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  • Programming Theorems and Their Applications
    213-241
    Views:
    359

    One of the effective methodological approaches in programming that supports the design and development of reliable software is analogy-based programming. Within this framework, the method of problem reduction plays a key role. Reducing a given problem to another one whose solving algorithm is already known can be made more efficient by the application of programming theorems. These represent proven, abstract solutions – in a general form – to some of the most common problems in programming. In this article, we present six fundamental programming theorems as well as pose five sample problems. In solving these problems, all six programming theorems will be applied. In the process of reduction, we will employ a concise specification language. Programming theorems and solutions to the problems will be given using the structogram form. However, we will use pseudocodes as descriptions of algorithms resembling their actual implementation in Python. A functional style solution to one of the problems will also be presented, which is to illustrate that for the implementation in Python, it is sufficient to give the specification of the problem for the design of the solution. The content of the article essentially corresponds to that of the introductory lectures of a course we offered to students enrolled in the Applied Mathematics specialization.

    Subject Classification: D40

  • Game theory for managers and mechanical manager students
    73-91
    Views:
    236
    In this article we describe the second part of a case study, in which 48 Mechanical Management students were involved. The participants of the case study were MSc level students at Szent István University, Gödöllő.
    In the case study we looked for methods by which we can support the most important components of competence motivation and the development of mathematical and other key competences during the mathematics lessons and individual learning.
    Another goal of our research was to get reliable information about students learning methods and their awareness of self-efficiency, furthermore their achievement in the subject of Engineering and Economic Mathematics.
    Detailed assistance was provided for the students in the e-learning portal. Knowledge tests, questionnaire and personal interviews with the students were also used.
    During the semester four topics have been discussed: linear programming, graph theory, game theory and differential equations. In this article I will describe the lesson preparations, the help for examinations and the students' achievement on game theory.
  • Efficient language teaching software in a multimedia context
    361-374
    Views:
    209
    In 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.
  • Integrating elements of data science into high-school teaching: Naïve Bayes-classification algorithm and programming in Python
    307-316
    Views:
    341

    Probability theory and mathematical statistics are traditionally one of the most difficult chapters of mathematics to teach. One of the authors, Péter Princz has experience in teaching various topics via computer programming of the problem at hand as a class activity. The proposed method is to involve programming as a didactic tool in hard-to-teach topics. The intended goal in this case is to implement a naïve Bayes-classifier algorithm in Python and demonstrate the machine-learning capabilities of it by applying it to a real-world dataset of edible or poisonous mushrooms. The students would implement the algorithm in a playful and interactive way. The proposed incremental development process aligns well with the spirit of Tamás Varga who considered computers as modern tools of experimental problem solving as early as in the 1960s.

    Subject Classification: 97D40, 97D50, 97K50, 97K99, 97M60, 97P40, 97P50, 97U50

  • The effect of augmented reality assisted geometry instruction on students' achiveement and attitudes
    177-193
    Views:
    402
    In this study, geometry instruction's academic success for the students and their attitudes towards mathematics which is supported by education materials of Augmented Reality (AR) and its effect on the acceptance of AR and its usage by teachers and students have been researched. Under this research, ARGE3D software has been developed by using augmented reality technology as for the issue of geometric objects that is contained in the mathematics curriculum of 6th class of primary education. It has been provided with this software that three-dimensional static drawings can be displayed in a dynamic and interactive way. The research was conducted in two different schools by an experiment and control group. In the process of data collection, Geometry Achievement Test (GAT), Geometric Reasoning Test (GRT), Attitudes Scale for Mathematics (ASM), students' math lecture notes, semi-structured interviews with teachers and students and observation and video recordings were used. Results showed that geometry instruction with ARGE3D increased students' academic success. In addition, it was found that geometry instruction with ARGE3D became more effective on students' attitudes that had negative attitudes towards mathematics and it also provided support to reduce fear and anxiety.
  • The use of e-tests in education as a tool for retrieval practice and motivation
    59-76
    Views:
    342

    In many studies we can read about what techniques are used in the educational process to deepen knowledge, and what can motivate students to learn. We aimed to give our students (who will be a teacher) a practical demonstration of learning techniques. We carried it within the framework of a course, at the end of which we also examined how much it motivates students if they write an e-test as a retrospective in order to deepen the material of the lesson. In the paper, we will present the results of the research as well as students’ opinions regarding the motivating effect of the tests.

    Subject Classification: 97-01, 97D40, 97I10

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