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A first course in computer science at the University of Zurich 苏黎世大学计算机科学的第一门课程
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(05)80084-6
Helmut Schauer

After sketching the basic concepts of informatics, a schedule is presented that allows the teaching of these concepts using current technology. Throughout the course, the usage of formalized notations for the specification and the solution of problems is emphasized. The work in the computer labs includes applications of standard software as well as problem solving using HyperCard and Object-Pascal. Even with inexperienced students, object-oriented programming has proved to be a perfect means for design and implementation.

在概述了信息学的基本概念之后,提出了一个时间表,允许使用当前技术来教授这些概念。在整个课程中,强调使用形式化符号来说明和解决问题。计算机实验室的工作包括标准软件的应用以及使用HyperCard和Object-Pascal解决问题。即使是没有经验的学生,面向对象编程也被证明是设计和实现的完美手段。
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引用次数: 1
Teacher training with new information technology, research and development projects 教师培训与新信息技术,研究和发展项目
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(09)90019-X
Harald Haugen

The Norwegian educational system has been through a systematic, experimental period with computers in schools and vocational training. Teacher training has been an additional activity in this field, particularly with in-service training. Several R&D projects have related higher education to practical school work at lower levels. This lays a platform for revision of pre-service and post graduate teacher training, indicating also a need for higher degree studies directed towards new educational methods and contents, as a natural consequence of new information technology. Some of these thoughts are now being put into action by the Norwegians.

挪威的教育系统经历了在学校和职业培训中使用计算机的系统试验阶段。教师培训是这一领域的另一项活动,特别是在职培训。几个研发项目将高等教育与较低层次的学校实践工作联系起来。这为修订职前和研究生教师培训奠定了平台,也表明需要针对新的教育方法和内容进行更高程度的研究,这是新信息技术的自然结果。其中一些想法现在正在被挪威人付诸行动。
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引用次数: 1
Creating a new model curriculum: A rationale for Computing curricula 1990 创建一个新的课程模式:计算机课程的基本原理,1990
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(05)80080-9
Kim B. Bruce

The Joint Curriculum Task Force of the acm and the ieee Computer Society has proposed a new flexible collection of curricula which provides the basis for broad-based undergraduate computing programs. In order to have the curricula applicable to as many types of undergraduate institutions as possible, the curricula have been designed around a collection of “knowledge units” which can be put together in a variety of ways to form a coherent set of courses leading to a major in computing. In order to help provide connections between these knowledge units, the task force has also identified a number of “recurring concepts” which tie together seemingly disparate parts of the curriculum. The purpose of this article is to provide an informal discussion of the considerations that went into the creation of these curricular guidelines, and provide insight into the reasons behind many of the decisions that were made.

acm和ieee计算机协会的联合课程工作组提出了一个新的灵活的课程集,为基础广泛的本科计算机课程提供了基础。为了使课程适用于尽可能多类型的本科院校,课程设计围绕着“知识单元”的集合,这些“知识单元”可以以各种方式组合在一起,形成一套连贯的课程,引导学生学习计算机专业。为了帮助提供这些知识单元之间的联系,工作组还确定了一些“循环概念”,这些概念将课程中看似不同的部分联系在一起。本文的目的是提供一个非正式的讨论,讨论在创建这些课程指导方针时需要考虑的因素,并深入了解所做出的许多决定背后的原因。
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引用次数: 2
Instructional environments for simulations 模拟教学环境
Pub Date : 1991-01-01 DOI: 10.1016/0167-9287(91)80006-J
Jos J.A. van Berkum, Ton de Jong

The use of computer simulations in education and training can have substantial advantages over other approaches. In comparison with alternatives such as textbooks, lectures, and tutorial courseware, a simulation-based approach offers the opportunity to learn in a relatively realistic problem-solving context, to practise task performance without stress, to systematically explore both realistic and hypothetical situations, to change the time-scale of events, and to interact with simplified versions of the process or system being simulated.

However, learners are often unable to cope with the freedom offered by, and the complexity of, a simulation. As a result many of them resort to an unsystematic, unproductive mode of exploration. There is evidence that simulation-based learning can be improved if the learner is supported while working with the simulation. Constructing such an instructional environment around simulations seems to run counter to the freedom the learner is allowed to in ‘stand alone’ simulations. The present article explores instructional measures that allow for an optimal freedom for the learner.

An extensive discussion of learning goals brings two main types of learning goals to the fore: conceptual knowledge and operational knowledge. A third type of learning goal refers to the knowledge acquisition (exploratory learning) process.

