-based approach for using digital media assignments in the classroom.
This document summarizes a research project that explored using mobile web 2.0 technologies to support learning in tertiary education. The project investigated how wireless mobile devices could be integrated into courses to facilitate collaboration, communication, and social constructivist learning. Data was collected through surveys of students and lecturers before and after trials of the mobile technologies. Key findings included that the technologies increased student engagement and reflection, supported learning anywhere and anytime, and facilitated changes to more collaborative pedagogical approaches, though proper support structures for students and lecturers were important. The project demonstrated the potential of mobile technologies to enhance learning but also surfaced challenges around access and support.
The Effects of Computer-assisted and Distance Learning of Geometric ModelingRushan Ziatdinov
Omer Faruk Sozcu, Rushan Ziatdinov, Ismail Ipek. (2013). The effects of computer assisted and distance learning of geometric modelling, European Researcher 39(1-2), pp. 175-181.
The effects of computer-assisted and distance learning of geometric modeling and computer aided geometric design are studied. It was shown that computer algebra systems and dynamic geometric environments can be considered as excellent tools for teaching mathematical concepts of mentioned areas, and distance education technologies would be indispensable for consolidation of successfully passed topics.
Mobile augmented reality using 3D ruler in a robotic educational module to pr...journalBEEI
Robotics education is gaining popularity among school children in line with the government desire to promote creative thinking in students through STEM based activities. However, the robots for educational games are usually made up of components and its description is usually one-way and static. Additionally, students find it difficult to visualize distances from robot movements when playing educational robotic games. Augmented reality (AR) technology is a viable tool to connect between in-context information and physical activities. The objective of this research is to design and develop an AR based application that can visualize the distance between two robots for supporting learning process in a game-based module. The application consists of three parts; the first part use AR in identification of components related to robots, while the second part involves the addition of real-time visualization in the form of AR, enabling students to learn the distance from the robot's movements. The third part used AR in providing the description of the robotic games through videos. The development of the application is based on the Agile model. The results show that the application has received positive feedbacks from students as it can increase their interest in playing robotic educational games.
Presentazione di GisHosting alla quarta conferenza OpenGeoData Italia (Roma 20 giugno 2016)
Sessione: Strumenti, software e servizi per l'elaborazione e la gestione dei dati
Selection of Learning Materials Based on Students’ Behaviors in 3DMUVLETELKOMNIKA JOURNAL
Learning in 3-dimensional virtual environments has been widely used as a complement to traditional learning. Multi User Virtual Learning Environment in 3 Dimensions (3DMUVLE) provides many benefits and can support lifelong learning. In its implementation, this learning has not supported personal learning. This study aims to build a 3DMUVLE with personalized materials based on students' models. The system development model uses the Linear Sequence model by integrating MOODLE, SLOODLE and OPENSIM. Student's model in this research is Myer Briggs Type Indicator (MBTI) and determination of type uses fuzzy logic. The results of this study are 16 types of students and each type consists of 3 levels: low, medium and high. Each level has a specific learning material. The implication of this research is the level of MBTI type so that the learning material is more specific.
Android-Based Mobile Learning Application As A Learning Exercise For StudentsSabrina Green
This document summarizes a study that developed an Android-based mobile learning application called Cadudasa to be used as a learning exercise for students. The application was created using a 4D development model consisting of define, design, develop stages. Needs analysis found students wanted an app to help remote learning by collecting assignments anywhere and anytime using mathematical symbols. The developed app connected teachers and students through a database and allowed students to complete assignments flexibly. Expert evaluation found the app to be 84% feasible while student responses were 86% positive. The study concluded the Cadudasa mobile app was suitable to use as a learning medium in schools.
The MIPO model is a framework to help integrate web technologies into higher education. It is based on the ADDIE model of analysis, design, development, implementation, and evaluation. The MIPO model was tested through a case study and action research. Results showed the model provided structure for planning web technology integration based on learning objectives. Future work includes expanding the model to other subject areas and increasing the database of learning strategies. The MIPO model provides a guide for how to systematically integrate web technologies into teaching and learning.
