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1.
基于J2EE的学习内容管理系统的设计与实现   总被引:1,自引:0,他引:1  
学习内容管理系统是网络教学的核心组成部分之一。作者针对学习内容管理和相关国际标准的研究,设计和实现了一个基于J2EE学习内容管理系统。阐述了该系统的构架和实现方法。  相似文献   

2.
微课是以视频和软件为教学载体,将学习过程、学习内容等相关教学活动以碎片化展示的一种新式的教学模 式,具有学习时间短、内容精简、学习时间灵活等特点。本文结合高职院校动态网页设计课程这一具体学科,探讨了当前教学 过程中的问题以及微课在其教学过程中的应用思路,通过加强微课设计、注重微课教学趣味性、构建互动平台等具体措施,进 一步提升微课教学的有效性。  相似文献   

3.
本文针对学习内容管理系统作为一个完整的网络教育系统解决方案,讨论学习内容管理系统几个组成部分,重点说明学习内容发布策略中模板技术的应用。  相似文献   

4.
项目驱动教学法符合探究式教学模式,适用于培养学生的自主学习能力和独立分析问题、解决问题的能力。"大型数据库设计"是高等教育阶段计算机专业的一门必修课,将项目驱动教学法应用到该课程的教学中,学生以一个或多个项目为主线,通过小组协作方式开发一个系统,掌握利用数据库管理系统进行数据库应用系统开发的知识和技能、积累软件开发的经验,同时培养了学生的自主学习能力以及团队协作能力。  相似文献   

5.
教师如何创建魔灯(Moodle)课程   总被引:2,自引:0,他引:2  
学习管理系统(LMS,Learning Man—agement System),是具有组织、跟踪、评估、发送、呈现、管理学习内容和学习活动,促进学习者之间交互等一系列功能的计算机(网络)系统。目前,LMS比过去更方便、更成熟且容易使用,已经出现了许多在教学和企业中有效应用的学习管理系统,如Boclington、TingLMS、Eledge、Claroline等。用LMS辅助教学,能改善我们的课程,促进高质量教学。许多教师发现,这种结合面对面和在线学习的“混合式”课程可以节省他们的时间,扩大学生的知识面,使教学效果更理想。魔灯(Moodle)就是一种非常典型的学习管理系统(LMS)。  相似文献   

6.
赵春旭 《网友世界》2014,(15):31-31
随着信息技术教育的飞速发展以及新课程改革如火如荼地进行,信息技术课程受到教育界的普遍重视。高中信息技术课程"知识点多、内容广、综合性高、实践性和操作性强",强调问题解决、实践创新,鼓励学生在学习活动中完善学习。但在具体教学过程中仍存在着问题,本文主要对问题导向学习活动在高中信息技术中的设计进行应用研究,探索问题导向学习活动模式在高中信息技术教学中的有效性,以期改善教学效果。  相似文献   

7.
Access数据库应用技术是高校财经类专业的公共课,是一门理论性和实践性都很强的课程。案例教学法是一种以案例为基础的教学法,案例本质上是提出一种教育的两难情境,教师在教学中扮演着设计者和激励者的角色,鼓励学生积极参与讨论。根据学生的学习特长和和专业背景,利用工资管理系统项目案例设计了教学中建立的各个数据库对象,循序渐进地使学生掌握Access数据库应用技术。就案例教学法在课程教学实施中应该注意的问题进行了讨论。  相似文献   

8.
以网络教学平台的LAMS(学习活动管理系统)为依托,以"Photoshop图像处理"课程中的实际应用为例,阐述在网络辅助教学中,在以任务为导向的学习活动设计和应用中遇到的问题,及其对学生的学习兴趣和学习效果的影响,并提出LAMS改进方向。  相似文献   

9.
国土资源测绘管理系统中数据库的设计包括创建数据库、管理数据库和维护数据库等.MySQL数据库是一个典型的关系型数据库管理系统软件产品,在国土资源测绘管理系统中有着较广泛的应用,基于此,文章对国土资源测绘管理系统中数据库设计的相关内容进行了总结和分析.  相似文献   

