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  • Let's learn database programming in an active way
    213-228
    Views:
    6
    This 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.
  • Promoting a meaningful learning of double integrals through routes of digital tasks
    107-134
    Views:
    154

    Within a wider project aimed at innovating the teaching of mathematics for freshmen, in this study we describe the design and the implementation of two routes of digital tasks aimed at fostering students' approach to double integrals. The tasks are built on a formative assessment frame and classical works on problem solving. They provide facilitative and response-specific feedback and the possibility to request different hints. In this way, students may be guided to the development of well-connected knowledge, operative and decision-making skills. We investigated the effects of the interaction with the digital tasks on the learning of engineering freshmen, by comparing the behaviours of students who worked with the digital tasks (experimental group, N=19) and students who did not (control group, N=19). We detected that students in the experimental group showed more exibility of thinking and obtained better results in the final exam than students in the control group. The results confirmed the effectiveness of the experimental educational path and offered us interesting indications for further studies.

    Subject Classification: 97D40, 97U70, 44A45

  • Research studies in didactics of mathematics supported by the Operant Motive Test
    153-173
    Views:
    9
    The present paper reports a case-study which took place within an EUsupported international program organized for research and development of multi-grade schools (NEMED, [16] [26]). One of the main goals of the research was to develop the connection between disadvantageous social situations and the efficiency (success or failure) in learning mathematics especially from the point of view of average and above-average (talented) students: Why does the talent of children with socially disadvantageous background remain undiscovered? How can we make school mathematics more aware of hidden talents?
    The author was looking for a didactical solution that compensated for social disadvantages without restricting the development of "average" students by using sociological, educational, psychological and mathematical (experimental and theoretical) studies in interaction with a series of experimental (hypothesis testing and exploratory) investigations.
    We constructed tools and methods for exploration and experimental teaching, adapted to Hungarian conditions (Curriculum Development, teacher training, materials, interviews, Kuhl's motivation test, Malara's "researchers and practicing teachers in cooperation" method, etc., see [18], [20]).
    The teaching materials and methodological guidelines are based on Bruner's representation theory (see [5]). The empirical research took place in 16 multi-grade schools located in different parts of the country. The author co-operated with nearly 250 students and 25 teachers for 3 years. In this paper we try to demonstrate how an Operant Motive Test can be involved in this research (see [18]).
  • Teaching Gröbner bases
    57-76
    Views:
    7
    In this article we offer a demonstration of how the StudentGroebner package, a didactic oriented Maple package for Gröbner basis theory, could assist the teaching/learning process. Our approach is practical. Instead of expounding on deep didactic theory we simply give examples on how we imagine experimental learning in classroom. The educational goal is to prepare the introduction of two sophisticated algorithms, the division algorithm and Buchberger's algorithm, by gathering preliminary knowledge about them.
  • The time spent on board games pays off: links between board game playing and competency motivation
    119-131
    Views:
    112

    The impact playing has on the development of thinking is an important topic of psychology of learning, brain research and mathematics didactics.
    Our research is also connected to the aforementioned topic. We investigated the effects of playing board games on competence motivation and the development of mathematical competencies.
    In this paper, we present the results of an experiment carried out in a secondary school class.
    The experimental group spent one of three weekly mathematics lessons playing board games.
    Apart from the several advantages of playing games in general, we can conclude that, based on the results of the national competence measurement, the mathematical competence of the students developed properly.
    The readiness and the progress of the pupils were compared on the basis of input and output tests and an initial knowledge measurement and, at the same time, we compared their level of mathematical competence with the results of the national competence
    measurement.

    Subject Classification: 97C70, 97D40

  • Integrating elements of data science into high-school teaching: Naïve Bayes-classification algorithm and programming in Python
    307-316
    Views:
    85

    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