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Implementation opportunities of the Moodle learning management system in virtual environment the Sloodle project
275-293Views:30Using e-learning was firstly appeared in companies' sphere. It should be very useful if learning management systems were applied. Nowadays e-learning is used in different fields and gives useful informations in case of basics and its knowledge. It is essential to know the arranging technics and applicated handling methods of some supporting learning management systems of e-learning. The Moodle is the best-known learning management system.
The Second Life is one of the virtual environments which is useful in learning-teaching methods that is used in most educational institute all over the world. Sloodle is an open source project which connects the Second Life with Moodle learning management system. Sloodle is a kind of "bridge" in which different kind of activities and registering and provided in both Moodle and Second Life.
In our department, University of Debrecen Health Faculty of Nyíregyháza ILIAS learning management system has operated since February, 2008. In the interest of higher level education we decided to use and made available some courses through Moodle learning management system.
Some tools of Sloodle will be presented in our article. It will be the first study for our research in which we would use the Moodle learning management system, the virtual environment of Second Life and the project of Sloodle itself. Our article will contain the starting details and its statistical confirmation of our Sloodle project. We like to demonstrate that the results of the Sloodle-aided group are significantly better than the results of the control group in the most cases. -
E-learning management systems in Hungarian higher education
357-383Views:32Computers, informatics, and information technology have an ever-increasing role in the establishment and spread of new educational forms and methods. The role of e-learning as a new educational model is increasing in the world of computer networks, because of a widespread access to the net and a growing demand for learning beside work.
Technological elements of e-learning can be separated as Learning Management System, authoring system, course material and a browser. Learning Management System is the software package that creates the structure of the whole educational process: course organisation, course material presentation, tracking student work, recording results, and the completion of the program.
This publication shows examples of Learning Management Systems used in Hungarian higher education. Summarizing and systematizing expectations and demands expressed in connection with learning management systems, the present work tries to help the reader orientate on an ever-expanding market. -
Reappraising Learning Technologies from the Viewpoint of the Learning of Mathematics
221-246Views:17Within the context of secondary and tertiary mathematics education, most so-called learning technologies, such as virtual learning environments, bear little relation to the kinds of technologies contemporary learners use in their free time. Thus they appear alien to them and unlikely to stimulate them toward informal learning. By considering learning technologies from the perspective of the learner, through the analysis of case studies and a literature review, this article asserts that the expectation of these media might have been over-romanticised. This leads to the recommendation of five attributes for mathematical learning technologies to be more relevant to contemporary learners' needs: promoting heuristic activities derived from human history; facilitating the shift from instrumentation to instrumentalisation; facilitating learners' construction of conceptual knowledge that promotes procedural knowledge; providing appropriate scaffolding and assessment; and reappraising the curriculum. -
Why some children fail? Analyzing a test and the possible signs of learning disorders in an answer sheet: dedicated to the memory of Julianna Szendrei
251-268Views:17Teachers and educators in mathematics try to uncover the background of the mistakes their students make for their own and their students' benefit. Doing this they can improve their teaching qualities, and help the cognitive development of their pupils. However, this improvement does not always support their students with learning disorders, since their problem is not caused by wrong attitude or lack of diligence. Therefore, it is the interest of a conscientious teacher to recognize whether the weaker performance of a student is caused by learning disorders, so the helping teacher can give useful advices. Although the teacher is not entirely responsible for the diagnosis, but (s)he should be be familiar with the possible symptoms in order to make suggestions whether or not to take the necessary test of the learning disorders.
