K.3.1 Computer Uses in Education | Article |
A COMPUTER METHOD TO STUDY THE ENTIRETY OF STUDENTS’ KNOWLEDGE ACQUIRED DURING A |
Abstract: This paper considers the experimental research of measuring interconnections between the basic
concepts, acquired during completion of a course in Computer Architecture. A special computer |
K.3.1 Computer Uses in Education | Article |
A MODEL FOR THE UNIVERSITY COURSE TIMETABLE PROBLEM |
Abstract: In this paper a model of the university course timetabling problem is presented. The basic data
structures, parameters, vectors and matrices, which are used in the definition of the problem |
K.3.2 Computer and Information Science Education | Article |
A MODEL FOR VISUAL LEARNING IN AUTISM |
Abstract: The paper describes a nearly new learning and teaching model referred to as visual learning. The
definitions of “visual learning” and “concept map” are given. The use of concept ma |
K.3.1 Computer Uses in Education | Article |
ABOUT ONTOLOGY APPLICATION TO THE DESCRIPTION OF SYLLABUS |
Abstract: Publication describes the experience in application of ontology technique to structuring of educational
materials. Several topics of physics were formalized by means of Protégé software t |
K.3.2 Computer and Information Science Education | Article |
ABOUT PROBLEMS OF DECISION MAKING IN SOCIAL AND ECONOMIC SYSTEMS |
Abstract: The reasons of a restricted applicability of the models of decision making in social and economic
systems. 3 basic principles of growth of their adequacy are proposed: "localization" of sol |
K.3.2 Computer and Information Science Education | Article |
ABOUT THE EXPERIENCE OF DEVELOPING INTERACTIVE DYNAMIC ... |
Abstract: Publication describes the author’s experience in the development of illustrative dynamic materials for
eLearning courses. The presented illustrations offer multiply interactive possibilit |
K.3.2 Computer and Information Science Education | Article |
ALGORITHM OF CONSECUTIVE DEFINITION OF RANKING OF THE OBJECTS ... |
Abstract: The problem of a finding of ranging of the objects nearest to the cyclic relation set by the expert
between objects is considered. Formalization of the problem arising at it is resulted. Th |
K.3.2 Computer and Information Science Education | Article |
ALGORITHMS FOR GENERATING OPERATIONAL MODEL OF COMPETENCE BUSINESS GAMES |
Abstract: In this paper we continue the investigation related to the development of tools for the design
and implementation of computer business games, aimed at creating a certain level of competence |
K.3.2 Computer and Information Science Education | Article |
ALGORITHMS OF AUTOMATE MODEL CONSTRUCTION FOR BUSINESS GAME EXECUTION SUBSYSTEM |
Abstract: Changes of professional environment, caused by introduction of new technologies and techniques,
create a necessity in continuous education and development of professional competences. In th |
K.3.1 Computer Uses in Education | Article |
AN eMathTeacher TOOL FOR ACTIVE LEARNING FLEURY’S ALGORITHM3 |
Abstract: An eMathTeacher [Sánchez-Torrubia 2007a] is an eLearning on line self assessment tool that help
students to active learning math algorithms by themselves, correcting their mistakes and pro |
K.3.2 Computer and Information Science Education | Article |
AN UML PROJECT OF A TASK-ORIENTED ENVIRONMENT FOR TEACHING ALGORITHMS |
Abstract: This paper continues the author’s team research on development, implementation, and
experimentation of a task-oriented environment for teaching and learning algorithms. This environment i |
K.3.1 Computer Uses in Education | Article |
ANALYSIS OF THE THROUGHPUT OF THE PROCESS OF DISTANCE LEARNING |
Abstract: We consider queuing systems as models of distance learning system we analyze how characteristics of business process in the system affect on throughput and on learning outcomes. The processe |
K.3.2 Computer and Information Science Education | Article |
AUTOMATIZATION OF COMPUTER BUSINESS GAME AUTOMATON MODEL CONSTRUCTION |
