Learning Objects and Geometric Representation for Teaching “Definition and Applications of Geometric Vector”

2015 ◽  
Vol 17 (1) ◽  
pp. 13-30 ◽  
Author(s):  
Claudia Orozco Rodríguez ◽  
Erla M. Morales Morgado ◽  
Filomena Gonçalves da Silva Cordeir Moita

Often during the teaching of mathematics, students have difficulties to understand some abstract concepts. That's why it is necessary to show the student the concepts as clearly and definitely as possible. The proposal of this project is a teaching strategy. It is the use of Geometric Representation integrated Learning Objects for the internalization of concepts. The research process involves the design, development, and evaluation of Learning Objects and how it promotes understanding of the contents of the topic “Real Geometric Vectors and their application”. At the beginning of this article are the context and the latest research concerning to this project. Then an overview of the theoretical framework that supports this work is shown. Finally, the paper describes the methodology used in the project, results of data, expected contributions and conclusions.

2021 ◽  
Vol 13 (14) ◽  
pp. 7904
Author(s):  
Andrea Spasiano ◽  
Salvatore Grimaldi ◽  
Alessio Maria Braccini ◽  
Fernando Nardi

This work intends to lay the foundations for a theoretical framework of citizen science combining social and organizational implications with the support of information technologies. The proposed theoretical framework moves towards a shared and common research process between experts and citizens to deal with environmental and social challenges. The role and capacity of online communities is explored and their engagement capacity by means of web-based digital platforms supporting crowdsourcing activities. In this contribution, authors highlight the most common practices, methods and issues of citizen science approaches adopted from multidisciplinary application fields to obtain insights for designing a new participative approach for organizational studies. To reach this goal, authors illustrate the results of a systematic meta-review analysis, consisting of an accurate selection and revision of journal review articles in order to highlight concepts, methods, research design approaches and tools adopted in citizen science approaches.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


Author(s):  
Apolinar Trejo-Cuevas ◽  
Gerardo Parra-Rodríguez ◽  
María Teresa Díaz-Robledo ◽  
Javier Jesús Torres-Yáñez

Objective. Implement a website that allows the outreach of the science of Information and Communication Technologies to the staff of the university community of the UTNG to facilitate digital inclusion, taking advantage of the current infrastructure that the university has, as well as its human capital. Methodology. The adopted development model was a concurrent model: For the Frontend development the spiral model was used, which facilitates its design through the stages of prototyping, analysis and design. On the other hand, for the development of the Backend, the waterfall model was used, given the nature of the project, where the requirements are pre-established and with few changes. The phases of this model are: (Requirements. Survey of requirements, Design. Development of the database and class diagrams, Implementation Coding, Check. Tests, Maintenance. Correct errors in functionality) Contribution. Implementation of project-based learning (PBL) as a motivational teaching strategy in the development of web applications. Use of robust development tools used today by software factories, such as: Java, Spring, HTML5, CSS3, and Apache Maven; all this under a Model View Controller architecture.


10.17158/513 ◽  
2016 ◽  
Vol 19 (2) ◽  
Author(s):  
Ressa Mae B. Onsing ◽  
Grace O. Aoanan ◽  
Renan P. Limjuco

<p>This study intended to rediscover the concepts of mathematical induction and to develop a learning module that can make the students be more appreciative of mathematical induction. Specifically, this investigation aimed to measure the levels of knowledge and attitude of students towards mathematical induction. Guided by the ADDIE (Analysis-Design-Development-Implementation Evaluation) instructional systems design framework, the researchers employed the descriptive method and purposively chose 8 mathematics students whose attitude and cognitive levels were to be assessed using valid and reliable research instruments (α’s of 0.85 and 0.86). Findings revealed that the revisitation of the concept significantly increased the cognitive level but such intervention did not improve the attitude level of the students.</p><p> </p><p><strong>Keywords: </strong>Math education, mathematical induction, revisitation, attitude, cognitive, mathematics students, Philippines</p><div> </div>


Author(s):  
Jonathan Preminger

Chapter 1 lays out the book’s theoretical framework. Accepting the claim that Israel is a neoliberalizing society, it asserts labor’s agency and its potential to thwart neoliberalism as part of a struggle taking place on the ideological or symbolic level too. It then proposes neocorporatism as a useful conceptual approach, and links this to union revitalization and concepts of power. These theoretical terms and concepts are used to anchor the three “spheres” of union activity which structure the book: union democracy, or workers’ relationship to their representative organization; the balance of power between labor and capital, and the way the potential clash of interests between them is viewed and played out; and the relationship of labor to the political establishment and wider political community. Finally, a short coda explains the research process and approach that led to the book.


2019 ◽  
pp. 761-780
Author(s):  
Michelina Occhioni

This work describes Techland, an OpenSim-based VW developed and owned by the author for educational purposes for middle school students. Techland is a group of islands focused on math, and science, where explore various approaches to VW, in different and mutually not exclusive learning sets and degrees of immersion. The main objectives are to simplify abstract concepts by using scripted 3D learning objects and to engage students offering a way to go beyond the classroom as the only learning environment. So Techland can be considered a giant 3D book. Activities range from viewing the contents of the world on an IWB, as a support for the teacher's lesson, to logging on the student's avatars into the world for exploration, producing machinima videos and collaborating together. Most islands are public access and reachable from other similar virtual worlds by the HG system, so other schools could take advantage from its contents or they could share projects. Techland has got the proper requirements to will become a meeting place between students and teachers who want to find new approaches to scientific matters.


Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than thirty years’ existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than 30 years of existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


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