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Virtual worlds in education – best practice, design and research considerations
309-323Views:16The article briefly describes and characterizes the virtual worlds, different kinds of virtual worlds and possibilities of their use in education. The virtual worlds beyond the passive learning opportunities offer active, constructive and collaborative learning possibilities as well. In the middle section of this article we present the most common ways of different kinds of learning methods, which are illustrated by practical examples as well. In the final sections of the article we deal with the design research approach of 3D virtual worlds. -
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. -
Virtual manipulatives in inquiry-based approach of 3D problems by French 5th graders
229-240Views:71The aim of this research is to study the appropriation of a 3D environment by learners in an a-didactical situation of problem solving. We try to evaluate the relevance of the virtual 3D environment in the development of students' cognitive and metacognitive abilities. We implanted a problem-solving activity related to a 3D cube situation with an empty part in the cube in different French primary school areas in May 2019. In the experimental group each learner works individually with a PC-computer where the virtual environment ANIPPO is implemented. In the control group the pupils work in a traditional class environment. We present the results of this pre-experimentation.
Subject Classification: 97D50, 97U60, 97U70
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From Newton’s fluxions to virtual microscopes
377-384Views:35The method of fluxions was originally given by Newton among others in order to determine the tangent to a curve. In this note, we will formulate this method by the light of some modern mathematical tools: using the concept of limit, but also with hyperreal numbers and their standard parts and with dual numbers; another way is the use of virtual microscopes both in the contexts of classical and non standard analysis. -
Building a virtual framework to exploit multidisciplinary project workshops – peaks & pits
147-164Views:14Multidisciplinary project work in connection to industry is highly favoured at University education, since it prepares students to envision their spectrum of profession, to be able to participate in production projects in co-operation with partners out of campus, and learn to communicate between disciplines. An effctive combination presumes selection of right partners, set-up of proper virtual platform to bridge time, space, and diffrences in working styles. The set-up process requires several phases of design-based research proofing the melding process to produce a productive workshop that is sustainable. The paper describes the review of literature, the platform and set-up established, a first phase in bridging Art and Computer Science through the description of MOMELTE project, a critical evaluation in order to learn from mistakes, and a new list of design principles to improve the next phase of the workshop process. -
Consequences of a virtual encounter with George Pólya
173-182Views:106The consequences of a virtual encounter with George Pólya as a teacher are recorded. An instance of his influence on my mathematical thinking is recounted through work on one of the problems in one of his books.
Subject Classification: 01A99, 11A05, 97-03, 97D50
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Analogous programming with a template class library
135-152Views:43In this paper, a template class library and its usage can be read. The classes of the library contain the C++ code of the algorithm of programming theorems. This library supports the implementation of the programs that are planned by analogous programming but the primary aim of its usage is to introduce the object-oriented programming style to show how a reusable code can be written with inheritances, overriding virtual methods, composition of objectcs and template parameters. -
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.