2021 Digital Media Assignments In Undergraduate Science Education An Eviden...Scott Donald
This document describes a study that evaluated the impact of using theoretical models to guide digital media assignments in undergraduate science education. The study incorporated four frameworks to inform the design, implementation, and evaluation of digital media assignments. Trials were conducted in 2016 and 2017 involving over 1700 students across multiple subjects. Data was collected using qualitative surveys, marks attained, and group contribution data. Results showed positive student outcomes from using a systematic approach for digital media assignments, with students enjoying the support, creativity, group work, and learning with digital media. The study provides a comprehensive, evidence-based approach for using digital media assignments in the classroom.
This document summarizes a research project that explored using mobile web 2.0 technologies to support learning in tertiary education. The project investigated how wireless mobile devices could be integrated into courses to facilitate collaboration, communication, and social constructivist learning. Data was collected through surveys of students and lecturers before and after trials of the mobile technologies. Key findings included that the technologies increased student engagement and reflection, supported learning anywhere and anytime, and facilitated changes to more collaborative pedagogical approaches, though proper support structures for students and lecturers were important. The project demonstrated the potential of mobile technologies to enhance learning but also surfaced challenges around access and support.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
This article aims to outline different pedagogical strategies with applications (apps) in the classroom. Every year the use of mobile devices like tablets and smartphones increases. At the same time, applications are being developed to meet this demand. It is therefore essential that educators investigate their use as an motivational technological medium that can possibly be used in the classroom. Apps can be used both as a source of information as well as a tool for creating material. Thus, this article will present the results of a study applying teaching strategies in different contexts. It therefore highlights the importance of mobile learning as a viable alternative in the classroom. In order to do so, there was a multiple case study in the undergraduate pedagogy program and a digital inclusion course for seniors, both offered in the first semester of 2017 at the Federal University of Rio Grande do Sul (UFRGS). Educational applications and examples of teaching strategies using apps were created in these classes. Educational applications offer the possibility to bring innovations to teaching practices, as well as new forms of communication, interaction and authorship, thus contributing to the process of teaching and learning
Factors to Consider in Developing Student Academic Performance with Predictio...IJAEMSJORNAL
Adaptive Online Learning was one of the solutions of Higher Educational Institutions (HEIs) to have continuous education during pandemic. Innovative technological platform such as Learning Management System (LMS) served as a ground for compiling student requirements submission vital for identifying how well a student meets the standard course requirements. With the aid of predictive analytics included in LMS student can easily monitored their grades and submission, having a positive sign of inclusion to graduation on given time frame. While LMS was highly accepted in the Philippine Educational System, factors to consider in developing student academic performance with prediction was left unexplored. Thus, this study aimed to determine the software factors (trust, context, compatibility, security, complexity) and access method (devices used to access LMS, internet speed) significance to students’ attitude towards using the system through modified TAM among college students at higher educational institutions. The results showed that performance usefulness was influence by perceived ease of use while behavioral intention to use also show significant influence to attitude towards using the system.
This research is about a methodological strategy for the construction of modules in a virtual environment. The strategy is derived from a model which articulates the technological, communicative and pedagogical dimensions of the learning process.
From a technological perspective, it is developed a logical and physical structure, based on the Methodology of the Reusable Learning Object developed by Cisco Systems.
The pedagogical and communicative approach, are associated with Reigeluth's model of instructional-design theory for open learning environment.
This document provides an introduction to an action research study that will examine the impact of implementing Google Apps as a learning management system in a grade 8 classroom. The study aims to see how Google Apps affects student initiative, collaborative group work, and compatibility issues between student work done on different operating systems. The researcher believes action research is well-suited for examining technology innovations in the classroom. The document outlines the researcher's area of focus and research questions regarding how Google Apps may enable more effective instruction inside and outside the classroom.
