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Effective instructional animation in 3D computer graphics education 三维计算机图形学教学中有效的教学动画
Pub Date : 2000-12-01 DOI: 10.1145/359369.359404
K. Suffern
A number of instructional animation are discussed for teaching 3D computer graphics. They are effective in their assigned task because they focus on concepts and processes that are difficult or impossible to see without animation. They also use a minimalist approach making the animations as simple as possible, focussed on what is relevant, and interactive. One animation is a program that allows students to explore viewing systems, two are concerned with ray tracing transparent objects, and one visualises the formation of marble.
讨论了三维计算机图形学教学中的若干教学动画。他们能有效地完成分配给他们的任务,因为他们专注于那些没有动画很难或不可能看到的概念和过程。他们还使用极简主义的方法使动画尽可能简单,专注于相关内容和互动。其中一个动画是一个允许学生探索观看系统的程序,两个是关于光线追踪透明物体的,一个是可视化大理石的形成。
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引用次数: 6
Implementing studios for experiential learning 实施体验式学习工作室
Pub Date : 2000-12-01 DOI: 10.1145/359369.359386
Christabel Gonsalvez, Martin Atchison
This paper summarises some of the key issues arising from the implementation of studio-based teaching in two IT-based undergraduate courses. The studios aim to provide students with experiential learning, in which they can `learn by doing'. They are based on a model of studio teaching advocated by Schon. The paper describes a wide variety of ideas which have been tried in the studios, and discusses student and staff responses. It indicates some of the lessons which have been learned, and identifies the key issues which need to be addressed when implementing studio teaching.
本文总结了在两门信息技术本科课程中实施工作室教学的一些关键问题。这些工作室旨在为学生提供体验式学习,让他们“边做边学”。他们是基于舍恩提倡的工作室教学模式。本文描述了各种各样的想法,已经尝试在工作室,并讨论了学生和工作人员的反应。它指出了一些已经学到的教训,并确定了在实施工作室教学时需要解决的关键问题。
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引用次数: 16
Principles for designing programming exercises to minimise poor learning behaviours in students 设计编程练习的原则,以尽量减少学生的不良学习行为
Pub Date : 2000-12-01 DOI: 10.1145/359369.359374
A. Carbone, J. Hurst, Ian M. Mitchell, Dick Gunstone
In most introductory programming courses tasks are given to students to complete as a crucial part of their study. The tasks are considered important because they require students to apply their knowledge to new situations. However, often the tasks have not been considered as a vehicle that can direct learning behaviours in students. This paper aims to encourage academics to start thinking about the tasks they set, in particular it explores characteristics of programming tasks that affect student learning and understanding in a first year undergraduate course as part of a degree in Computer Science at Monash University. Attention is paid to features of programming tasks that led to three poor learning behaviours: Superficial Attention, Impulsive Attention and Staying Stuck. The data gathered for this study which describe the students' engagement in the tasks are provided by students and tutors. The paper concludes with a list of generic improvements to be considered when formulating programming exercises to minimise poor learning behaviours in students.
在大多数编程入门课程中,任务都是作为学习的关键部分交给学生完成的。这些任务被认为很重要,因为它们要求学生将知识应用于新情况。然而,通常任务并没有被认为是指导学生学习行为的工具。本文旨在鼓励学者们开始思考他们设定的任务,特别是它探索了影响学生学习和理解的编程任务的特征,这是莫纳什大学计算机科学学位第一年本科课程的一部分。编程任务的特点导致了三种不良的学习行为:肤浅的注意,冲动的注意和停留。本研究收集的描述学生参与任务的数据是由学生和导师提供的。本文最后列出了在制定编程练习时要考虑的一般性改进,以尽量减少学生的不良学习行为。
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引用次数: 31
Business students in information systems: wizards or apprentices? 信息系统的商科学生:巫师还是学徒?
Pub Date : 2000-12-01 DOI: 10.1145/359369.359371
S. Barker, Ann Monday
There has been a significant change in the needs of our undergraduate business students in the last three to four years as more and more business graduates are developing PC applications for their own use or that of their department or organisation. The traditional business computer literacy subject that covers an introduction to hardware and software is no longer sufficient to meet the needs of many business graduates. There is ample evidence to suggest that businesses are only just realising the cost of these non-IS professionals developing applications. This paper discusses a new subject designed to provide students not only with the practical skills necessary to build a small-scale database using a 4GL but also to recognise the wider issues related to end-user development of applications. The paper explores the subject design, how the subject was delivered, whether the students achieved the learning outcomes/graduate qualities, and the current students' perceptions of the subject and its focus.
