INTELLIGENT AGRICULTURE IN STEAM CENTERS

2021 ◽  
Vol 12 (1) ◽  
pp. 222-228
Author(s):  
Irina Krasteva ◽  
◽  
Yordan Todorov ◽  
Ivan Stoyanov ◽  
◽  
...  

The article presents a conceptual model and architecture of the ATOS (Artificial intelligence for agriculture TO Steam center) platform, designed for STEAM centers. The theoretical basis of the platform is the concept of „integrated domains“, developed in accordance with the work program of the National Scientific Program „Intelligent Agriculture (2021-2024)“ (NSP). The basic component in this program is ViPS, which is a reference architecture for building cyber-physical applications, which is adapted for different domains as e-learning, digitization of cultural and historical heritage, smart agriculture and smart city. One of the main goals of the program is to involve young researchers (including school students) in the problems of intelligent agriculture. The idea of ATOS is to maintain an integrated domain „intelligent agriculture – STEAM Center“, using the information resources of the NSP to provide training units mainly on the subject of biology and its applications in intelligent agriculture, as well as on topics such as artificial intelligence, robotics, game-based learning. A key component of the ATOS platform is a personal intelligent student assistant mounted on a third-generation Robobo robot.

Author(s):  
Nevzudin Buzađija

In this work, throughout the research which was organized in one high school in Bosnia and Herzegovina, it will be shown the influence of exercises on the final result in the e-learning environment at the final test done by students. The research was conducted from the subject informatics in the I, II and III grade. The type of the questions were of multiple choices, addition and accession. The aim was to see how much influence these online exercises have on the final outcome which is demonstrated through the final informatics test done by students and which is done in a classical way in classroom after the finished teaching materials that were planned according to high school rules. In the research, it was taken account of making all preconditions available for easy experiment conducting with regard to technical securing preconditions for students access to blended system of teaching. Concerning the recent experience, it is noticeable that youth like the use of IT and communication devices. In order to secure all necessary conditions, it was conducted the survey among students about having technical preconditions of online access to testing and about students knowledge of work principle in the Claroline LMS platform. The aim was to increase motivation of high school students with regard to the use of online materials, because in high schools of Bosnia and Herzegovina almost nothing is undertaken when it comes to the implementation of new IKT possibilities.


2021 ◽  
Vol 12 (1) ◽  
pp. 209-214
Author(s):  
Stefani Paunova ◽  
◽  
Vilyana Doychevska ◽  
Valentin Yordanov ◽  
Stanimir Stoyanov ◽  
...  

The article presents a game-based learning environment that is being deeloped as a component of the ATOS platform (the platform is an article described for the same conference). The proposed environment is an adaptation of a component for serious games, developed within two projects – the National Research Program „Intelligent Agriculture (2021-2024)“ and the university project „ViSCoD – environment for modeling systems for intelligent agriculture“. The opportunities for game-based learning in integrated domains (in this case intelligent agriculture – STEAM center) are demonstrated with a version of the well-known game „Twenty question game“, adapted for the Bulgarian flora. The system is fully implemented in the logic programming language Prolog and thus can also be used to teach students in the discipline „Artificial Intelligence“.


Author(s):  
Nora Ronita Dewi ◽  
Juli Rachmadani Hasibuan ◽  
Masitowarni Siregar ◽  
Anggraini Thesisia Saragih ◽  
Dicki Darmawan

The aim of this study was to develop listening media for Grade VII of Junior High School Students. This study was conducted by using Research and Development (R&D) design through six stages; gathering information and data, analyzing data, designing materials, validating by experts, revising, and final product. The subject of the study was Grade VII of SMP Negeri 7 Medan. The data were gathered by conducting interview to English teacher and distributing questionnaire to 1 class grade VII consists of 30 person to get the students’ needs. The interview and questionnaire results prove that the students needs English Listening Media which can motivate and encourage the students to speak actively in English. The product has been validated by experts. The result of the product was an E-learning media named Moodle Cloud and all the features which was categorized  as an  relevant media since the validation score of the media was 93.55%.


Author(s):  
Najoua Hrich ◽  
Mohamed Lazaar ◽  
Mohamed Khaldi

The multi-agent systems (MAS) are a part of artificial intelligence (AI), they have emerged today in the development of major e-learning platforms. Their integration has given new impetus to learning environments by the possibility of integrating new parameters (psychological, pedagogical, ergonomic…) favoring a better adaptation to the learner. In addition, the multiagent approach offers the possibility to design flexible solutions based on a set of agents which are in continuous communication to accomplish the tasks entrusted to them. In this paper, we propose a model of pedagogical support based on a coupling of ontology and multi-agent systems for a synergy of their forces and the important contribution they can make to improve the learning-teaching process. Previous work has been the subject of theoretical foundation related to competency evaluation, and development of an ontology and an algorithm for evaluating competency. As a continuity, we present the design of Multiagent Pedagogical Support System (MaPSS) and the different scenarios of its utilization.


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


2018 ◽  
Author(s):  
Antoine Taly ◽  
Francesco Nitti ◽  
Marc Baaden ◽  
samuela pasquali

<div>We present here an interdisciplinary workshop on the subject of biomolecules offered to undergraduate and high-school students with the aim of boosting their interest toward all areas of science contributing to the study of life. The workshop involves Mathematics, Physics, Chemistry, Computer Science and Biology. Based on our own areas of research, molecular modeling is chosen as central axis as it involves all disciplines. In order to provide a strong biological motivation for the study of the dynamics of biomolecules, the theme of the workshop is the origin of life. </div><div>All sessions are built around active pedagogies, including games, and a final poster presentation.</div>


2019 ◽  
Vol 80 (4) ◽  
pp. 16-23
Author(s):  
S. A. Akhmadeeva ◽  
M. J. Gadzhieva

This study was aimed at identifying new effective forms that could facilitate the achievement of a practice-oriented result, i.e. students’ ability to communicate in any speech situation, as well as their readiness for various kinds of oral and written examination tests, including the public defence of projects in the 10th grade and writing December essays in the 11th grade. The article considers rhetorical competitions as a means of developing communicative and linguistic competencies among 10th–11th grade students of a polycultural school. The article provides recommendations on organizing such competitions, criteria for evaluating presentations, examples of oral presentations. A textual analysis of the folklore material of Dagestanian and Russian fairy tales and proverbs allowed the authors to conclude that an inexhaustible set of universal themes that have become the subject of reflection in different nations, can teach students to respect other cultures and extend their knowledge of the world and other people. The experience of a rhetorical competition in high school on the basis of fairy tales and proverbs of different nations is expected to help students form such core competencies as critical thinking, creativity, communication and cooperation (ability to work in a team).


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Dwi Novita Sari ◽  
Putri Juwita

This study aims to improve the results of learning mathematics of elementary school students SDIT Deli Insani of class V on the subject matter of fractions by using number playing card media. The from of this study is classroom action research conducted in 2 cycles, using number playing cards at SDIT Deli Insani in class V Tanjung Morawa. The subjects of this study were the fifth grade students of SDIT Deli Insani, amounting to 30 students. This action was carried out in April 2018. Methods of collecting data using observation and documentation. The data analysis used is quantitative and qualitative analysis. The results of the study showed an increase in students' ability to understand concepts from the first cycle and second cycle. Percentage of increase in pre-action results, cycle I and cycle II students' concept comprehension ability that is 13.04% for indicators identifying number forms using number game cards (dominoes) and indicators solving problems in fractional form operations using dominoes 27.26%. the success indicator in cycle II reaches 80%. Thus the application of number game cards can improve students' understanding of mathematical concepts at SDIT Deli Insani in Class V.


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