The Geoscience Concept Inventory WebCenter provides new means for student ass...eLearning Papers
Authors: Emily M. Geraghty Ward, Julie C. Libarkin, Director, Stuart Raeburn, Gerd Kortemeyer.
Faculty adopt information and communication technologies (ICT) with the assumption that they enhance student learning. In the geosciences, new curricula employ tools such as Google Earth to aid in the interpretation of three-dimensional landscapes and the processes that create them.
Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Bas...Jintavee Khlaisang
Khlaisang, J. (2012). Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Based Upon Constructivist Approach for Knowledge Construction in Higher Education. Proceedings of the Fourth International e-Learning Conference 2012, organized by the Thailand Cyber University Project, Office of the Higher Education Commission, Bangkok, Thailand, June 14, 2012.
The effectiveness of an enrichment program using dynamic geometry software in...Mohamed El-Demerdash
M. El-Demerdash and U. Kortenkamp, “The effectiveness of an enrichment program using dynamic geometry software in developing mathematically gifted students' geometric creativity,” in Proc. 9th International Conference on Technology in Mathematics Teaching - ICTMT9, Metz, France, 2009, pp.1-5.
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
This document describes a graduate-level software engineering course that incorporates competition-based learning. The course focuses on agile software development methodologies. Students work in teams on a semester-long project, implementing Scrum methodology. The project involves writing programs to find missing prime numbers within time limits. Competitions are held at the end of each sprint (iteration) to evaluate program performance. Competition grades are calculated based on performance rankings. Report grades evaluate how well teams applied Scrum. Competition increased student motivation and learning, with most teams performing well on both competition and report components.
The application of computer aided learning to learn basic concepts of branchi...ijma
This document summarizes a study on the development of a Computer Aided Learning (CAL) application to help students learn basic concepts of branching and looping in logic algorithms. The CAL application includes 5 multimedia modules that teach key concepts through interactive exercises and video tutorials. A trial with 40 students found that most students scored 80% or higher on tests of each module, indicating the CAL application was effective at improving learning outcomes. The researchers conclude CAL applications have potential as an instructional tool to help more students succeed in introductory computer programming courses.
Supporting educators as designers of complex blended learning scenarios: visu...Laia Albó
Presentation of my research work to PAWS research group, during my visit to the School of Information Sciences of the University of Pittsburgh. 26th February, 2019.
Applying User Experience and Usercentered Design Software Processes in Underg...IJCI JOURNAL
Agile methods in undergraduate courses have been explored by various authors looking to close the gap between industry and professional profiles. We have structured an Android application development course based on a tailored agile process for development of educational software tools. This process is based on both Scrum and Extreme Programming in combination with User Experience (UX) and User-Centered Design (UCD) approaches. The course is executed in two phases: the first half of the course’s semester presents theory on agile and mobile applications development, the latter half is managed as a workshop where students develop for an actual client. The introduction of UX and UCD exploiting the close relationship with stakeholders expected from an agile process can enhance Quality in Use features. Since 2019 two of the projects have been extended in agreement between the client and students. Students, clients and users have found value in the generated products.
