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Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004.最新文献

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SKRAPPLE: enabling media-based study schools, apprentice schools, and samba schools SKRAPPLE:启用基于媒体的学习学校,学徒学校和桑巴舞学校
John Voiklis, John B. Black, D. Kaplan
SKRAPPLE stands for sharing knowledge representational artifacts in a peer-to-peer learning environment. SKRAPPLE combines a Squeak-based, media authoring and programming environment, an implementation of the symbols and worlds cognitive architecture, and a pedagogical method based on peer-mentoring. SKRAPPLE is meant to serve as a model for a new kind of school, both formal and informal, that would function as an open-source/open-content, public service media enterprise. In this model of school, children would be responsible for all authoring/production activities and these activities would allow and enable children to passionately immerse themselves in any content area, both intradisciplinary and interdisciplinary. The authors propose an initial specification and invite collaborators to develop, research, and implement the SKRAPPLE model.
SKRAPPLE代表在点对点学习环境中共享知识表征工件。SKRAPPLE结合了基于squeak的媒体创作和编程环境,符号和世界认知架构的实现,以及基于同伴指导的教学方法。SKRAPPLE旨在成为一种新型学校的典范,无论是正式的还是非正式的,它将成为一个开源/开放内容的公共服务媒体企业。在这种模式下,孩子们将负责所有的创作/制作活动,这些活动将允许并使孩子们充满激情地沉浸在任何内容领域,无论是跨学科的还是跨学科的。作者提出了一个初始规范,并邀请合作者开发、研究和实现SKRAPPLE模型。
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引用次数: 0
Practices of information education with Squeak toward the secure improvement of 'academic ability' Squeak信息教育在“学术能力”安全提升中的实践
T. Fujioka, Hiroki Karuno, Y. Kambayashi
This work describes a curriculum of information education using Squeak at Horikawa High School, which is specified as "Super Science High School (SSH)" where teachers try innovative teaching methods to stimulate students' interests in science. This curriculum aims to achieve the objectives of a subject "information study" specified by the Ministry of Education, Culture, Sports, Science and Technology. We consider that Squeak can provide powerful environments where students can think and try confirming the results visually, and the environments are ideal for them to learn how to design and evaluate graphical user interface. We introduce the first effort to create a curriculum for a subject "basic inquiry" in SSH.
该作品描述了在被指定为“超级科学高中(SSH)”的堀川高中,教师们尝试创新的教学方法,以激发学生对科学的兴趣,利用Squeak进行信息教育的课程。本课程旨在实现教育、文化、体育、科学和技术部规定的“信息研究”学科的目标。我们认为Squeak可以提供强大的环境,让学生可以在视觉上思考和尝试确认结果,并且环境非常适合他们学习如何设计和评估图形用户界面。我们首次尝试在SSH中创建“基础探究”科目的课程。
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引用次数: 3
A Squeak-based educational software - Happy Learning 一款基于squeak的教育软件——快乐学习
J. Ye, Zhiyong Peng
This paper introduces a Squeak-based educational software - Happy Learning. The software provides powerful tools for carrying out virtual experiments, doing exercises as well as tests, and making courseware. It has rich resources which consist of all kinds of learning materials, such as a large amount of courseware prepared in advance, and exercises from various subjects. In order to organize the resources efficiently, we introduce object deputy model. The model provides view mechanisms, rich semantics, multiple inheritances, and multiple classifications, which can enhance the performance and functions of the system.
本文介绍了一款基于squeak的教育软件——快乐学习。该软件为进行虚拟实验、做习题和测试、制作课件提供了强大的工具。它拥有丰富的资源,包括各种各样的学习材料,如大量的事先准备的课件,以及来自各个学科的练习。为了有效地组织资源,引入了对象代理模型。该模型提供了视图机制、丰富的语义、多重继承和多重分类,可以增强系统的性能和功能。
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引用次数: 3
Evaluation of the group study using peer review in the lesson of programming 在程序设计课程中使用同行评议对小组学习进行评价
Y. Namatame
The lessons of programming are made into the special foundation subjects at the curriculum of the faculty of information system. However, it is difficult for the current students to attain study targets in a standard classroom lecture. Then, we would propose adopting the group study method in a part of simultaneous lesson. One group is composed of several students. And each student in a group teaches each other. Especially students evaluate flow charts mutually, which is called peer review. As a result of carrying out factor analysis of students' questionnaire after group study, the following three factors were extracted. The 1st factor is the effect of group study. The 2nd factor is the benefits of reviewers. The 3rd factor is the effect of a review. Furthermore, students were divided into the high-achieving group and the poor-achieving group, and t-test of average of factor scores of both groups was performed. The average of each factor score of the 1st factor and the 3rd factor was intentionally high the poor-achieving group. The group study accompanied by a peer review is useful in order to make the study target of a simultaneous lesson attain. Students wish to carry out the group study once for every five simultaneous lessons. This frequency of group study also fits a curriculum.