10.
微课程革新了教学方式,提升专业领域的空间发展,为学生提供自主学习的环境,引导学生养成正确的学习方 式,促使教学信息化发展,更新了教育资源结构。为解决当前学生计算机学习困难和教师知识储备量不足的问题,我们在计算 机教学中应用微课程模式,教师在整体的教学设计中将教学任务分解,制定教学模块,重新构建教学结构,确定微课程的教学 内容和目标。  相似文献   

11.
The current practice in the logistics industry is to calculate the carbon footprint of transportation activities based on the distance covered, using long-term fuel consumption averages per kilometer. However, fuel consumption may actually vary over time, because of differences in road characteristics, traffic situations, driving behavior, etc. Therefore, distance-based emission calculations are not accurate. Our approach is fuel-based and it calculates transport greenhouse gas emissions by obtaining the actual fuel consumption during trips via board computers installed in vehicles. Thus, we propose an architecture for a fuel-based Logistics Carbon Management System (LCMS) that monitors and collects real-time data about the fuel consumption during trips, and, consequently, calculates detailed and accurate carbon footprints of transportation services. Furthermore, this system is integrated with the logistics service provider’s business processes and with typical software applications (e.g., Transport Management Systems and Board Computers). We validate and implement the proposed architecture by means of a prototype.  相似文献   

12.
ABSTRACT

For elementary students, security and privacy education is anticipated to be more joyful when the knowledge is delivered in the form of a digital game-based learning activity. This paper details on the development of a novel learning platform that comprises a web-based Learning Content Management Systems (LCMS) and a mobile client application (app) for educating and raising young learners’ awareness on basic cybersecurity and privacy issues. The app, which comprises a suite of quick games, can be played either in standalone or in client/server mode and it is especially destined to elementary students. Further, due to the anytime and anywhere characteristics of the app, it can be experienced as a classroom or an outdoor learning activity. Contrary to analogous studies found in the literature so far, during the design phase of the app, our focus was not solely on its technological aspects, but we uniformly paid special attention to the educational factor by applying the Attention, Relevance, Confidence, and Satisfaction (ARCS) model of motivation. A preliminary evaluation of the app, including learning effectiveness, usability, and user’s satisfaction was conducted with 52 elementary-aged students. Among others, the results show that the interaction with the app significantly increases the mean performance of the participants by almost 20%.  相似文献   

13.
《Computers & Education》2013,60(4):1361-1376
Massively Multiuser On-line Learning (MMOL) Platforms, often called “virtual learning worlds”, constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of collaborative evaluation in an MMOL setting with 21 graduate students enrolled in university courses in technology-mediated teaching and learning. This study was carried out using a prototype of a 3D MMOL platform built around an interactive space called “MadriPolis”. This space was used to recreate an adequate scenario for a collaborative experience about Learning Object evaluation using the mainstream Learning Object Review Instrument (LORI), which is based on a Convergent Participation Model (CPM). The same experience was carried out using a conventional LCMS (Learning Content Management System) platform with the aim of contrasting the outcomes and interaction patterns in the two settings. This study makes use of Social Network Analysis (SNA) measures to describe the interactions between tutors and learners. By dwelling on the advantages of immersive environments, SNA indexes revealed that these interactions were rather dense and that student participation was rather broad-based in the case of the MMOL. The results suggest that MMOL platforms could be used in collaborative evaluation tasks as a means to enhance both tutor interaction patterns and the strength of the group's relationship.  相似文献   