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
Track 12. Educational Innovation
Authors: Tatiana Person Montero, José Miguel Mota Macias, Maria Del Carmen Listán, Iván Ruiz-Rube, Juan Manuel Dodero, Fernando Rambla Barreno, Concepción Muriel Patino, Adrián Ruiz Serván and Juan Manuel Vidal Pérez
https://youtu.be/6DrraroOiG0
This document summarizes a study on developing a MATLAB GUI to simulate morphology techniques in digital image processing as a tool for computer-assisted learning. The GUI allows students to select images and apply erosion, dilation, opening, and closing operations to observe the effects. A survey found that 88-93% of students agreed the GUI helped them understand morphology concepts efficiently and enhanced their learning. The preliminary results suggest the MATLAB GUI is an effective tool to support teaching and learning of digital image processing techniques in an interactive way.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry
and professional profiles. We have structured an Android application development course based on a
tailored user-centered Agile process for development of educational digital tools. This process is based on
Scrum and Extreme Programming in combination with User Experience (UX) approaches. The course is
executed in two phases: the first half of the semester presents theory on Agile and mobile applications
development, the latter half is managed as a workshop where students develop for an actual client. The
introduction of UX and user-centered design exploiting the close relationship with stakeholders expected
from Agile processes allows for different quality features development. Since 2019 two of the projects have
been extended and one project has been developed with the described process and course alumni. Students
and stakeholders have found value in the generated products and process.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry
and professional profiles. We have structured an Android application development course based on a
tailored user-centered Agile process for development of educational digital tools. This process is based on
Scrum and Extreme Programming in combination with User Experience (UX) approaches. The course is
executed in two phases: the first half of the semester presents theory on Agile and mobile applications
development, the latter half is managed as a workshop where students develop for an actual client. The
introduction of UX and user-centered design exploiting the close relationship with stakeholders expected
from Agile processes allows for different quality features development. Since 2019 two of the projects have
been extended and one project has been developed with the described process and course alumni. Students
and stakeholders have found value in the generated products and process.
This document introduces a new teaching model called the Virtual Flipped Classroom (VFC) which integrates the flipped classroom approach and virtual classroom environment. The researchers applied this model to teach prerequisite computer programming knowledge to students at Sultan Qaboos University who were struggling due to a lack of this foundational knowledge. An experiment using a one-group pretest-posttest design was conducted on 18 students over one semester. Pre- and post-tests were used to measure the impact of the VFC model on students' learning achievement and motivation. The findings indicated that the VFC model led to significant improvements in both learning outcomes and motivation for students in the computer programming course.
MAKING VIRTUAL PROJECT-BASED LEARNING WORK DURING THE COVID-19 PANDEMICijejournal
Project-based learning is an increasingly popular pedagogical approach in university education shown to
be effective in fostering problem-solving, analytical, design thinking and teamwork skills. The COVID-19
pandemic has led to universities pivoting from project-based learning (PBL) in the classroom to a virtual
learning environment. By examining local student consulting courses conducted virtually in a Singapore
University (UNIS) during the COVID-19 pandemic, this study aims to address the knowledge gap in the
PBL literature by identifying the roles played by digital literacy - in utilising the digital tools that support
virtual learning, in a virtual learning environment. The study also serves to highlight students’ major
takeaways in virtual PBL setting.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
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.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
This article aims to outline different pedagogical strategies with applications (apps) in the classroom. Every year the use of mobile devices like tablets and smartphones increases. At the same time, applications are being developed to meet this demand. It is therefore essential that educators investigate their use as an motivational technological medium that can possibly be used in the classroom. Apps can be used both as a source of information as well as a tool for creating material. Thus, this article will present the results of a study applying teaching strategies in different contexts. It therefore highlights the importance of mobile learning as a viable alternative in the classroom. In order to do so, there was a multiple case study in the undergraduate pedagogy program and a digital inclusion course for seniors, both offered in the first semester of 2017 at the Federal University of Rio Grande do Sul (UFRGS). Educational applications and examples of teaching strategies using apps were created in these classes. Educational applications offer the possibility to bring innovations to teaching practices, as well as new forms of communication, interaction and authorship, thus contributing to the process of teaching and learning
Factors to Consider in Developing Student Academic Performance with Predictio...IJAEMSJORNAL
Adaptive Online Learning was one of the solutions of Higher Educational Institutions (HEIs) to have continuous education during pandemic. Innovative technological platform such as Learning Management System (LMS) served as a ground for compiling student requirements submission vital for identifying how well a student meets the standard course requirements. With the aid of predictive analytics included in LMS student can easily monitored their grades and submission, having a positive sign of inclusion to graduation on given time frame. While LMS was highly accepted in the Philippine Educational System, factors to consider in developing student academic performance with prediction was left unexplored. Thus, this study aimed to determine the software factors (trust, context, compatibility, security, complexity) and access method (devices used to access LMS, internet speed) significance to students’ attitude towards using the system through modified TAM among college students at higher educational institutions. The results showed that performance usefulness was influence by perceived ease of use while behavioral intention to use also show significant influence to attitude towards using the system.