Cognitive theory has implications for the design of instructional environments around simulations. Most of these implications are quite general, but they can also be related to the three types of learning goals. For conceptual knowledge the sequence and choice of models and problems is important, as is providing the learner with explanations and minimization of error. For operational knowledge cognitive theory recommends learning to take place in a problem solving context, the explicit tracing of the behaviour of the learner, providing immediate feedback and minimization of working memory load. For knowledge acquisition goals, it is recommended that the tutor takes the role of a model and coach, and that learning takes place together with a companion.

A second source of inspiration for designing instructional environments can be found in Instructional Design Theories. Reviewing these shows that interacting with a simulation can be a part of a more comprehensive instructional strategy, in which for example also prerequisite knowledge is taught. Moreover, information present in a simulation can also be represented in a more structural or static way and these two forms of presentation provoked to perform specific learning processes and learner activities by tutor controlled variations in the simulation, and by tutor initiated prodding techniques. And finally, instructional design theories showed that complex models and procedures can be taught by starting with central and simple elements of these models and procedures and subsequently presenting more complex models and proced

在教育和培训中使用计算机模拟比其他方法具有实质性的优势。与教科书、讲座和教程课件等替代方法相比,基于模拟的方法提供了在相对现实的问题解决环境中学习的机会,在没有压力的情况下练习任务表现,系统地探索现实和假设的情况,改变事件的时间尺度,并与被模拟的过程或系统的简化版本进行交互。然而,学习者往往无法应付模拟所提供的自由和复杂性。因此,他们中的许多人求助于一种非系统的、非生产性的勘探模式。有证据表明,如果学习者在使用模拟时得到支持,基于模拟的学习可以得到改善。围绕模拟构建这样的教学环境似乎与学习者在“独立”模拟中被允许的自由背道而驰。本文探讨了允许学习者获得最佳自由的教学措施。对学习目标的广泛讨论使两种主要类型的学习目标突出:概念知识和操作知识。第三种学习目标是指知识获取(探索性学习)过程。认知理论对模拟教学环境的设计具有启示意义。大多数这些含义都是相当普遍的,但它们也可以与三种类型的学习目标有关。对于概念性知识,模型和问题的顺序和选择是重要的,为学习者提供解释和最小化错误也是重要的。对于操作性知识,认知理论建议在解决问题的环境中进行学习,明确跟踪学习者的行为,提供即时反馈,并将工作记忆负荷降至最低。对于知识获取目标,建议导师扮演榜样和教练的角色,并与同伴一起进行学习。设计教学环境的第二个灵感来源可以在教学设计理论中找到。回顾这些表明,与模拟互动可以成为更全面的教学策略的一部分,例如,也可以教授先决知识。此外,模拟中的信息也可以以更结构化或静态的方式表示,这两种形式的表示通过导师控制的模拟变化和导师发起的刺激技术来激发执行特定的学习过程和学习者活动。最后,教学设计理论表明,复杂的模型和程序可以通过从这些模型和程序的中心和简单元素开始,然后呈现更复杂的模型和程序来教授。目前基于仿真的智能辅导系统大多涉及复杂技术系统的故障排除。学习者应该获得特定系统原理的知识,或故障排除程序,或两者兼而有之。通常遇到的教学特征包括(a)要解决的日益复杂的问题的顺序,(b)根据要求提供一系列帮助信息,(c)存在专家故障排除模块,可以介入对学习者的表现提出批评,提示问题的性质,或建议如何进行,(d)选择让专家模块在之后展示最佳性能。(e)使用不同的方式描绘模拟系统。通过将它们置于我们认为具有计算机模拟学习特征的四个主题下(见de Jong,本卷),总结了一系列发现。
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引用次数: 65
Information technology in UK teacher education: The current agenda 英国教师教育中的信息技术:当前议程
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(09)90006-1
David Benzie

The paper starts by reviewing the Information Technology (it) agenda in uk schools. The review includes an identification of current major issues as they have implications for those involved with teacher education.

The it agenda in institutions involved with initial teacher training is then discussed. External pressures are identified, as is the self-generated agenda of a particular institution.

A survey of academic staff in a single institution was carried out in order to identify levels of it experience, attitudes to the developing role of it and staff's perceptions of their own it training needs. The results from this survey are presented and reviewed in the light of the previously identified it agenda.

Finally, the paper describes and reflects upon the response made by a particular institution through its provision of it support services and training opportunities for staff who are involved in supporting and training teachers.

