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1.
Haptics-Augmented Simple-Machine Educational Tools   总被引:1,自引:1,他引:1  
This paper describes a unique project using commercial haptic interfaces to augment the teaching of simple machines in elementary school. Haptic interfaces provide a sense of touch and force to the human user from a virtual model on the computer. Since force is central to the teaching of simple machine, we believe that the use of haptics in virtual simple-machine simulations has the potential for deeper, more engaging learning. A software has been developed and is freely available on the Internet. HTML tutorials have been developed to support these haptics-augmented software activities in the teaching and learning of simple machines in elementary school. The pilot study results are reported, which yielded positive feedback and suggestions for project improvement from elementary school students and teachers.  相似文献   

2.
为了在虚拟环境中实现风筝放飞效果,采用Kinect作为输入设备,利用体感设备的骨骼跟踪技术,定义手臂上举、振臂和双手交叉模拟放风筝的常用姿势,设计了虚拟放风筝系统,让用户通过手臂动作在虚拟环境中放飞风筝。在WPF平台上实现风筝场景设计和风筝运动时的动画设计。通过单元测试和集成测试,表明系统使用骨骼数据跟踪技术结合用户自定义手势,操作合理,WPF动画实现场景及风筝运动突破了传统动画限制,用户能在虚拟场景中体验到放风筝的乐趣。  相似文献   

3.
Abstract

Background: In the United States, an emphasis on evidence-based decision-making in education has received renewed interest with the recent passage of the Every Student Succeeds Act. However, how best, in practice, to support the use of evidence in educational decision-making remains unclear. Research Practice Partnerships (RPPs) are a popular strategy for cultivating evidence-based decision-making among educators, but understanding the ways in which partnerships can influence educators’ use of research evidence in their decision-making is limited.

Purpose: This paper explores the influence that Research Practice Partnerships can have on educators’ evidence-based decision-making.

Sources of evidence: A framework is offered for examining the impact of Research Practice Partnerships on behaviours such as educators’ evidence-based decision-making, in the context of school and district improvement efforts. The framework suggests a host of intermediary and long-term outputs: for example, the ‘mindsets’ of researchers and practitioners which are most conducive to enabling evidence-based decision-making among those engaged in Research Practice Partnerships. We explore this framework through short illustrations of the experiences of three Research Practice Partnerships, contextualising the ideas within the literature, and presenting the process of our design and pilot of a survey instrument used to examine the perceived impact of Research Practice Partnerships.

Main argument: We argue that participants’ self-reported behaviours and perceptions are important elements in examining the influence of Research Practice Partnerships on educators’ evidence-based decision-making. Additionally, this paper examines the potential benefits and challenges of attempting to measure the outputs and outcomes of a Research Practice Partnership using a survey measure.

Conclusions: The process of developing the pilot survey suggests that certain conditions in Research Practice Partnerships may be more conducive to the development among educators of behaviours, mindsets and perceptions associated with evidence-based decision-making.  相似文献   

4.
The rapid development of information and communication technologies has enabled the development of interfaces, which allow the recognition of the gestures and movements of the user. These interfaces, due to their affordable prices, are available to a wide range of users. They are called natural user interfaces (NUI). NUI are commonly used in game consoles and electronic devices, such as smartphones and tablets. We used the Kinect sensor from Microsoft in our studies to identify the movements and gestures of the user. This interface was used by us in teaching Chemistry in a Middle School and High School by developing a virtual chemical laboratory, which is based on a system of hand movements. We have analyzed the gestures and movements of the virtual chemical laboratory user to determine how they raise the effectiveness in chemical education. The results show how much better students work with a virtual laboratory, when studied by us in chemical areas, that concerned remembering information, understanding information, applying their experience in situations familiar to them from school and in solving chemical problems.  相似文献   

5.
While haptics (simulated touch) represents a potential breakthrough technology for science teaching and learning, there is relatively little research into its differential impact in the context of teaching and learning. This paper describes the testing of a haptically enhanced simulation (HES) for learning about buoyancy. Despite a lifetime of everyday experiences, a scientifically sound explanation of buoyancy remains difficult to construct for many. It requires the integration of domain-specific knowledge regarding density, fluid, force, gravity, mass, weight, and buoyancy. Prior studies suggest that novices often focus on only one dimension of the sinking and floating phenomenon. Our HES was designed to promote the integration of the subconcepts of density and buoyant forces and stresses the relationship between the object itself and the surrounding fluid. The study employed a randomized pretest–posttest control group research design and a suite of measures including an open-ended prompt and objective content questions to provide insights into the influence of haptic feedback on undergraduate students’ thinking about buoyancy. A convenience sample (n = 40) was drawn from a university’s population of undergraduate elementary education majors. Two groups were formed from haptic feedback (n = 22) and no haptic feedback (n = 18). Through content analysis, discernible differences were seen in the posttest explanations sinking and floating across treatment groups. Learners that experienced the haptic feedback made more frequent use of “haptically grounded” terms (e.g., mass, gravity, buoyant force, pushing), leading us to begin to build a local theory of language-mediated haptic cognition.  相似文献   