This research is about a methodological strategy for the construction of modules in a virtual environment. The strategy is derived from a model which articulates the technological, communicative and pedagogical dimensions of the learning process.
From a technological perspective, it is developed a logical and physical structure, based on the Methodology of the Reusable Learning Object developed by Cisco Systems.
The pedagogical and communicative approach, are associated with Reigeluth's model of instructional-design theory for open learning environment.
This document provides an introduction to an action research study that will examine the impact of implementing Google Apps as a learning management system in a grade 8 classroom. The study aims to see how Google Apps affects student initiative, collaborative group work, and compatibility issues between student work done on different operating systems. The researcher believes action research is well-suited for examining technology innovations in the classroom. The document outlines the researcher's area of focus and research questions regarding how Google Apps may enable more effective instruction inside and outside the classroom.
The Geoscience Concept Inventory WebCenter provides new means for student ass...eLearning Papers
Authors: Emily M. Geraghty Ward, Julie C. Libarkin, Director, Stuart Raeburn, Gerd Kortemeyer.
Faculty adopt information and communication technologies (ICT) with the assumption that they enhance student learning. In the geosciences, new curricula employ tools such as Google Earth to aid in the interpretation of three-dimensional landscapes and the processes that create them.
Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Bas...Jintavee Khlaisang
Khlaisang, J. (2012). Development of Pedagogical Blended E-Learning Model Using Cognitive Tools Based Upon Constructivist Approach for Knowledge Construction in Higher Education. Proceedings of the Fourth International e-Learning Conference 2012, organized by the Thailand Cyber University Project, Office of the Higher Education Commission, Bangkok, Thailand, June 14, 2012.
The effectiveness of an enrichment program using dynamic geometry software in...Mohamed El-Demerdash
M. El-Demerdash and U. Kortenkamp, “The effectiveness of an enrichment program using dynamic geometry software in developing mathematically gifted students' geometric creativity,” in Proc. 9th International Conference on Technology in Mathematics Teaching - ICTMT9, Metz, France, 2009, pp.1-5.
A Learning Setting Based on Competitions for Agile Software Engineeringdcsunu
This document describes a graduate-level software engineering course that incorporates competition-based learning. The course focuses on agile software development methodologies. Students work in teams on a semester-long project, implementing Scrum methodology. The project involves writing programs to find missing prime numbers within time limits. Competitions are held at the end of each sprint (iteration) to evaluate program performance. Competition grades are calculated based on performance rankings. Report grades evaluate how well teams applied Scrum. Competition increased student motivation and learning, with most teams performing well on both competition and report components.
The application of computer aided learning to learn basic concepts of branchi...ijma
This document summarizes a study on the development of a Computer Aided Learning (CAL) application to help students learn basic concepts of branching and looping in logic algorithms. The CAL application includes 5 multimedia modules that teach key concepts through interactive exercises and video tutorials. A trial with 40 students found that most students scored 80% or higher on tests of each module, indicating the CAL application was effective at improving learning outcomes. The researchers conclude CAL applications have potential as an instructional tool to help more students succeed in introductory computer programming courses.
Supporting educators as designers of complex blended learning scenarios: visu...Laia Albó
Presentation of my research work to PAWS research group, during my visit to the School of Information Sciences of the University of Pittsburgh. 26th February, 2019.