在过去的三到四年里,随着越来越多的商业毕业生为自己或他们的部门或组织开发PC应用程序,我们的商业本科生的需求发生了重大变化。传统的商业计算机知识,包括硬件和软件的介绍,不再足以满足许多商业毕业生的需要。有充分的证据表明,企业只是刚刚意识到这些非信息系统专业人员开发应用程序的成本。本文讨论了一个新的主题,旨在为学生提供使用4GL建立小规模数据库所需的实践技能,同时也认识到与最终用户开发应用程序相关的更广泛的问题。本文探讨了课程设计、课程如何进行、学生是否达到了学习成果/研究生素质,以及当前学生对课程及其重点的看法。
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引用次数: 8
Engaging students in information systems development - a detailed account of first encounters (poster session) 让学生参与信息系统开发-第一次接触的详细描述(海报环节)
Pub Date : 2000-12-01 DOI: 10.1145/359369.359409
Ilona Box
Students have indicated that the waditional method of lecturing was ineffectual, as they lost interest, slxuggled to pay attention and attendance rates declined. The traditional method of teaching makes a presumption that the student has little to contn'bute to the learning process. Instructions become directives as information is delivered in a continual stream of facts and figures; ¢ommaniccation is tmidh'ectionaJ with limited interactive learning. This poster presentation is a report of a prel/m/nary study on how puzzles (problem solving and lateral thinlcin~ problems) can be used as interactive learnin~ agents for subjects requiring problem solving. Puzzles were viewed as a natural extension of knowledge based systems and were inlroduced into the lecture format. The puzzles were seen as having two initial benefits. The first benefit is an increase in the participation and interaction of the students. Three to four puzzles are employed at various intervals throughout the lecture. The I ~ l e s are of three to five minmes in duration. According to Bligh [1] the imroduction of a period of change during the lecture (a period where either a short break or a change in the teaching method occurs) can have a positive affect on the level of performance of the students The second benefit is as a tool to create an environment of problem awareness. The puzzles used are a natural extension of the learning process in knowledge based systems rather than an intrusion into it. The p-~les require admini~Uation of a level of problem solving ability, lateral-th/nlcin~ ~'lcillg and ~ p ~ l e s complexity is consistent with the aimg and objectives of the subject. This poster presentation reviews the preliminary survey, and cm'r~t findings, together with a ~rr~le of puzzles, com~e material used during the lecture series. Keyworde : Interactive learning; puzzles, learning, knowledge based systems. Reference: [1] Bfigh, D A (2000) What's the use of Lectures? Jossey-Bass Publishers, San Fra~isco, CA, USA
学生们表示,传统的教学方法是无效的,因为他们失去了兴趣,难以集中注意力,出勤率下降。传统的教学方法假定学生对学习过程没有什么贡献。随着事实和数据的不断传递,指令变成了指令;交流是中等受欢迎的,互动学习有限。这张海报是一份关于谜题(解决问题和横向思考问题)如何被用作需要解决问题的科目的交互式学习代理的prel/m/nary研究报告。谜题被视为基于知识的系统的自然延伸,并被引入到讲座形式中。这些谜题最初被认为有两个好处。第一个好处是增加了学生的参与度和互动性。在整个讲座中,在不同的时间间隔使用三到四个谜题。1 ~ 5分钟的时间为3 ~ 5分钟。根据Bligh b[1]的说法,在课堂上引入一段时间的改变(一段时间,要么是短暂的休息,要么是教学方法的改变)可以对学生的表现水平产生积极的影响。第二个好处是作为一种工具,可以创造一个问题意识的环境。所使用的谜题是基于知识的系统中学习过程的自然延伸,而不是入侵。这些课程要求对学生的问题解决能力、横向学习能力和学习能力进行一定程度的评估,因为课程的复杂性与课程的目的和目标是一致的。这张海报展示回顾了初步调查,以及cm ~t的发现,以及一系列讲座中使用的一些谜题、com~e材料。关键词:互动学习;谜题,学习,基于知识的系统。参考文献:b[1] bfight, D A(2000)讲座的用途是什么?乔西-巴斯出版社,旧金山,加州,美国
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引用次数: 1
Student participation in computer science tutorials: why are their shoes so interesting? 学生参与计算机科学教程:为什么他们的鞋子如此有趣?
Pub Date : 2000-12-01 DOI: 10.1145/359369.359376
V. Chung
Getting student participation in tutorial and group discussion situations is always a challenge that can be difficult, time consuming and demoralising.As part of a Postgraduate Teaching Internship, a project is being initiated to try and determine the underlying causes for this refusal to participate by the undergraduates, and make attempts to resolve any problems or issues that may be causing the undergraduate students lack of participation.The preliminary results of a student survey into their lack of participation in group discussions are discussed, along with potential solutions that can be implemented to avoid future problems, which are in the process of being evaluated.
让学生参与辅导和小组讨论一直是一个挑战,既困难又耗时,还会让人士气低落。作为研究生教学实习的一部分,正在启动一个项目,试图确定本科生拒绝参与的根本原因,并试图解决任何可能导致本科生缺乏参与的问题或问题。讨论了学生缺乏参与小组讨论的初步调查结果,以及可以实施的潜在解决方案,以避免未来的问题,这些问题正在评估过程中。
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引用次数: 3
A streamlined system for building online presentation archives using SMIL 用于使用SMIL构建在线演示文稿存档的流线型系统
Pub Date : 2000-12-01 DOI: 10.1145/359369.359391
Darren James, J. Hunter
The demand for and expectation of ubiquitous access to multimedia online learning resources are much higher amongst computer science students than in other fields of study. Previous systems providing internet access to digital video or audio recordings of lectures have been disappointing or ineffective as a learning experience or excessively complex and time-consuming from the educator's point of view. This paper describes a new approach to building an online presentation archive of lectures, based on a relatively new Recommendation from W3C called SMIL (Synchronized Multimedia Integration Language) [8]. It describes a highly efficient and integrated system for capturing, indexing, searching and delivering online presentations without relying upon proprietary technology.
