Search results for "instruction"
showing 10 items of 443 documents
VirDe: A new virtual reality design approach
2008
Virtual reality (VR), even if it does not represent any more a novel technology, is one of the most powerful tool to help designers during the development of new projects. This is proved by very numerous research activities related to this field. In this research, we have studied a new way to approach the development of a product. We present the ongoing development of a system, called VirDe, acronym of virtual design, which can allow the designers to perform the whole design process, from the modelling phase to the finite element method (FEM) simulation analysis, in a virtual reality environment. This new method allows remarkable time and money saving in the overall product design process, …
Towards formalised end-user participation in information systems development process
2006
Creating requirements specifications is one of the most challenging tasks in the systems development. For a complete specification, different kinds of information are gathered. This includes information about the domain and context specific technical issues, and about multifaceted cultural, political, communicational, motivational, and personal issues. As there is no information systems development (ISD) method that would yield such information comprehensively, it could be achieved by user-oriented approaches, for instance by participatory design (PD). Reciprocally, unfortunately those do not provide detailed instructions for the systems development. In this paper, we will present our exper…
The Facilitation of Design Students’ Spatial Perception in Study Process
2015
Spatial thinking is a considerable structural component of design students’ professional competence. Objective of the current study is to evaluate and promote spatial perception of students using in the learning process principles of universal design for learning (UDL). As the result a model for development of design students spatial perception has been developed and approbated.
Engaging learners through virtual worlds
2010
Abstract The aim of this paper is to explore how virtual worlds could support the engagement for learning. This paper reviews the results of studies that utilized virtual worlds to engage learners. The results are examined in two levels, namely learning gains and design principles. It has been found out that deeper learner engagement results in higher learning gains. In some studies better content retention is also noted. Many studies also suggest design principles for using virtual worlds for facilitating engaged learning. This paper builds a framework for the design and use of virtual worlds in education for better learner engagement.
Electric conduction in solids: a pedagogical approach supported by laboratory measurements and computer modelling environments
2008
In this paper we present a pedagogic approach aimed at modeling electric conduction in semiconductors, built by using NetLogo, a programmable modeling environment for building and exploring multi‐agent systems. ‘Virtual experiments’ are implemented to confront predictions of different microscopic models with real measurements of electric properties of matter, such as resistivity. The relations between these electric properties and other physical variables, like temperature, are, then, analyzed.
Oxidation of secondary alcohols by duckweed: A biotransformation experiment for undergraduate students
1988
An approach to the Venturi effect by historical instruments
2021
Student understanding of the laws that describe the flow of a fluid is often hampered by a defective knowledge of basic classical mechanics (kinematics, statics, dynamics, and conservation laws) and by wrong common-sense ideas about quantities related to fluids, such as velocity and pressure. A pedagogical discussion about the Venturi effect, based on experiments inspired by historical instruments, may be an effective way to introduce students to these laws. In this paper, we discuss an approach to the understanding of the Venturi effect based on the study of historical instruments and on simple experiments. In particular, after a presentation of the Venturi effect, also from a historical p…
Intelligent Collaborative Platform for Testing a Product by Virtual Prototyping
2013
This paper presents an integrated platform, based on collaborative environment, which can improve the design and prototyping activities. Collaborative activities in supporting product development and design during all product life-cycle, needs a Digital Factory framework. Demonstration of prototyping in real-time where are available changes in geometry, constraints, or other parameters can be based on virtual and augmented platforms. The mechanical and non-mechanical design needs, or any other virtual experiment can be experimented in virtual laboratory where researchers located in different geographical zones, can work on the improvement of product, by sharing resources and research result…
Experiences and motivations of the young for participation in virtual worlds
2010
Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.
Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…
2017
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…