Applying User Experience and Usercentered Design Software Processes in Underg...IJCI JOURNAL
Agile methods in undergraduate courses have been explored by various authors looking to close the gap between industry and professional profiles. We have structured an Android application development course based on a tailored agile process for development of educational software tools. This process is based on both Scrum and Extreme Programming in combination with User Experience (UX) and User-Centered Design (UCD) approaches. The course is executed in two phases: the first half of the course’s semester presents theory on agile and mobile applications development, the latter half is managed as a workshop where students develop for an actual client. The introduction of UX and UCD exploiting the close relationship with stakeholders expected from an agile process can enhance Quality in Use features. Since 2019 two of the projects have been extended in agreement between the client and students. Students, clients and users have found value in the generated products.
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
Track 12. Educational Innovation
Authors: Tatiana Person Montero, José Miguel Mota Macias, Maria Del Carmen Listán, Iván Ruiz-Rube, Juan Manuel Dodero, Fernando Rambla Barreno, Concepción Muriel Patino, Adrián Ruiz Serván and Juan Manuel Vidal Pérez
https://youtu.be/6DrraroOiG0
This document summarizes a study on developing a MATLAB GUI to simulate morphology techniques in digital image processing as a tool for computer-assisted learning. The GUI allows students to select images and apply erosion, dilation, opening, and closing operations to observe the effects. A survey found that 88-93% of students agreed the GUI helped them understand morphology concepts efficiently and enhanced their learning. The preliminary results suggest the MATLAB GUI is an effective tool to support teaching and learning of digital image processing techniques in an interactive way.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry
and professional profiles. We have structured an Android application development course based on a
tailored user-centered Agile process for development of educational digital tools. This process is based on
Scrum and Extreme Programming in combination with User Experience (UX) approaches. The course is
executed in two phases: the first half of the semester presents theory on Agile and mobile applications
development, the latter half is managed as a workshop where students develop for an actual client. The
introduction of UX and user-centered design exploiting the close relationship with stakeholders expected
from Agile processes allows for different quality features development. Since 2019 two of the projects have
been extended and one project has been developed with the described process and course alumni. Students
and stakeholders have found value in the generated products and process.
AGILE, USER-CENTERED DESIGN AND QUALITY IN SOFTWARE PROCESSES FOR MOBILE APPL...ijseajournal
Agile methods in undergraduate courses have been explored in an effort to close the gap between industry
and professional profiles. We have structured an Android application development course based on a
tailored user-centered Agile process for development of educational digital tools. This process is based on
Scrum and Extreme Programming in combination with User Experience (UX) approaches. The course is
executed in two phases: the first half of the semester presents theory on Agile and mobile applications
development, the latter half is managed as a workshop where students develop for an actual client. The
introduction of UX and user-centered design exploiting the close relationship with stakeholders expected
from Agile processes allows for different quality features development. Since 2019 two of the projects have
been extended and one project has been developed with the described process and course alumni. Students
and stakeholders have found value in the generated products and process.
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Graph2Go in M-Learning
1. Key Competencies of the Knowledge Society - (KCLS 2010)
Use of Graph2Go in M-Learning:
a View from the Pedagogical Model
Silvia Batista1, 2, Patricia Behar2, Liliana Passerino2
1 Instituto Federal Fluminense Campus Campos-Centro, Rio de Janeiro,
Brazil.
2 Postgraduate Program in Computer Science in Education - Universidade
Federal do Rio Grande do Sul, Porto Alegre, Brazil.
{silviac@iff.edu.br, patricia.behar@ufrgs.br, liliana@cinted.ufrgs.br}
2. Summary
1. Introduction
2. Pedagogical Models
3. M-Learning and Mathematics: Educational Modalities
4. Pilot study using Graph2Go: building a pedagogical
model
5. Pilot study: analysis of results
6. Final Considerations
References
2
3. 1. Introduction
Popularization of mobile devices and wireless Internet
access networks.
Changes in social practices and to how information is
produced and accessed.
Mobile Communication Society
M-learning
Field that comprehends wireless technologies and
mobile computing to enable learning to occur at any
time and place, maximizing the student’s freedom.