计算机科学专业的学生对无处不在的多媒体在线学习资源的需求和期望远高于其他专业的学生。从教育工作者的角度来看,以前提供互联网访问数字视频或音频讲座的系统令人失望或无效,或者过于复杂和耗时。本文描述了一种建立在线讲座演示存档的新方法,该方法基于W3C的一种相对较新的推荐标准,称为SMIL(同步多媒体集成语言)[8]。它描述了一个高效和集成的系统,用于捕获,索引,搜索和提供在线演示文稿,而不依赖于专有技术。
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引用次数: 7
Experiences when migrating from structured analysis to object-oriented modelling 从结构化分析迁移到面向对象建模的经验
Pub Date : 2000-12-01 DOI: 10.1145/359369.359372
Roger Box, M. Whitelaw
Students' learning difficulties in object-oriented technology are examined from the perspective of Constructivist Learning Theory. It is shown that more abstract types of learning are required by the student for object-oriented technology than for structured technology. An introductory subject in object-oriented modelling of user applications is described which uses object diagrams and concept maps to assist students to learn to perform abstractions.
从建构主义学习理论的角度考察了学生在面向对象技术方面的学习困难。结果表明,与结构化技术相比,面向对象技术需要更多抽象类型的学习。介绍了用户应用程序面向对象建模的入门主题,它使用对象图和概念图来帮助学生学习执行抽象。
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引用次数: 13
Digital documents in educational environment (poster session): misuse, appropriation and detection issues 教育环境中的数字文件(海报部分):误用、挪用和检测问题
Pub Date : 2000-12-01 DOI: 10.1145/359369.359411
K. Monostori, A. Zaslavsky, H. Schmidt
thi.Sg; (8) U-shaped furnitm'e arrangement and; (9) establishing and enforcing ground rules. An electronic bulletin board was used to aid the flow of information and documents amongst the students and lecturers. In order to encourage collaborative teamwork all submissions were posted as attachments to buUetiu board messages. Based on the results of formal evaluations the lecturer is confident the approach is successful and worth continuing. The approach is successfully integrating skills gained during learning exercises with the building and writing of the project deliverables. Reference: [1] Biggs, J. Teaching for quality learning at university. Society for Research into Higher Education and Open University, Buckingham, EngLand 0999).
thi.Sg;(8) u型布置;(9)建立和执行基本规则。一个电子公告板被用来帮助学生和讲师之间的信息和文件的流动。为了鼓励团队合作,所有提交的内容都以附件的形式发布到buetiu留言板上。根据正式评估的结果,讲师有信心这种方法是成功的,值得继续下去。该方法成功地将在学习练习中获得的技能与项目可交付成果的构建和写作相结合。[1][参考文献]毕格斯。大学质量学习的教学。高等教育与开放大学研究协会,白金汉,英国(1999)。
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引用次数: 0
Evolutionary programming techniques for testing students' code 用于测试学生代码的进化编程技术
Pub Date : 2000-12-01 DOI: 10.1145/359369.359395
C. MacNish
Tools for analysing student code offer great potential for enhancing student learning through informing both students and staff. One such tool, the datlab system, has been successfully employed in second year data structures courses and provides facilities for testing students' laboratory work, providing feedback to students, and assigning marks for completed tasks. While the system has proven successful, there is potential for significant improvement in the way that code is analysed and the quality of the feedback that is returned.This paper reports on new work investigating the use of evolutionary computation as a mechanism for generating appropriate test sequences. Our goal is to synthesize test sequences that efficiently uncover logical errors in student code, provide lecturers with models of common student errors, and provide students with more helpful feedback to use in locating errors themselves. We present encouraging preliminary results showing that significant improvements can be achieved using the evolutionary approach, and discuss some of the challenges in extending this approach.
分析学生代码的工具通过向学生和工作人员提供信息,为加强学生的学习提供了巨大的潜力。其中一个工具,数据实验室系统,已经成功地应用于二年级的数据结构课程,并为测试学生的实验工作提供了便利,为学生提供反馈,并为完成的任务分配分数。虽然该系统已被证明是成功的,但在分析代码的方式和返回的反馈的质量方面仍有可能得到重大改进。本文报告了研究使用进化计算作为生成适当测试序列的机制的新工作。我们的目标是合成测试序列,有效地发现学生代码中的逻辑错误,为讲师提供常见学生错误的模型,并为学生提供更有用的反馈,以便他们自己定位错误。我们提出了令人鼓舞的初步结果,表明使用进化方法可以实现显著的改进,并讨论了扩展该方法的一些挑战。
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引用次数: 12
期刊
African Conference on Software Engineering
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