In this article, through examining a test and the answer sheet of a single student, I show some signs that might be caused by learning disorders. -
A differentiated e-learning teaching program in mathematics
299-308Views:39The intelligent online interactions between students and teacher are still not assured because of the fact that a learning management system could not play the role of a teacher in producing a chain of deduction. Furthermore, managing a course in existing e-learning systems has not yet guaranteed the differentiated teaching because it does not enable students to appropriately learn at their corresponding levels. In this paper, we would like to introduce a differentiated e-learning course in Vietnam. We also present some designing principles for such courses and propose some typical situations in teaching mathematics aimed at helping high school students individualize their online learning in mathematics. -
Taking learning styles into consideration in e-learning based education
385-396Views:38In improving electronic teaching material processes we should take the student's learning styles or methods into consideration. The ways learners receive information may be shared into three categories (modalities): visual, auditory, kinesthetic (tactile). In this paper I present some pedagogical questions of the electronic teaching-learning environment, offer a brief survey of the different learning style theories and emphasise the importance of the modalities in encoding information. The electronic teaching material should encourage the learner to choose an appropriate form of syllabus by which his knowledge can become more efficient. -
What does ICT help and does not help?
33-49Views:114Year by year, ICT tools and related teaching methods are evolving a lot. Since 2016, the author of the present lines has been looking for a connection between them that supports the development of mathematical competencies and could be integrated into Transcarpathian minority Hungarian language education too. As a doctoral student at the University of Debrecen, I experienced, for example, how the interactive whiteboard revolutionized illustration in Hungarian mathematics teaching, and how it facilitated students' involvement. During my research of teaching in this regard, in some cases, the digital solution had advantageous effects versus concrete-manipulative representation of
Bruner's too.
At the same time, ICT "canned" learning materials (videos, presentations, ...) allow for a shift towards repetitive learning instead of simultaneous active participation, which can be compensated for by the "retrieval-enhanced" learning method.
I have conducted and intend to conduct several research projects in a Transcarpathian Hungarian primary school. In the research so far, I examined whether, in addition to the financial and infrastructural features of the Transcarpathian Hungarian school, the increased "ICT-supported" and the "retrieval-enhanced" learning method could be integrated into institutional mathematics education. I examined the use of two types of ICT devices: one was the interactive whiteboard, and the other was providing one computer per student.
In this article, I describe my experiences, gained during one semester, in the class taught with the interactive whiteboard on the one hand, and in the class taught according to the "retrieval-enhanced" learning method on the other hand.
I compare the effectiveness of the classes to their previous achievements, to each other, and to a class in Hungary.Subject Classification: 97U70
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The role of representations constructed by students in learning how to solve the transportation problem
129-148Views:107The purpose of the research presented in this paper was to study the role of concrete and table representations created by students in learning how to solve an optimization problem called the transportation problem. This topic was learned in collaborative groups using table representations suggested by teachers in 2021. In 2022, the researchers decided to enrich the students’ learning environment with concrete objects and urged the students to use them to present the problem to be solved. The students did it successfully and, to be able to record it in their notebooks, they constructed a table representation by themselves without any help from their teacher. After that, they managed to solve the problem by manipulating the objects. At the same time, each step in the solution was presented with changes in the table. The students were assessed before (pre-test) and after collaborative learning (test) in both academic years. The pre-test results were similar, but the test results were better in 2022. Therefore, it can be concluded that using concrete and table representations constructed by students in learning how to solve transportation problems makes collaborative learning more constructivist and more effective than when they use only table representations suggested by their teachers.
Subject Classification: 97M10, 97M40
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A Nim like game and a machine that plays it: a learning situation at the interface of mathematics and computer science
317-326Views:119The purpose of this work is to take a didactic look at a learning situation located at the interface between mathematics and computer science. This situation offers a first approach to the concept of artificial intelligence through the study of a reinforcement learning device. The learning situation, inspired by the Computer Science Unplugged approach, is based on a combinatorial game, along with a device that learns how to play this game. We studied the learning potential when the human players face the machine. After an a priori analysis using the Theory of Didactic Situations (TDS), we conducted a pre-experiment in order to strengthen our hypotheses. In this article, we will focus on the analysis of the didactic variables, the values we have chosen for these variables and their effects on students’ strategies.