3
4. 1. Introduction
Studies have associated m-learning with
Mathematics
several
advantages
Dynamic visualization and investigation of
mathematical facts;
Different forms of approaching concepts (for
example, through videos, working on visual
approaches);
Autonomy in the study of mathematical themes;
Learning in real situations.
4
5. 1. Introduction
Applications for mobile devices have been developed,
specifically for Mathematics. Among these applications is
Graph2Go (http://www.math4mobile.com/).
Such applications are essential, but it is also necessary to
organize forms of applying them in varied educational
modalities (face to face, blended and distance learning).
Development and analysis of pedagogical models for this
purpose are important. Such models allow organizing
pedagogical practices.
This work presents a pedagogical model built and applied
in a face to face pilot study, using Graph2Go in an m-
learning experiment with college students. 5
6. 2. Pedagogical Models
A model is a shared mental representation of a set
of relations defining a phenomenon, aiming at a better
understanding of it.
Pedagogical
model
“A system of theoretical premises that represent,
explain and guide the way the curriculum is
approached and that is consolidated in the
pedagogical practices and in the interactions
professor-student-object of knowledge” .
6
7. 2. Pedagogical Models
Fig. 1. Structure of a pedagogical model. Source: Behar - p.
25 - adapted with permission from the author.
7
8. 2. Pedagogical Models
Development of pedagogical models
Confluence of aspects related to content and
organizational, methodological and technological
elements
Pedagogical actions with more defined purposes
More adequate use of resources, more coherence
with the real context and reduction in unpredictable
situations.
8
9. 3. M L
- earning and Mathematics: Educational Modalities
M-learning application in several educational modalities.
Fig. 2. M-learning: educational modalities
In figure 2, two-way arrows between m-learning and educational
modalities indicate there is benefit in both senses.
9
10. 3. M L
- earning and Mathematics: Educational Modalities
It is important that studies include all three modalities,
aiming to analyze the importance of m-learning for the
teaching and learning process of Mathematics.
Fig. 3. M-learning in mathematical learning: educational modalities
10
11. 4. Pilot study using Graph2Go: building a pedagogical model
Graph2Go
free application (for non-commercial
purposes), specific for cell phones,
developed by Michal Yerushalmy
and Arik Weizman - project
Math4Mobile
(http://www.math4mobile.com/);
Connections between graphic and
algebraic representation for a Fig. 4. Graph2Go -
given set of functions through Maths4Mobile Project
dynamic changes.
11
12. 4. Pilot study using Graph2Go: building a pedagogical model
Objective: developing and analyzing a pedagogical model
involving use of mobile devices at a face to face experiment.
Fig. 5. Pedagogical model – pilot study using Graph2Go 12
13. 4. Pilot study using Graph2Go: building a pedagogical model
Social-Historical
Theory
In this theory, mediation includes use of instruments
and signs within the social context, and the
combination of use for such resources allows
development of superior psychological processes;
In addition to instruments and signs, the role of a
human mediator, encouraging reflections through
assistance, is also essential for student autonomy and
knowledge appropriation.
13
14. 4. Pilot study using Graph2Go: building a pedagogical model
Organizational
aspects
The target audience: 12 college students at Instituto
Federal Fluminense (Rio de Janeiro, Brazil):
- 8 students of Control and Industrial Automation
Engineering (1st semester);
- 4 undergraduate students in Mathematics (2nd semester).
Content: graphic changes of functions.
November 2009: 4 hours.
14
15. 4. Pilot study using Graph2Go: building a pedagogical model
Content
Booklet of activities - three sections:
i) general information on Graph2Go and instructions
of use;
ii) activities to study changes in graphs of quadratic
functions through changes in coefficients;
iii) similar study to that performed with quadratic
functions, but involving the sine function.
Available at:
<http://www.es.cefetcampos.br/softmat/projeto_TIC/ati
vidades.html>.