本文首先回顾了英国学校的信息技术(it)议程。审查包括确定当前的主要问题,因为它们对参与教师教育的人有影响。然后讨论了参与初级教师培训的机构的信息技术议程。确定了外部压力,以及特定机构自己制定的议程。我们对一所院校的教职员进行了调查,以确定他们在资讯科技方面的经验水平、对资讯科技发展角色的态度,以及教职员对自身资讯科技培训需要的看法。根据先前确定的信息技术议程,提出并审查了这项调查的结果。最后,本文描述和反思了某一机构通过为参与支持和培训教师的员工提供信息技术支持服务和培训机会所作出的回应。
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引用次数: 1
Experiences from the use of the Grimstad-model for design and implementation of educational software 运用格里姆斯塔模型设计和实施教育软件的经验
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(09)90016-4
Sigmund Akselsen, Gunnar Hartvigsen, Kjell-Roald Langseth

The objective of educational software is to encourage the user to increase his knowledge of a specific domain. The pedagogical goals are achieved through a high degree of user control and they enforce heavy claims on the design process. A common platform for instructional designers and computer scientists to construct educational software is needed. This article outlines the Grimstad-model for design and implementation of educational software. We present some snapshots from a project in which elements of the model were used. The simulation program developed in the project shows important issues to consider when keeping reindeer. According to experiences gained from the practical use of the Grimstad-model and from giving teachers' further education courses, we propose extensions to the model.

教育软件的目标是鼓励用户增加他在特定领域的知识。教学目标是通过高度的用户控制来实现的,他们对设计过程提出了严格的要求。教学设计师和计算机科学家需要一个共同的平台来构建教育软件。本文概述了用于设计和实现教育软件的grimstad模型。我们展示了一些使用了模型元素的项目的快照。该项目开发的模拟程序显示了在饲养驯鹿时需要考虑的重要问题。根据格里姆斯塔模型的实际应用和教师继续教育课程的经验,我们提出了对该模型的扩展。
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引用次数: 2
Characteristics of simulations for instructional settings 模拟教学设置的特点
Pub Date : 1991-01-01 DOI: 10.1016/0167-9287(91)80004-H
Wouter R. van Joolingen, Ton de Jong

This paper discusses the internal characteristics of simulations. The major part of it is concerned with models and their relation with the domain. Some central concepts regarding modelling and simulation are defined. These include concepts regarding:

  • the structure and characteristics of the model;

  • the relationship to the system that is being modelled;

  • the interaction of the learner or other agents with the model. A classification of model types is presented, accompanied by a first idea on the representation of the several types of models. The classification includes the distinction between qualitative and quantitative models. Models can further be classified into dynamic and static models, determined by the time dependency of the model. The basic elements of any simulation model are the state of the model, describing the properties of the system that is modelled, and a set of rules determining the possible development of the model state. State space is the collection of all possible states.

In quantitative models the basic elements of the state are variables, which can be dependent or independent. Dependent variables are variables of which the value is determined by the independent variables. The model rules are equations, determining the development of the values of the variables. Quantitative models are classified into discrete and continuous models, depending on the structure of the state space. Qualitative models have a state space consisting of propositions about the modelled system. In this case, the model rules have a more descriptive character.

A brief discussion of the relationship between the model and the corresponding real system is given. Three types of real systems are distinguished: physical, artificial and abstract. The main criterion for a distinction between these types of systems is the possibility of constructing a model that describes the system completely (a base model).

The interaction of the learner with models and simulations is described by introducing the concepts of interaction and scenario. The interaction describes the sequence of operations that are performed upon the model, the scenario includes the interaction and the agents who take part in the interaction.

Classifications of instructional simulation environments (often just called: instructional (or educational) simulations) are discussed. The usefulness and features of these classifications are investigated. Many of the existing classifications do not distinguish very well between relevant aspects of simulation learning environment.

Three sections describe the relationship between the internal characteristics of simulations and the four themes introduced in de Jong (this volume): domain models, learning goals, learning processes

本文讨论了仿真的内部特性。它的主要部分是关于模型及其与领域的关系。定义了一些关于建模和仿真的核心概念。这些概念包括:•模型的结构和特征;•与正在建模的系统的关系;•学习者或其他代理与模型的相互作用。提出了模型类型的分类,并提出了几种模型类型表示的第一个想法。分类包括定性和定量模型之间的区别。根据模型的时间依赖性,可以进一步将模型分为动态模型和静态模型。任何仿真模型的基本元素都是模型的状态,描述被建模系统的属性,以及一组确定模型状态可能发展的规则。状态空间是所有可能状态的集合。在定量模型中,状态的基本元素是变量,这些变量可以是相关的,也可以是独立的。因变量是指其值由自变量决定的变量。模型规则是方程,决定变量值的发展。根据状态空间的结构,定量模型分为离散模型和连续模型。定性模型有一个由被建模系统的命题组成的状态空间。在这种情况下,模型规则具有更具描述性的特征。简要讨论了模型与对应的实际系统之间的关系。现实系统有三种类型:物理系统、人工系统和抽象系统。区分这些类型的系统的主要标准是构建一个完整描述系统的模型(基本模型)的可能性。通过引入交互和场景的概念来描述学习者与模型和仿真的交互。交互描述了在模型上执行的操作序列,场景包括交互和参与交互的代理。讨论了教学模拟环境的分类(通常简称:教学(或教育)模拟)。研究了这些分类的有用性和特点。许多现有的分类不能很好地区分模拟学习环境的相关方面。三个部分描述了模拟的内部特征和de Jong(本卷)中介绍的四个主题之间的关系:领域模型,学习目标,学习过程和学习者活动。由于仿真模型在本文的第一部分中进行了广泛的讨论,因此关于领域和仿真模型的部分概述了模型中未明确提及的领域方面。在这里,将介绍一个额外的知识库,称为认知模型。对于每种类型的学习目标,阐述了与领域模型或场景的关系。通过将学习者活动的可能类型与模型和场景元素联系起来,从而导致对模型或场景结构的需求,讨论了学习过程与学习者活动和领域模型之间的关系。
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引用次数: 39
Implementing information technology as a tool in education: Experiences and considerations from a communication project 信息技术在教育中的应用:一个传播项目的经验与思考
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(09)90018-8
Jan Peter Strømsheim, Ole Andreas Holm