Subject Classification: 97D99, 97K99, 97P80
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Learning and teaching combinatorics with Sage
389-398Views:44Learning Mathematics is not an easy task, since this subject works with especially abstract concepts and sophisticated deductions. Many students lose their interest in the subject due to lack of success. Computer algebra systems (CAS) provide new ways of learning and teaching Mathematics. Numerous teachers use them to demonstrate concepts, deductions and algorithms and to make learning process more interesting especially in higher education. It is an even more efficient way to improve the learning process, if students can use the system themselves, which helps them to practice the curriculum.
Sage is a free, open-source math software system that supports research and teaching algebra, analysis, geometry, number theory, cryptography, numerical computation, and related areas. I have been using it for several years to aid the instruction of Discrete Mathematics at Óbuda University. In this article I show some examples how representations provided by this system can help in teaching combinatorics. -
Freudenthal fantasy on the bus, an American adaptation
133-142Views:61In the 1960’s two mathematicians, Hans Freudenthal in the Netherlands and Tamás Varga in Hungary, had argued that people learn mathematics by being actively involved and investigating realistic mathematical problems. Their method lives on in today’s teaching and learning through the various components of cooperative and active learning, by taking ownership in learning, and learning through student dialogue. The goal is to create a welcoming classroom atmosphere in which play takes the front seat. One such scenario is visiting various (animal) stations at the zoo by bus (illustrated by pictures). Passengers are getting on and off the bus at each station (illustrated by arrows), which is modeled on the open number line. This adapted and modified action research was carried out with 5-yearl-old children in public schools of Staten Island, NY in 2019.
Subject Classification: 97D40, 97F20, 97F30
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Mechanisms for teaching introductory programming using active learning
407-421Views:27One of the requirements of teaching introductory programming to students whose branch of learning is engineering or science is bridging the gap between in-class lectures and real-world applications. Traditional passive approaches to lecturing often focus on the syntax of a language with little or no discussion of the process involved in using the language to design algorithms to solve real-world problems. One way of overcoming the limitations of traditional lecturing is by tailoring lectures towards becoming more student-oriented, a pedagogical methodology known as active learning. This paper explores mechanisms for implementing active learning in introductory programming courses in computer science. -
An e-learning environment for elementary analysis: combining computer algebra, graphics and automated reasoning
13-34Views:34CreaComp is a project at the University of Linz, which aims at producing computer-supported interactive learning units for several mathematical topics at introductory university level. The units are available as Mathematica notebooks. For student experimentation we provide computational, graphical and reasoning tools as well. This paper focuses on the elementary analysis units.
The computational and graphical tools of the CreaComp learning environment facilitate the exploration of new mathematical objects and their properties (e.g., boundedness, continuity, limits of real valued functions). Using the provided tools students should be able to collect empirical data systematically and come up with conjectures. A CreaComp component allows the formulation of precise conjectures and the investigatation of their validity. The Theorema system, which has been integrated into the CreaComp learning environment, provides full predicate logic with a user-friendly twodimensional syntax and a couple of automated reasoners that produce proofs in an easy-to-read and natural presentation. We demonstrate the learning situations and the provided tools through several examples. -
Let's learn database programming in an active way
213-228Views:22This paper introduces how I applied the "learning by doing" method in the education of advanced knowledge of database systems in Software Engineering BSc program. The first goal of my method is to enable the students to use the PL/SQL and SQL as a skill, namely they get a practical competence which can be immediately used in business. In the laboratory the students independently practise the material learnt on the lecture. They get feedback for all their activities from the teacher. A software system helps administer the solutions, automatically verifies the syntax of them and helps the teacher to evaluate them. The paper summarises the results of three semesters. In the last year I compared the active learning method with the traditional method. I asked the students in a voluntary survey about the active learning method. -
Increasing the popularity and efficiency of distance education by old-new methods
211-228Views:36In our essay we aim to provide suggestions to develop distance education and we decisively focus on programmed education that is supported by e-learning environment. We both think that the shortage of programmed educational methods is causeless in Hungary's distance education. The widespread usage of info-communication devices and of the Internet makes the programmed educational methods (not as an exclusive method) possible to use in distance education together with e-learning environment. In our work we summarize the possible solutions and at the same time we also provide a case study, as an insight into our e-learning project (called Logical Programming) by Moodle. -
Rational errors in learning fractions among 5th grade students
347-358Views:72Our paper focuses on empirical research in which we map out the errors in learning fractions. Errors are often logically consistent and rule-based rather than being random. When people face solving an unfamiliar problem, they usually construct rules or strategies in order to solve it (Van Lehn, 1983). These strategies tend to be systematic, often make ‘sense’ to the people who created them but often lead to incorrect solutions (Ben-Zeev, 1996). These mistakes were named rational errors by Ben-Zeev (1996). The research aims to show that when learning fractions, students produce such errors, identified in the literature, and that students who make these kinds of mistakes achieve low results in mathematics tests. The research was done among 5th-grade students.