15
16. 4. Pilot study using Graph2Go: building a pedagogical model
Methodological
aspects
To encourage cooperative work, pair activities were
proposed;
Interaction between individuals, according to the
social-historical theory, plays an essential role in
human development;
Digital technologies are mediating tools. In which
context Graph2Go is inserted.
16
17. 4. Pilot study using Graph2Go: building a pedagogical model
Technological aspects
Mobile devices: cell phones;
Transfer of the application into the students’ cell
phone was performed via Bluetooth using a laptop
equipped with such technology;
Direct transfer of the application, from the Internet to
cell phones, would be more practical, but it was
avoided due to connection and download costs (the
application itself is free).
17
18. 4. Pilot study using Graph2Go: building a pedagogical model
Strategies
First, the application was transferred. At that time, there
were a few problems.
After the initial stage, nine out of twelve students had
the application in their cell phones. However, since the
work was performed in pairs, development of activities
was not impaired by this problem.
The first section of the booklet, which explained
Graph2Go features, was discussed with the students;
Activities related to graphic changes were performed,
after the importance of such theme to learn integral
calculus had been highlighted;
18
19. 5. Pilot study: analysis of results
There were no comments or actions that showed
difficulties in using the application, and understanding
of the issue was achieved. To ensure a deeper
qualitative analysis of the experiment, a questionnaire
was organized.
None of the participants had used an application
for cell phone in the study of an educational theme
(not restricted to Mathematics).
even so
75% of the participants reported being “easy” to
learn the Graph2Go resources, and the remaining
considered it as “very easy.”
19
20. 5. Pilot study: analysis of results
One of the questions was about the advantages and
disadvantages of using Graph2Go.
Advantages: Disadvantages:
-visualization and movement; - limitation of options of
-easy to understand and use; functions;
-practicability and mobility; - impossibility to draw
-being free; graphs of different functions
on the same screen;
-graphs for the derivative and
integral function (with -language (the application is
possibility of changing the in English, with which not all
integration constant). students were familiar);
-size of graphs.
20
21. 5. Pilot study: analysis of results
With regard to use of applications for cell phones for
mathematical learning, 67% of the participants
considered it “very important” and the remaining
classified it as “important.”
Classmates’ collaboration during activities using
Graph2Go was considered as “very important” by
58% of the participants, while the others considered it
as “important.”
In general, interaction between students was
stressed as being significant to discuss proposed
concepts and to better understand them.
21
22. 5. Pilot study: analysis of results
Teacher’s role as a mediator during activities using
Graph2Go was classified as “very important” by 75%
of the participants; for 17%, it was “important,” and for
one participant (8%) it was “little important.”
The participants stressed that, although the
application was easy to understand and use and
activities were clear, the teacher’s work of making
students think about the concepts was essential. The
justification of the student who classified it as “little
important” is as follows:
Little important because it is possible to
understand the application without the
teacher’s help, although extremely important to
help with the mathematical thought (Participant
4).
22
23. 6. Final Considerations
In Mathematics, digital technologies create
possibilities, allowing simulations, visualizations,
experiments, hypothesis generation, among other
actions.
M-learning adds extra possibilities, such as
practicability, mobility, reaching a higher number of
people, learning in real contexts, among others.
In this sense, use of mobile devices, specific
applications or even general resources, such as text
messages, photographs, videos, among others, can
favor the process of Mathematics teaching and
learning, making it more accessible and closer to the
student’s reality.
23
24. 6. Final Considerations
The pilot study showed that:
i) the difference between available devices and
resources in cell phones is a setback for their use
with educational purposes;
ii) Internet-related costs are another factor making use
of mobile devices difficult;
iii) the participants’ skill to deal with cell phone keys is
quite favorable;
iv) practicability of cell phone use (very similar to how a
calculator is used, being available when needed) is a
very interesting aspect in educational terms;
v) it is important that pedagogical models take into
account the role of teacher and classmate mediation
in the learning process. 24