6.
ABSTRACT

Studies on teacher education networks have unanimously pointed out that networks which allow teachers to share their experience, problems and curriculum materials enhance collegiality and professional growth. This paper reports findings of the implementation of TeleNex (Teachers of English Language Education Nexus) which is a teacher education network linking the Teachers of the English Language Education Centre (TELEC) set up at the University of Hong Kong with secondary schools. It points out that for a network of this nature to be effective, we have to take into consideration in the implementation process social factors such as user needs, motivation, background and psychology as well as user proficency in computer skills. The discussion will be illustrated with data from questionnaires, interviews, meetings, and messages on the network.  相似文献   

7.
It is generally accepted that informative and timely feedback is important to a student's learning experience within higher education. In the study of commercial digital games it has also become increasingly understood that games are particularly good at providing effective feedback of this form to gameplayers. We discuss recent game based learning research that attempts to harness the motivating qualities of digital games to inform the design of educational technology. Results from this research demonstrate student participation and performance can be improved by providing Game‐Based Feedback (GBF) to students. The GBF approach awards points to students for the successful completion of tasks throughout a course of study. Points and achievements accumulated over time builds a profile that provides a student with a potentially powerful representation of their educational identity. In this paper, we argue that virtual worlds are particularly suitable for this form of GBF and can further enhance a student's understanding of their educational standing. We outline a Virtual Learning Landscape (VLL) design that is embedded within a multi‐user virtual environment, where educational feedback is supplied to students via their avatar and a virtual world's landscape. The core structural principles of the proposed VLL are explained and several examples of the use of the VLL are provided to illustrate the system.  相似文献   

8.
一个基于主手的力觉再现和反馈的机器人仿真系统   总被引:1,自引:0,他引:1  
介绍了基于5自由度力觉再现装置的虚拟力觉仿真系统的实现方法.此系统中,操作通过主手控制虚拟环境中的从手与虚拟物体相作用,虚拟环境中的接触情况如碰撞响应、形变在图形界面仿真,虚拟力通过主手装置表达.该研究有利于提高遥操作机器人的性能和增强操作的沉浸感.  相似文献   

9.
伴随大数据、学习分析技术的发展,在线作业成为当前教育科技产品的重要形式,但是有关在线作业的用户体验研究并不多。文章采用技术接受模型来研究初中生和家长的在线作业用户体验及其影响因素,并结合相关研究中的教师用户体验进行比较分析,研究发现:易用性对学生和家长的在线作业使用无显著影响,对教师有影响;有用性是教师和家长更为关心的,而学生对此无感;社会影响和自我学习管理对学生和家长在线作业使用呈显著影响。基于此,文章对在线作业推广应用进行了反思,认为在线作业需避免成为强化应试的工具;教师要适应新的“把关人”角色;在线作业开发需更多地转向学生用户设计,以增强其学习体验。  相似文献   

10.
11.
A recent powerful idea in the design of Web-based learning environments is the usage of virtual places. The employment of interface metaphors is one of the approaches enabling inexperienced users to feel comfortable in such virtual environments. We have designed a Virtual Environment for Distance Education and Training (VEDET), which provides basic virtual spaces, resources, and services. In this paper we discuss the user interface of two Web-based distance learning courses Business on the Internet and Business English, developed on the basis of VEDET. A web-based learning environment has been implemented to support the delivery of these courses. Two examples of interface metaphors have been developed and adopted, each presenting a coherent image of the environment. © IFIP, published by Kluwer Academic Publishers  相似文献   

12.
周璨 《教育教学论坛》2019,(12):263-264
近些年来我国人民的生活质量有了明显的上升,将主要的精神和注意力放于精神享受和体验中,人们对于网络中产品设计的美学要求越来越高,尤其是用户界面。用户界面的美观程度可以在一定程度上影响用户的消费情况和驻留的时间,为了增强其美观性需要将视觉传达设计与其进行高效的结合,在不影响美观程度的基础上还能保证用户界面的性能。本文将主要对移动设备的用户界面设计进行简单介绍,并探究视觉传达设计在其中的主要应用。  相似文献   

13.