Subject Classification: 97C10, 97C30, 97C70, 97D60, 97D70, 97F50
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Smartphones and QR-codes in education - a QR-code learning path for Boolean operations
111-120Views:34During the last few years new technologies have become more and more an integrative part of everyday life. The increase of the possession rate of smartphones by young people is especially impressive. This fact asks us educators to think about a didactically and pedagogically well designed integration of smartphones into our lessons and to bring in ideas and concepts. This paper describes a specific learning path where learners can work step by step on the topic Boolean Operations with QR-Code scanners which have been installed on their smartphones. Student teachers for mathematics who completed the learning path took part in a survey where they were asked questions about their willingness to integrate smartphones into their lessons. The results of the survey are presented in the second part of the paper. -
Capturing how students' abilities and teaching experiences affect teachers' beliefs about mathematics teaching and learning
195-212Views:125We developed an instrument to investigate the effect of students' abilities and teaching experiences on teachers' beliefs about teaching and learning of mathematics. In this pilot study, we used the instrument to measure the beliefs of 43 Indonesian math teachers and five additional teachers. Then, for further investigation, we interviewed those five additional teachers. Results from the 43 teachers' responses to the instrument show that in contrast to teachers with less than five years of teaching, teachers with more than five years elicit significantly different beliefs about mathematics teaching and learning in different contexts related to students' abilities. Teachers' reports in the further investigation indicate that teaching experiences with high and low ability students in teaching mathematics could be a possible explanation of this contrast.
Subject Classification: C20
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E-learning in teacher training
277-294Views:10A research has been organised with three Colleges taking part during the academic year of 2002-03. These institutions were
• The Teacher's Training College of Baja
• Eszerházy Károly College of Eger
• The College of Nyíregyháza
The aim of the research was to reveal differences between results of students studying in the traditional way and of students using e-learning.
The survey has been carried out among students of PE (physical education). A distance educational programme (Basics of Gymnastics) developoed before launching the survey served as basis for the survey [5]. The results of the research were first presented at the Agria-Média Conference in 2004. After analysing the results the findings were presented at the 3rd International Conference on Education and Information Systems in Orlando, Florida in July 2005.
This paper tries to reveal the structure of the e-learning programme, the environment of the research and the latest results found after the final analyses of the research. -
Inquiry based mathematics education and the development of learning trajectories
63-89Views:856This article is based on the panel on inquiry based mathematics education and the development of learning trajectories held at the VARGA 100 Conference. After an introduction presenting the theme and organization of the panel, this article focuses on the diversity of conceptualizations of inquiry based education existing today in mathematics education and their influence on the vision and development of learning trajectories. More precisely, it considers the conceptualizations respectively associated with Realistic Mathematics Education, Genetic Constructivism, Tamás Varga’s educational approach and the Anthropological Theory of the Didactic, presented by the panellists, and also shows the efforts undertaken in European projects to reach consensusal visions.