Abstract: This paper suggests an approach, which enables automatization of computer business game
automaton model construction. The processes of business game design and conduction occur within
the |
K.3.2 Computer and Information Science Education | Article |
COGNITIVE APPROACH TO E-LEARNING IN SCIENCES AND TECHNOLOGIES ... |
Abstract: This article describes the approach adopted and the results obtained by the international team
developing WBLST (Web Based Learning in Sciences and Technologies) a Web-based application for |
K.3.1 Computer Uses in Education | Article |
COLLABORATIVE LEARNING AND AUTHORING IN THE FRAME OF E-PROJECTS |
Abstract: It is presented a research on the application of a collaborative learning and authoring during all delivery
phases of e-learning programmes or e-courses offered by educational institutions. |
K.3.1 Computer Uses in Education | Article |
DESIGNING THE SYSTEM OF REMOTE KNOWLEDGE DIAGNOSING ... |
Abstract. In the article the theoretical aspects of planning of the systems of the controlled from distance
diagnosing of level of know ledges of students are resulted on the basis of modern pedagogi |
K.3.1 Computer Uses in Education | Article |
DEVELOPING A MOBILE DISTANCE LEARNING SYSTEM |
Abstract: This article considers the basic problems of client-server electronic learning systems based on mobile
platforms. Such questions as relational learning course model and student’s transiti |
K.3.2 Computer and Information Science Education | Article |
DEVELOPMENT OF EDUCATIONAL ONTOLOGY FOR C-PROGRAMMING |
Abstract: Development of educational ontologies is a step towards creation of sharable and reusable adaptive
educational systems. Ontology as a conceptual courseware structure may work as a mind tool |
K.3.2 Computer and Information Science Education | Article |
DOMAIN MODELING TO SUPPORT ANTI-CYBER CRIME EDUCATION |
Abstract: This paper describes an approach to a computer-based learning of educational material. We define a
model for the class of subjects of our interest - teaching of investigation and prevention |
K.3.1 Computer Uses in Education | Article |
E-SUPPORT FOR ENGLISH LANGUAGE COURSE TO ENHANCE UNIVERSITY ... |
Abstract: The peculiarities of English language teaching for students at higher educational establishment using
some elements of distance learning, developed by the author, are described in this arti |
K.3.1 Computer Uses in Education | Article |
EDUCATIONAL GAMES FOR LEARNING PROGRAMMING LANGUAGES |
Abstract: A concept of educational game for learning programming languages is presented. The idea of learning
programming languages and improving programming skills through programming game character |
K.3.2 Computer and Information Science Education | Article |
EDUCATIONAL MODEL OF COMPUTER AS A BASE FOR INFORMATICS LEARNING |
Abstract: It is proposed to use one common model of computer for teaching different parts of the informatics
course, connected with both hardware and software subjects. Reasoning of such slant is pre |
K.3.1 Computer Uses in Education | Article |
ELECTRONIC EDUCATION IN THE FIELD OF ELECTRICAL ENGINEERING ... |
Abstract: At present in the educational process of electrical engineering disciplines electronic learning program,
providing control over reproductive educational-cognitive activity (the decision of |
K.3.1 Computer Uses in Education | Article |
ESTABLISHING MOBILE LEARNING IN THE UKRAINE: PROBLEMS AND PROSPECTS |
Abstract: The article discusses the possibility of rapid deployment in the educational system of Ukraine
mobile learning technologies, taking into account the peculiarities of development and impleme |
K.3.1 Computer Uses in Education | Article |
EULERPATHSOLVER: A NEW APPLICATION FOR FLEURY’S ALGORITHM SIMULATION |
Abstract: EulerPathSolver is a new application, that meets eMathTeacher specifications and simulates Fleury’s
algorithm execution. The application runs in a Java Web Start Window and features an an |