在信息系统学院的课程设置中,程序设计课程是专门的基础课程。然而,目前的学生很难在标准的课堂教学中达到学习目标。然后,我们建议在同步课的一部分中采用小组学习的方法。一组由几个学生组成。小组中的每个学生都互相教导。尤其是学生相互评价流程图,这被称为同行评议。通过对分组学习后的学生问卷进行因子分析,提取出以下三个因素。第一个因素是小组学习的效果。第二个因素是评论者的好处。第三个因素是评审的效果。并将学生分为高成长组和低成长组,进行两组因子得分均值的t检验。学习成绩较差组的第一因素和第三因素的平均得分故意偏高。小组学习伴着同行评议是有用的,以达到学习目标的同一节课。学生希望每五节课同时进行一次小组学习。这种小组学习的频率也适合课程。
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引用次数: 1
Deformable maps and spaces: visualizing users' points of interest and user communication 可变形的地图和空间:可视化用户的兴趣点和用户交流
Hiroya Tanaka
Web-based virtual space, which is often represented as a 2D or 3D space, is useful for people wanting to connect, collaborate and communicate through the Internet. Moreover, attractive functions can be optionally added to a virtual space to enhance user interactions and activities. We focus on such a function, spatial deformation, which is applied for the dual purpose of preserving and visualizing each user's points of interest in a virtual world. The spatial deformation concept can be adapted to many types of virtual world; for example, 2D/3D worlds or image-based/object-based worlds. We discuss the basic algorithms that can be used with this function and preliminary experiments done using our prototype system.
基于web的虚拟空间通常表示为2D或3D空间,对于希望通过Internet进行连接、协作和通信的人们非常有用。此外,可以选择性地在虚拟空间中添加有吸引力的功能,以增强用户的交互和活动。我们专注于这样一个功能,空间变形,它用于在虚拟世界中保存和可视化每个用户的兴趣点的双重目的。空间变形概念可以适用于多种类型的虚拟世界;例如,2D/3D世界或基于图像/基于对象的世界。讨论了可用于该函数的基本算法,并在原型系统上进行了初步实验。
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引用次数: 1
Development of Web-based correction system for artistic design 基于web的美术设计纠错系统的开发
T. Kura, N. Kakehi, H. Suzuki, Takeshi Sugiyama, Tokiichiro Takahashi, K. Takemiya
We have developed a Web-based correction system for artistic design education. This system aims to eliminate the restrictions on the time and location of studying for both students and teachers. It enables students to submit their work easily and it enables teachers to coach students by correcting their work on a Web browser. Thus, it can assist artistic design education effectively.
我们开发了一个基于网络的艺术设计教育纠错系统。该系统旨在消除学生和教师对学习时间和地点的限制。它使学生能够轻松地提交作业,并使教师能够通过在Web浏览器上修改学生的作业来指导学生。从而有效地辅助艺术设计教育。
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引用次数: 1
Designing a collaborative learning environment for knowledge integration 设计知识整合的协作学习环境
N. Miyake
A collaborative learning environment has been created and tested to encourage college students integrate knowledge by mutually reflecting on their externalized ideas. We will report a two-year undergraduate cognitive science curricular with technological scaffolds for collaborative reflection and knowledge integration, with some evaluation.
