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2018 IEEE 6th International Conference on MOOCs, Innovation and Technology in Education (MITE)最新文献

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Professional Body memberships of Engineering and Polytechnic Teaching Faculties and its effect on Teaching Learning Process 工程技术学院专业团体成员资格及其对教学过程的影响
Mhamane Sanjeev C., Upadhe Sudeep N., Mohit Kumar
various scientific or professional societies and bodies claim that there are number of benefits of getting their free or paid memberships. Yes it is evident that faculties get benefits such as discounts for conference publications, free literature access, Annual meeting where they can meet various eminent person from their fields of interest etc. It is important to have various memberships from the faculty professional development point of view but very few literatures available about linking between faculties memberships and student learning enhancement or teaching style of faculty. Hence it was important to study this relationship. In this paper we are reporting a survey made on faculties of engineering regarding their professional society memberships and its relationship with their teaching approach. This is a sample survey and could be used in future for large scale survey.
各种科学或专业协会和机构声称,获得免费或付费会员资格有很多好处。是的,很明显,教师们得到了一些好处,比如会议出版物的折扣、免费文献获取、年度会议,他们可以在会议上见到自己感兴趣领域的各种知名人士等等。从教师专业发展的角度来看,拥有不同的成员资格是很重要的,但关于教师成员资格与学生学习促进或教师教学风格之间联系的文献很少。因此,研究这种关系很重要。在本文中,我们报告了一项关于工程学院专业协会会员资格及其与教学方法关系的调查。这是一个抽样调查,可以用于未来的大规模调查。
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引用次数: 0
An integrated Multidisciplinary skill development strategy for effective execution from virtuality to reality in Engineering Education 工程教育中从虚拟到现实有效执行的综合多学科技能发展策略
K. S. Kumar, G. Alok, M. S. Reddy, N. Reddy
Every year thousands of aspirants complete their graduation from various institutions in different disciplines. Yet many engineering graduates are failing to find respective employment and education with respective their disciplines often they find crude employment belittling their efficiency. It is imperative to understand the gap between industry and engineering education in present scenario. As it is eventually found that there is a huge gap between engineering education and industry application in terms of learning. Engineering education follows more conventional and traditional practice on the other hand industry is more practical oriented where in emphasis on hands on skill development is primarily focused. To bring the transformation in engineering education it is prudent to address the major problems such as research methodologies, tools and techniques, Design Thinking, project planning, skill development and many more for conceiving ideas and executing the ideas into the real world. For this a multidisciplinary skill development workshop has been organized to impart basic set of skills like Carpentry, Sheet metal work, Electrical , Rapid prototyping among the engineering aspirants at the beginning of their engineering education.
每年都有成千上万的有志者从不同学科的各个机构毕业。然而,许多工程专业毕业生未能找到与他们的专业相匹配的工作和教育,他们往往找到了贬低他们效率的粗糙就业。了解目前工业教育与工程教育之间的差距是非常必要的。最终发现,在学习方面,工程教育与行业应用存在着巨大的差距。工程教育遵循更传统和传统的做法,另一方面,工业更注重实践,强调动手技能的发展。为了实现工程教育的转型,必须谨慎地解决一些主要问题,如研究方法、工具和技术、设计思维、项目规划、技能发展以及更多关于构思想法并将想法付诸实践的问题。为此,组织了一个多学科技能发展研讨会,在工程教育开始时,向有抱负的工程人员传授木工、钣金、电气、快速成型等基本技能。
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引用次数: 7
Defining Course Outcomes based on Program Outcomes and Bloom’s Taxonomy for the course on Image Processing 基于项目成果和Bloom的图像处理分类定义课程成果
C. Gururaj
The objective of this paper is to signify the appropriateness of defining the Course Outcomes (COs) based on Program Outcomes (POs) and Bloom’s taxonomy. It can be generally observed that POs defined for most of the courses are based on the topics/syllabus covered in the course. An attempt to compare the calculation of the POs through COs with the older method and the method explained in the paper is also included. Also through this comparison it can be ascertained that this method of defining COs is better compared to the previous method. Image Processing is the chosen course to explain the repertoire of aspects however the methodology explained in this paper can be extended any other course irrespective of the type of course / program.