14.
Massively Multiuser On-line Learning (MMOL) Platforms, often called “virtual learning worlds”, constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of collaborative evaluation in an MMOL setting with 21 graduate students enrolled in university courses in technology-mediated teaching and learning. This study was carried out using a prototype of a 3D MMOL platform built around an interactive space called “MadriPolis”. This space was used to recreate an adequate scenario for a collaborative experience about Learning Object evaluation using the mainstream Learning Object Review Instrument (LORI), which is based on a Convergent Participation Model (CPM). The same experience was carried out using a conventional LCMS (Learning Content Management System) platform with the aim of contrasting the outcomes and interaction patterns in the two settings. This study makes use of Social Network Analysis (SNA) measures to describe the interactions between tutors and learners. By dwelling on the advantages of immersive environments, SNA indexes revealed that these interactions were rather dense and that student participation was rather broad-based in the case of the MMOL. The results suggest that MMOL platforms could be used in collaborative evaluation tasks as a means to enhance both tutor interaction patterns and the strength of the group's relationship.  相似文献   

15.
在以团队合作为主要形式的现代设计活动中,设计沟通对于设计目标的达成意义重大。不同的设计组织和设计程序在沟通的层次上效果是不同的,也带来各式的问题。文章结合设计圈的组织形式和重叠设计的特点提出立体设计模式,这种模式在组织上和程序上有利于高效高质的设计沟通,从而提高设计活动的效率及质量。  相似文献   

16.
This paper presents a new system framework for collaborative top-down assembly design. Different from current computer-aided design (CAD) systems, the framework allows a group of designers to collaboratively conduct product design in a top-down manner. In our framework, a multi-level and distributed assembly model is adopted to effectively support collaborative top-down assembly design. Meanwhile, fine-granularity collaborative design functionalities are provided. First, the coupled structural parameters involved in the distributed skeleton models of the product can be collaboratively determined by the correlative designers based on fuzzy and utility theory. Second, agent based design variation propagation is achieved to ensure the consistency of the multi-level and distributed assembly model during the whole design process. Third, collaborative design of assembly interfaces between the components assigned to different designers is supported. The prototype implementation shows that our framework works well for supporting practical collaborative top-down assembly design.  相似文献   

17.
本文主要阐述了在工业生产控制系统中,可靠性设计中的热设计、电磁防护设计、机械防震设计,提出了可靠性设计中应当注意的问题,以及一些解决问题的方案和办法.热设计中应当主要注意温度,电磁防护设计中应当主要注意屏蔽和接地,机械防震设计中应当主要注意防震.  相似文献   

18.
中国的陶瓷艺术历史悠久,各个朝代的陶瓷精品令人流连忘返。可是近百年来,中国的陶瓷艺术是每况愈下,而长期以来小农经济的体制,师徒承传的规律所导致的人们单凭直觉和经验来设计的习惯正是这种情况重要原因之一。到底何为陶瓷设计?陶瓷设计在陶瓷艺术中到底有多重要的价值?该怎样进行陶瓷设计?常见的设计方法有那些?  相似文献   

19.
绿色设计被称为是"工业生产的又一次效率革命",绿色设计反映了人们对于现代科技文化所引起的环境及生态破坏的反思。因此绿色设计也成为近年来现代设计技术研究的一个热点问题。绿色设计对工业设计而言,不应该仅仅停留在技术层面上,更应该体现在设计的思维和原则上。本文论述了"绿色设计"方法及其发展、未来"绿色设计"的风格和趋势、绿色设计中设计师的职责等几个问题。  相似文献   

20.
A generative CAD based design exploration method is proposed. It is suitable for complex multi-criteria design problems where important performance criteria are uncomputable. The method is based on building a genotype of the design within a history based parametric CAD system and then, varying its parameters randomly within pre-defined limits to generate a set of distinctive designs. The generated designs are then filtered through various constraint envelopes representing geometric viability, manufacturability, cost and other performance related constraints, thus reducing the vast design space into a smaller viable design space represented by a set of distinctive designs. These designs may then be further developed by the designer. The proposed generative design method makes minimal imposition on the designer’s work process and maintains both flexibility and fluidity that is required for creative design exploration. Its ability to work seamlessly with current CAD based design practices from early conceptual to detailed design is demonstrated. The design philosophy behind this generative method and the key steps involved in its implementation are presented with examples.  相似文献   

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