We designed and piloted a technical communication course for software engineering majors to take concurrently with their capstone project course in software design. In the pilot, one third of the capstone design course students jointly enrolled in the writing class. One goal of the collaborative courses was to use writing to improve the usability of students’ software. We studied the effects of writing on students’ user‐centered beliefs and design practices and on the usability of their product, using surveys, document analyses, expert reviews, and user test results. When possible, we compared the usability processes and products of teams who did and did not take the writing class. Our findings suggest that the synergy of this interdisciplinary approach effectively sensitized students to user‐centered design, instilled in them a commitment to it, and helped them develop usable products.  相似文献   

14.
Virtual worlds are gaining momentum as a platform for delivering simulation‐based educational experiences to students. However, a key aspect of virtual world‐based education that has received little attention is recording and analyzing students' in‐world actions. This capability is essential for assessing what students have learned through their simulation experience, and engaging the students in post‐simulation reflective learning. In this research, we present a framework for recording and analyzing students' actions in a virtual world. This framework is based upon pedagogical theories of exploratory and experiential learning, and is defined in a virtual‐world agnostic manner. The framework consists of two parts: (1) the Avatar Capabilities Model, which defines the educationally relevant actions that a student can take within a virtual world and (2) the Simulation Capture and Analysis toolkit that records and analyzes these actions, from an educational perspective. These analyses provide instructors with systematically collected evidence of the students' actions during their virtual world experience. This alleviates the need for instructors to directly observe students, thereby allowing for the scaling‐up of virtual worlds use in education. We have demonstrated the usefulness of the tool via a pilot study, with two students, in an emergency medical education context.  相似文献   

15.
为使学生自主设置实验条件、节约实习经费,结合云教育平台和虚拟现实技术,提出一种新颖的虚拟实验室环境构建方法。首先,利用云计算技术搭建云教育数据中心,并配置应用程序和用户终端服务;其次,通过虚拟现实技术创建虚拟实验室场景,主要包括虚拟教师人物、虚拟仪器设备和虚拟实验工具;然后,将虚拟机实验室资源转化为云服务资源,同时整合云教育平台的优势;最后,学生通过云终端进入虚拟实验环境。测试结果表明,基于云教育平台构建的虚拟实验室具有较高的使用价值。  相似文献   

16.
虚拟漫游系统是虚拟现实技术在校园展示、建筑设计、结构和工业设计市场的应用,具有广泛的应用前景。虚拟现实漫游系统不仅仅需要提供实时、交互性的三维场景,还需要提供传统表现方式无法比拟的、崭新的信息交流界面。文章阐述了基于PC平台的校园虚拟漫游系统的设计,实现了贵州大学校园虚拟漫游系统。主要介绍使用的Virtools虚拟引擎结合平面、三维图形设计软件Photoshop、AutoCAD、Sketch Up、Vue xStream、3ds max等软件实现校园漫游系统的开发过程。  相似文献   

17.
The focus of this paper is on the contribution that active touch sensory feedback offered through physical or virtual (with haptic feedback) manipulatives, makes to students' learning through science experimentation. Both theoretical perspectives and empirical evidence are presented. The theoretical perspectives were drawn from two types of theories, namely embodied cognition and additional (touch) sensory channel, which were associated with the use of physical and virtual manipulatives for learning purposes. The empirical evidence was drawn from two different lines of research. The first line of research involves studies that have focused on comparing physical manipulatives and virtual manipulatives (without the provision of haptic feedback), whereas the second involves studies that have focused on comparing virtual manipulatives with and without the provision of touch sensory (haptic) feedback. Both theories supply strong arguments for providing touch sensory feedback during science experimentation, whereas the empirical research outcomes show that providing touch sensory feedback is not always a prerequisite for learning science through experimentation. Those instances for which touch sensory feedback does appear to be a necessity for learning science through experimentation are identified. However, science education studies are limited within the aforementioned research areas. In addition, their findings are inconsistent, especially for the research focused on comparing virtual manipulatives with and without haptic feedback. The latter makes it difficult to arrive at a solid framework that depicts when and how touch sensory feedback should be offered to students for learning science through experimentation. The article concludes with suggestions for future research that would contribute towards development of such a framework.  相似文献   

18.
为优化智能门锁界面的尺寸与功能布局,提出一种使用户操作最舒适的智能门锁的界面设计方案。基于用户偏好,研究产品界面功能的要素属性,构建界面功能排列试验模型。对受试者的试验数据进行拟合,分析受试者对各功能排列结果的统一程度,得出最优化的智能门锁功能界面设计方案。采用集值迭代法优化关联矩阵法的权重确定方式,将该方案和现有产品的方案进行评价对比。结果表明,该方案在用户操作体验方面优于现有方案,界面功能排列试验模型是可行的、有效的。  相似文献   

19.
20.
本文提出了USB虚拟仪器的分层结构设计和实施要点。开发了USB接口模块并实现了基于USB总线的PCB功能测试系统。最后结合当前的网络通信技术提出了虚拟仪器的发展趋势并提出基于VI的实验模式。  相似文献   

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