本文的目的是表明基于项目成果(POs)和Bloom分类法定义课程成果(COs)的适当性。可以普遍观察到,大多数课程定义的POs都是基于课程所涵盖的主题/教学大纲。本文还尝试将通过COs计算POs的方法与旧方法以及本文所解释的方法进行比较。同样通过这种比较可以确定,这种定义COs的方法比之前的方法更好。图像处理是选择的课程来解释各个方面的曲目,但是本文中解释的方法可以扩展到任何其他课程,无论课程/程序的类型如何。
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引用次数: 1
3D Based Modern Education System Using Augumented Reality 基于3D的增强现实现代教育系统
K. C. Raju, K. Yugandhar, D. Bharathi, Nagavalli Vegesna
Visualization is very much needed in present day education but many students are lacking it. So to improve visualization, augmented reality(AR) is used. The augmented reality provides interaction for the students so that they can learn more excitingly. Implementing this results in drastic change in present day education system.. To change the present way of learning in classroom we are going to new technological advancements using augmented reality. In this paper we are proposing a new project in the unity we have to import the vuforia unity interfacing package into the unity setup. On importing this we get assets from vuforia to unity which contains the AR components which are used to develop AR applications.in this work we have more better one when compare to previous computer based application like 2-D. in this application all the teaching topics can observe in 3D graphical image and video format. This is the improvement application in AR.
在当今的教育中,可视化是非常必要的,但许多学生缺乏它。因此,为了提高可视化,增强现实(AR)被使用。增强现实为学生提供了互动,使他们能够更兴奋地学习。实施这一政策将导致当今教育体系发生巨大变化。为了改变目前课堂上的学习方式,我们将使用增强现实的新技术。在本文中,我们在unity中提出了一个新的项目,我们必须将vuforia unity接口包导入unity设置中。通过导入这个,我们从vuforia获得了包含用于开发AR应用程序的AR组件的unity资产。在这项工作中,与以前基于计算机的应用程序(如2d)相比,我们有了更多更好的应用程序。在这个应用程序中,所有的教学主题都可以以三维图形图像和视频格式进行观察。这是AR中的改进应用。
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引用次数: 4
Conceptualizing MOOCs Implementation for Higher Education in Developing Countries 发展中国家高等教育mooc实施的概念化
Khuliso Sigama, Billy Mathias Kalema
Today, more than ever, institutions of higher learning are recognizing the importance of integrating the use of information technology (ITs) to improve pedagogy and accountability needed for high quality education relevant for learners’ productive contribution to the society and economic development. Despite increasingly widespread adoption and use of IT in education, institutions of higher learning in many developing countries are still in a foundational stage of maturity. Much as e-learning and its applications like Massive online open courses (MOOCs) have been proven to overcome critical education challenges for better teaching and learning developing countries institutions are lagging behind. Some challenges are systemic and some related to the technologies themselves like poor infrastructure and low bandwidth, others are due to lack of scalability to meet the increased cost, training, and rigor required to leverage the technology. This paper sought to report on a contextualized framework for MOOCs implementation in developing countries.
今天,高等院校比以往任何时候都更加认识到整合使用信息技术的重要性,以改进高质量教育所需的教学方法和问责制,使学习者对社会和经济发展作出富有成效的贡献。尽管在教育中越来越广泛地采用和使用信息技术,但许多发展中国家的高等教育机构仍处于成熟的基础阶段。尽管电子学习及其应用(如大规模在线开放课程(MOOCs))已被证明能够克服关键的教育挑战,提高教学质量,但发展中国家的教育机构却落在了后面。有些挑战是系统性的,有些挑战与技术本身有关,如基础设施差和带宽低,其他挑战是由于缺乏可伸缩性,无法满足利用技术所需的增加的成本、培训和严格性。本文试图报告在发展中国家实施mooc的情境化框架。
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引用次数: 7
Project Based Learning through MOOCS 通过mooc进行基于项目的学习
B. C. Sekhar Rao, V. Krishna, Prabhakar Kandukuri, B. Venkatesh
The present paper aims at developing language skills along with the skills in respects of higher order thinking in the learners at undergraduate (UG) level through a model offering projects to the students and expecting positive results for augmenting their visual, creative, positive, oral, aural, and other communicative skills to compete with the ever changing trends of the world in complex situations.