Subject Classification: 97C30Q, 97D10, 97D20, 97D30, 97D40, 97D50
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Connections between discovery learning through the Pósa Method and the secondary school leaving examination in three Hungarian mathematics classrooms
67-85Views:214The Pósa Method is a guided discovery learning method that has been used in Hungarian education in the form of extracurricular activities for "gifted" mathematics students. A four-year experiment implemented the method in three more "average" classrooms. This article reports on the relationship between the Pósa Method and the standardized secondary school leaving mathematics exam (Matura Exam in short) in Hungary. Data consists of students' survey responses, teacher interviews, and exam results from the three Hungarian classrooms who took part in the four-year experiment. We identify aspects of the Pósa Method that can benefit and hinder exam performance. In addition, we find that learning through the Pósa Method for the four years of high school has adequately prepared students for the exam.
Subject Classification: 97D44, 97D54, 97D64
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An interactive animation for learning sorting algorithms: How students reduced the number of comparisons in a sorting algorithm by playing a didactic game
45-62Views:36Learning programming and understanding algorithms is one of the hardest tasks for novice computer science students. One of the basic algorithms they learn during the introductory programming and algorithms courses are the sorting algorithms. Students like learning these and other algorithms by animations and didactic games, however, these animations are not educationally useful in every case. In this article, we present our educational sorting game, which can be used to introduce the topic of sorting algorithms. The didactic game can be used later too, as a demonstrative tool for explaining the more efficient, quicksort algorithm. We conducted a pedagogical experiment, in which we examined the process of development of sorting algorithms by students while they used the mentioned didactic game. The results showed that students were able to create an algorithm to solve the sorting problem, and they improved its effectiveness by reducing the number of comparisons in the algorithm. They were also able to understand the importance of the efficiency of algorithms when we demonstrated them the quicksort algorithm using the same tool after the experiment. -
Zbigniew Michalewicz - Matthew Michalewicz: Puzzle Based Learning: An introduction to critical thinking, mathematics, and problem solving. Hybrid Publishers Melbourne 2008 (Book review)
415-420Views:40Based on their experiences with engineering, mathematics, computer science, business students concerning the puzzle based learning in different countries the authors summarize their main problem solving teaching ideas. With help of interesting, motivating, nice problems they analyze the main mathematical principles and problem types. The review gives an overview about the main ideas, results of an interesting book. -
Integrating Didactic Games in Higher Education: Benefits and Challenges
1-15Views:448In our paper, we study the reasons for the introduction of didactic games and the way of their application in higher education, especially in teaching mathematics. After describing the main characteristics and needs of Generation Z students, we outline the advantages and drawbacks of gamification and game-based learning, followed by some new aspects to their classification. The idea of device-based grouping arose because the most commonly used methods require IC tools. Gen Zs naturally accept gamified learning materials available on digital and mobile platforms, but we must not forget about traditional games either. In higher education, especially in the case of small-group teaching there should also be room for traditional, specialized didactic games, of which we focus on the benefits of card games.
Subject Classification: 97C70, 97D20, 97D40, 97U70
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Efficient language teaching software in a multimedia context
361-374Views:34In this article I deal with the efficiency of multimedia teaching programs, analyzing possibilities for their improvement in the field of language teaching. This research has been carried out with the use of the latest technologies, language teaching software, internet based language teaching applications, digital dictionaries, online content, and the latest results from the field of computational linguistics. The goal of my research is to create a general model that serves and supports various kinds of approaches to improving efficiency; I cannot attempt to present a complete, detailed analytical review due to the complexity and size of this topic. However, my opinion is that by considering and understanding the theoretical aspects of the subject, and supported by certain important ideas, we will be able to achieve remarkable improvements in the field of learning efficiency and knowledge retention in the language teaching and learning process that might lead to outstanding results.