Photographic Image Intelligent Fuzzy Assistant Teaching System Based on Augmented Reality and Web

Author(s):  
Xiaoying Fan

Due to the limitation of time and space, the traditional photographic image intelligent fuzzy teaching system can not provide targeted auxiliary teaching for students with different learning abilities. The design of intelligent fuzzy assistant teaching system of photographic image based on augmented reality and web is carried out, including the hardware design of server and peripheral equipment selection, and the design of intelligent fuzzy assistant teaching system of photographic image based on Web and augmented reality, such as intelligent fuzzy assistant teaching display, student learning behavior evaluation software design, etc. Experiments show that, compared with the traditional system, the photographic image intelligent fuzzy assistant teaching system based on augmented reality and web has more correct allocation of teaching resources, stronger pertinence and practical value.

Author(s):  
Louise Helen Beard

Virtual Learning Environments (VLEs) can be used as a resource repository but also as an environment to encourage independent student learning. Customised online assignments that can be assembled by the lecturer can be found in teaching resources such as Mastering Biology, developed by Pearson Publishers. In this study, student engagement in both summative and formative assignments was measured, and student attainment and qualitative feedback on the use of Mastering Biology was collected.During the period 2010-2017, the online VLE Mastering Biology was used to create online summative assignments and promoted to the students as ‘incentivized reading.'The results showed high student engagement in summative online assessment (94±3.2%) but lower engagement in formative online assessment (34±10.9%) and DSM assessment (36±3.5%) across all years. Student attainment increased after the introduction of Mastering Biology, in coursework (+13.2%), exams (+12.5%) and total module scores (+10.6%). Importantly, student feedback was also very positive about the implementation of Mastering Biology.This study suggests that students display high engagement with the summative online assessment. Lower engagement in formative assessment could be due to differences in student motivation. Lack of engagement in this assessment could be used to identify disengaged students and intervention and extra support could be given.


2021 ◽  
Vol 2066 (1) ◽  
pp. 012082
Author(s):  
Guilan Chen

Abstract With the development of big data and the continuous advancement of education informatization, the single lecture-based classroom teaching model no longer meets the development requirements of the society for the development of talent education and training. Under the environment of big data technology, how to innovate teaching models and talent training models becomes the focus of the current classroom teaching reform. This article aims to study the design of the college English bisection classroom teaching system based on big data. On the basis of introducing the bisection classroom, the basic theory of teaching system design and the design principles of the bisection classroom teaching system, the theoretical analysis and top-level design of the system login module and the teaching system that adaptively integrates teaching resources according to the status of college students are carried out. Finally, an experimental test of the college English split-class teaching system based on big data has been carried out. The test results show that the system can realize the core of system management, teaching resource release and dynamic configuration.


Author(s):  
Agung Ayu Hanna Cahyani ◽  
Padma Nyoman Crisnapati ◽  
I Made Gede Sunarya ◽  
I Ketut Resika Arthana

Tujuan dari penelitian ini adalah untuk melestarikan salah satu bentuk kebudayaan Pulau Bali yaitu bangunan Pura Lempuyang yang rawan terjadi longsor dan erosi sehingga sangat beresiko membahayakan bangunan pura. Perangkat lunak yang dibangun memanfaatkan teknologi buku berbasis augmented reality sehingga dapat menjadi salah satu media interaktif edukatif dalam mempelajari Pura Lempuyang. Aplikasi ini juga bisa dijadikan sebagai media untuk memperkenalkan bentuk kebudayaan Pulau Bali yang dikenal oleh sebutan ‘Pulau Seribu Pura’ kepada masyarakat internasional dengan digunakannya narasi berbahasa inggris.  Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan menggunakan model waterfall yaitu requirement definition yaitu tahap pengumpulan informasi dan analisis kebutuhan sistem, system and software design yaitu membuat rancangan aplikasi, implementation yaitu tahap implementasi rancangan, sampai pada tahap system testing yaitu pengujian perangkat lunak.  Hasil akhir project ini berupa buku yang berisikan informasi dan gambar terkait Pura Lempuyang serta aplikasi berbasis augmented reality yang dapat diinstall pada smartphone android. Gambar pada buku juga difungsikan sebagai penanda untuk aplikasi ini yang mampu menampilkan objek bangunan Pura Lempuyang beserta Landscape Alamnya dalam bentuk 3 dimensi tepat di atas gambar penanda. Dalam menampilkan objek 3D, aplikasi ini juga dilengkapi dengan suara narasi penjelasan dalam bahasa inggris dan musik pengiring. Kata kunci —  Pura Lempuyang, Objek 3 Dimensi, Augmented Reality Book, Android.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Yonghua Tang ◽  
Qiang Fan ◽  
Peng Liu