First, we want to present the Council and its Communication Project. We focus on why we initiated it, what aims and structure it has, how we organized and managed it, and what some of the experiences are so far.

Then we turn to more general considerations about how to share the experiences from such projects, and how to build competence in using information technology (it) as a tool in education. We discuss which kinds of experience are relevant to disseminate, by which methods it should be done, and which conditions have to be present in school to reach the aims.

首先,我们要介绍理事会及其传播项目。我们关注的是我们为什么发起它,它的目标和结构是什么,我们是如何组织和管理它的,以及到目前为止的一些经验。然后,我们转向更一般的思考,如何分享这些项目的经验,以及如何建立使用信息技术作为教育工具的能力。我们讨论了传播哪些经验是相关的,应该通过哪些方法来传播,以及学校必须具备哪些条件才能达到目的。
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引用次数: 1
Pub Date : 1991-01-01 DOI: 10.1016/S0167-9287(05)80092-5
P.G. Thomas
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引用次数: 0
Interfaces for instructional use of simulations 用于模拟教学使用的接口
Pub Date : 1991-01-01 DOI: 10.1016/0167-9287(91)80007-K
Robert de Hoog, Ton de Jong , Frits de Vries

The learner interface is the component of an instructional system that mediates between a learner and the system. Two fundamentally different approaches for interfaces can be distinguished: conversational methapor and direct manipulation metaphor. Interfaces in both metaphors can be scaled on a dimension indicating the ‘distance’ between the user's intentions and the physical expression. In combining the dichotomy small and large distance with the conversational and direct manipulation dichotomy, four different interface types result. These 4 types can be applied to both the input and the output side of the interaction. Combining these yields a (4×4) 16 cell ‘space of interaction’ matrix. This matrix is used as a background for the rest of the paper.

We will distinguish three generic entities in the interface for instructional simulations: the model entity, the learning entity and the control entity. The model entity is further subdivided into an output and an input aspect, respectively covering the domain model and learner activity. The learning entity consists of an instructional aspect and a learning process aspect. The first one is related to instructional goals and the latter comprises everything that is related to the learning process of the learner. The control entity is mainly for high level control of the simulation environment, giving the learner the opportunity to quit, save and sequence.

All aspects of simulation learning environments have to be integrated on one screen. An attempt is made to define generic action and object classes which can be used for this ordering of input and output. Finally, we will give a brief summary of desirable hardware properties.

学习者界面是教学系统的一个组成部分,它在学习者和系统之间起着中介作用。可以区分出两种根本不同的接口方法:会话式隐喻和直接操作隐喻。这两个隐喻中的界面都可以在用户意图和物理表达之间的“距离”维度上进行缩放。将大小距离二分法与会话和直接操作二分法结合起来,可以得到四种不同的界面类型。这4种类型可以应用于交互的输入端和输出端。将这些组合得到一个(4×4) 16个单元的“相互作用空间”矩阵。这个矩阵用作本文其余部分的背景。我们将区分教学模拟界面中的三种一般实体:模型实体、学习实体和控制实体。模型实体进一步细分为输出和输入方面,分别涵盖领域模型和学习者活动。学习实体包括教学层面和学习过程层面。前者与教学目标有关,后者包括与学习者学习过程有关的一切。控制实体主要用于仿真环境的高级控制,给学习者退出、保存和排序的机会。模拟学习环境的所有方面都必须集成在一个屏幕上。尝试定义可用于输入和输出排序的通用操作和对象类。最后,我们将简要总结所需的硬件性能。
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引用次数: 11
期刊
Education and Computing
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