本文旨在通过向学生提供项目并期待积极结果的模式,培养本科阶段学习者的语言技能和高阶思维技能,以增强他们的视觉、创意、积极、口头、听觉和其他沟通技能,在复杂的情况下与不断变化的世界趋势竞争。
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引用次数: 0
Prototype of Mobile Learning Application (MoLearn) by Utilizing the Gamification Concept 基于游戏化理念的移动学习应用(MoLearn)原型
T. Sagirani, M. J. D. Sunarto, B. Hariadi, Tania Amelia, Julianto Lemantara
Mobile Learning (MoLearn) is a learning application created specifically to accommodate the learning needs of students with the goal of gaining more learning experiences with more effective mobile devices. Answering this challenge, MoLearn application that has been built previously with web-based and Android needs to be developed. In accordance with the lifestyle of its users, in this case high school students, the MoLearn application was developed using the concept of Gamification. In learning, gamification is an approach in the learning process that uses elements in the game with the aim to provide motivation, build comfort for learners, and interest in the learning process. By utilizing the concept of Gamification, a prototype of MoLearn application development was designed by giving attention to the three elements, i.e character, interactivity and feedback. The development of this application takes into account every student activity that focuses on goals, reward mechanisms, and progress tracking. Gamification, a key review of MoLearn's application development as a concept in the process of creating participative learning experiences and active learning.
移动学习(MoLearn)是一个专门为满足学生的学习需求而创建的学习应用程序,目标是通过更有效的移动设备获得更多的学习经验。为了应对这一挑战,mollearn需要开发先前基于web和Android构建的应用程序。根据其用户的生活方式,在这个案例中是高中生,MoLearn应用程序是使用游戏化的概念开发的。在学习中,游戏化是一种在学习过程中使用游戏元素的方法,目的是提供动机,为学习者提供舒适,并对学习过程产生兴趣。利用游戏化的概念,设计了一个MoLearn应用开发的原型,关注三个要素,即个性、交互性和反馈。这个应用程序的开发考虑到每个学生的活动,重点是目标、奖励机制和进度跟踪。游戏化,作为一个概念,在创造参与式学习体验和主动学习的过程中,对mollearn应用开发的关键回顾。
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引用次数: 2
Analysis of National Institutional Ranking Framework-Journey so far 国家大学排名框架分析——至今的历程
K. Chugh, Alekhya N, N. Kishore, K. Shekar
National Institutional Ranking Framework has been a great step forward in providing a framework, which outlines a methodology to rank academic institutions in India. Since its launch in September 2015, three India Rankings 2016, 2017 and 2018 have been published. The popularity of the National Institutional Ranking Framework has led to the competition as more and more institutions are applying for India Rankings. The number of the institutions applying for India Rankings has increased from 1400 in India rankings 2016 to 3000 in India rankings 2017 and to 4000 in India Rankings 2018. We have carried out the study of India Rankings 2016, 2017 and 2018. The study has focused on the parameters, which are the Influencing Factors in deciding the top hundred positions in India Rankings. Based on the result of our study, we have proposed the Ideal and the Minimum Attainment Scores in each ranking parameter to achieve success in India Rankings. The findings will be useful for Institutions who are going to apply in future for India Rankings 2019.