创建并测试了一个协作学习环境,鼓励大学生通过相互反思外化思想来整合知识。我们将报告一个为期两年的本科认知科学课程,其中包含用于协作反思和知识整合的技术框架,并进行一些评估。
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引用次数: 0
Croquet: a menagerie of new user interfaces 槌球:一个新的用户界面的动物园
David A. Smith, Andreas Raab, D. Reed, Alan C. Kay
A new architecture like Croquet presents numerous opportunities and challenges to create useful interfaces to enable access to the underlying power of the system. In particular, our focus on an integrated 2D and 3D system ensures that we have a rich intellectual environment within which to explore. This experience is similar to the development of the original modern windowing user interface created by Alan Kay, his team at Xerox Pare, and his Squeak team (Ingalls et al., 2002; Kay, 1996). Just as those teams did, we also have an infrastructure that is rich enough to allow us to perform some deep exploration into the presentation and manipulation of rich media expressed in 3D, and in the negotiations through these rich media worlds. A number of key technologies will be discussed including dynamic movable portals, floating 3D windows, true 3D creation tools, live teleporting snapshots, and completely new concepts such as 3D portals.
像Croquet这样的新体系结构为创建有用的接口以访问系统的底层功能提供了许多机会和挑战。特别是,我们专注于集成的2D和3D系统,确保我们有一个丰富的知识环境,在其中进行探索。这种体验类似于Alan Kay、他在Xerox Pare的团队和Squeak团队创建的原始现代窗口用户界面(Ingalls et al., 2002;凯,1996)。正如这些团队所做的那样,我们也有一个足够丰富的基础设施,允许我们对3D表达的富媒体的表示和操作进行一些深入的探索,并通过这些富媒体世界进行谈判。将讨论一些关键技术,包括动态可移动门户,浮动3D窗口,真正的3D创建工具,实时传送快照,以及全新的概念,如3D门户。
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引用次数: 31
Designing a 3D authoring tool for children 为儿童设计一个3D创作工具
J. Dornheim, M. Masuch
When designing their own interactive 3D worlds and computer games, children can not only engage in a fun and playful activity that has meaning to them, but will be able to strengthen their creative power as well as their analytical and problem solving skills. However, this requires tools that are designed carefully to foster these processes and to be fun to use at the same time. We present work in progress on designing a 3D authoring tool for children to create interactive 3D worlds. In the design process, emphasis was placed on fostering the user's creative process as well as on conveying mathematical and structural principles and ways of thinking through the tool's structure. In the design process of a 3D authoring tool, these two goals often stand in contradiction to each other. We discuss selected problems that are characteristic to the design of this authoring tool and present our solutions to these problems as well as the resulting preliminary prototype system JiVE.
在设计他们自己的互动3D世界和电脑游戏时,孩子们不仅可以参与一个对他们有意义的有趣和好玩的活动,而且可以增强他们的创造力,以及他们的分析和解决问题的能力。然而,这需要精心设计的工具来促进这些过程,同时使用起来也很有趣。我们目前正在为孩子们设计一个3D创作工具来创建交互式3D世界。在设计过程中,重点放在培养用户的创造过程,以及通过工具的结构传达数学和结构原理和思维方式。在3D创作工具的设计过程中,这两个目标往往是相互矛盾的。我们讨论了这个创作工具的设计特点,并提出了我们的解决方案,以及由此产生的初步原型系统JiVE。
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引用次数: 10
Personalized education environment considering progress in C programming skill acquisition 个性化的教育环境考虑到C编程技能的进步
Hiroshi Taguchi, H. Shimakawa, A. Ishii
Summary form only given. Many of college students learning in C language programming courses suffer from difference of their own acquisition level of programming skills from progresses of the courses. Some of them feel difficulties to catch up the progress. On the contrary, who are eager for programming are not always satisfied with slowness of the progress. We illustrate learning plans and personal data. We explain a personalized programming course system based on the recommendation engine. In this course, the recommendation engine selects an explanation method of examples and exercises suitable for each student. The recommendation engine consults personal data of many students who have been taught in the course. It searches past students whose tendency is similar to the concerned student, assuming that they stay in a similar acquiring level of C programming skill.
只提供摘要形式。许多学习C语言程序设计课程的大学生在课程的进展中存在着自身编程技能掌握水平的差异。他们中的一些人感到很难赶上进度。相反,渴望编程的人并不总是满足于进度的缓慢。我们举例说明学习计划和个人资料。我们介绍了一个基于推荐引擎的个性化编程课程系统。在本课程中,推荐引擎选择适合每个学生的例子和练习的解释方法。推荐引擎会参考很多上过这门课的学生的个人数据。它搜索与所关注的学生倾向相似的过去的学生,假设他们保持在类似的C编程技能获取水平。
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引用次数: 2
期刊
Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004.
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