The traditional teaching model cannot adapt to the teaching needs of the era of smart teaching. Based on this, this paper combines data mining technology to carry out teaching reforms, constructs a computer-aided system based on data mining, and constructs teaching system functions based on actual conditions. The constructed system can carry out multisubject teaching. Moreover, this paper uses a data mining system to mine teaching resources and uses spectral clustering methods to integrate multiple teaching resources to improve the practicability of data mining algorithms. In addition, this paper combines digital technology to deal with teaching resources. Finally, after building the system, this paper designs experiments to verify the performance of the system. From the research results, it can be seen that the system constructed in this paper has certain teaching and practical effects, and it can be applied to a larger teaching scope in subsequent research.


Author(s):  
Muhammad Munwar Iqbal ◽  
Kanwal Mumtaz ◽  
Shehzad Khalid ◽  
Tariq Rafiq ◽  
Syed Muhammad Owais ◽  
...  

Author(s):  
Cheng-Xian Lin ◽  
Nipesh Pradhananga ◽  
Shahin Vassigh

Abstract Sustainable building design and construction involves complex systems that require multidisciplinary teams from engineering, construction, and architecture, to design and analyze the systems at every stage of the process during the building’s life cycle. However, students who are the future work force are often trained in different disciplines across different colleges. When these students are grouped together to work on the building design and analysis, learning in a multidisciplinary environment could be both beneficial and challenging due to the difference in their background. In this paper, we report our experience and analysis of data examining the learning effectiveness of the undergraduate students from three cross-college departments in architecture, construction, and engineering. Using pre- and post-semester tests on selected building science problems, we have investigated how the student’s understanding of building science had changed through team projects. Particularly, for mechanical engineering students in the design of thermal/fluid systems classes, we analyzed whether a cross-college multidisciplinary team could do better as compared to a disciplinary-specific team within the same class. We also examined the potential effects of emerging technology, augmented reality, on student learning in the same team environment. It was interesting to find that students’ learning in discipline-specific teams can be improved as in the multidisciplinary teams, due to the challenges in the complexity of the projects.


Pharmacy ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. 109
Author(s):  
Jennifer Schneider ◽  
Melanie Patfield ◽  
Hayley Croft ◽  
Saad Salem ◽  
Irene Munro

There is increasing use of augmented reality (AR) technology, which combines the virtual and real world, in the tertiary education sector. AR enables flexibility in student learning, since this technology may be used in the face to face setting and may also be accessed by students at any time outside of this setting. The purpose of this study was to develop an AR tool and investigate its effectiveness for learning about the medication naloxone using AR in a MagicBook; and determine student opinions on its acceptability and usability. Using a sequential explanatory, mixed method design, 25 undergraduate pharmacy students were recruited to participate in the study. Pre- and post-tests were used to measure changes in knowledge and a survey was used to collect information on the usability and acceptability of AR for learning. The findings of the study indicated that AR technology was able to support student learning on the chosen topic, showing 42% improvement in quiz score p < 0.0001, and that students found using AR was stimulating, interactive, engaging and easy to follow. Thus, AR technology could be an effective way to enhance student learning about medicines.


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