国家机构排名框架已经向前迈出了一大步,它提供了一个框架,概述了印度学术机构排名的方法。自2015年9月发布以来,已经发布了2016年、2017年和2018年的三份印度排名。随着越来越多的机构申请印度排名,国家机构排名框架的普及导致了竞争。申请印度排名的机构数量从2016年的1400所增加到2017年的3000所,再到2018年的4000所。我们对2016年、2017年和2018年的印度排名进行了研究。这项研究的重点是参数,这些参数是决定印度排名前100位的影响因素。根据我们的研究结果,我们提出了每个排名参数的理想和最低成就分数,以在印度排名中取得成功。研究结果将对未来申请2019年印度排名的机构有用。
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引用次数: 1
Interface Implementation for Quantifying Information Spread on Social Networks 量化社交网络信息传播的接口实现
Prajakta Kumbhojkar, Masumi Jain, Rajalakshmi E, Shyamsalonee Rawal, Sneha K. Thombre
Social media today, has grown into a vital facet of modern human existence. A remarkable amount of the information reaching us comes in the form of posts and messages on social media. As a result of the ever-growing social media, it has turned into an essential scheme for viral marketing and influencing the masses. Hence, it becomes imperative to discern how information spreads on such networks and how much. The methodology suggested in the Restrained-Susceptible-Infected-Recovered (RnSIR) Model enables us to calibrate the spread of knowledge and material on networks. This paper proposes an interface which uses the calculations given by the RnSIR model. Essentially, this interface prompts users to give a network interaction data set as the input and outputs the information dispersion on inputted network. It uses the same algorithms to do this as the RnSIR model.
今天的社交媒体已经发展成为现代人类生存的一个重要方面。我们收到的大量信息是以社交媒体上的帖子和信息的形式出现的。随着社交媒体的不断发展,它已经成为病毒式营销和影响大众的重要方案。因此,必须辨别信息是如何在这样的网络上传播的,以及传播了多少。在“受限-易感-感染-恢复”(RnSIR)模型中提出的方法使我们能够校准网络上知识和材料的传播。本文提出了一个使用RnSIR模型计算的接口。该界面本质上是提示用户给出一个网络交互数据集作为输入,输出输入网络上的信息弥散。它使用与RnSIR模型相同的算法来完成此操作。
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引用次数: 1
Trenchant Pathway to bring Innovation through Foundations to Product Design in Engineering Education 通过工程教育中的产品设计基础带来创新的清晰途径
G. Alok, Soumya Pothupogu, M. S. Reddy, Pillalamarri SaiPriya, Radhika Devi Devi V
Uniqueness, innovation, and teamwork are critical to the success of every industry. Requirements of the industry vs theoretical knowledge of the students do not go well aligned in the conventional method of learning. Industry having requirements of interdisciplinary expertise, critical and innovative thinking, explicit research and understanding of the user, manufacturer and system needs are not being catered during the delivery of course. Students undergo a challenging task in their personal life as well as in professional life to meet their long- and short-term goals. Making them proactive and exhibiting these skills acquires a career, sustain and excel in the same to make their dream come true. To enhance the design attributes, out-of-box thinking, creativity, teamwork, innovation, decision making this sophomore course named "Foundation to Product Design" inspires and motivates students to work in teams, promote learning and thinking skills, understand the role of the user, build prototypes and also improvise their communication and presentation skills. These attributes form the base to develop their career and become a successful and effectual engineer and also gives them a scope of entrepreneurial independence.
独特性、创新和团队合作是每个行业成功的关键。在传统的学习方法中,行业需求与学生的理论知识并没有很好地协调一致。需要跨学科专业知识、批判性和创新思维、明确研究和理解用户、制造商和系统需求的行业在课程交付期间没有得到满足。学生们在个人生活和职业生涯中都要经历一项具有挑战性的任务,以实现他们的长期和短期目标。让他们积极主动,展示这些技能,就能获得一份职业,并在这方面保持卓越,使他们的梦想成真。为了提高设计属性、创新思维、创造力、团队合作、创新和决策能力,这门名为“产品设计基础”的大二课程激发和激励学生在团队中工作,提高学习和思维能力,理解用户的角色,构建原型,并即兴提高他们的沟通和表达能力。这些属性构成了他们发展职业的基础,成为一名成功而有效的工程师,也给了他们一个创业独立的范围。
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引用次数: 7
期刊
2018 IEEE 6th International Conference on MOOCs, Innovation and Technology in Education (MITE)
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