A Computer-Aided Instructional Environment

1987 ◽  
Vol 15 (3) ◽  
pp. 281-301 ◽  
Author(s):  
Peter B. Henderson

A computer-aided instructional environment which is based primarily upon the direct manipulation paradigm to promote learning by doing, or discovery learning is described. This environment has been implemented and used in an introductory computer science course to teach algorithmic problem-solving. It has been developed as a modular software system which is easily adapted for a wide range of instructional activities and student populations. It provides a simple, adaptable, and conceptually uniform approach to the development of a class of practical CAI systems. Several important characteristics of this computer-aided instructional environment include guiding students toward understanding a concept without being too obtrusive, introducing example tasks and subtasks so students can discover concepts on their own by generalizing from examples, providing meaningful graphical and/or verbal feedback to students, recognizing and gently correcting misconceptions, and knowing when to terminate a tutoring session.

Author(s):  
Shalin Hai-Jew

People often refer to the World Wide Web (WWW) and the Internet to conduct ad hoc and informal problem-solving. Their success in their endeavors has depended on a wide range of information access and crowd-sourcing; deeper analysis of problems; and growing self-efficacy through acclimating into certain problem-solving groups (with attendant new identities) and the “takeaway” learning by abstracting the problem-solving process. This chapter suggests that a greater awareness of site and online resource designers about the steps of problem-solving may enhance the building of self-discovery learning affordances for every phase of the informal problem-solving process.


Author(s):  
Anany Levitin ◽  
Maria Levitin

While many think of algorithms as specific to computer science, at its core algorithmic thinking is defined by the use of analytical logic to solve problems. This logic extends far beyond the realm of computer science and into the wide and entertaining world of puzzles. In Algorithmic Puzzles, Anany and Maria Levitin use many classic brainteasers as well as newer examples from job interviews with major corporations to show readers how to apply analytical thinking to solve puzzles requiring well-defined procedures. The book's unique collection of puzzles is supplemented with carefully developed tutorials on algorithm design strategies and analysis techniques intended to walk the reader step-by-step through the various approaches to algorithmic problem solving. Mastery of these strategies--exhaustive search, backtracking, and divide-and-conquer, among others--will aid the reader in solving not only the puzzles contained in this book, but also others encountered in interviews, puzzle collections, and throughout everyday life. Each of the 150 puzzles contains hints and solutions, along with commentary on the puzzle's origins and solution methods. The only book of its kind, Algorithmic Puzzles houses puzzles for all skill levels. Readers with only middle school mathematics will develop their algorithmic problem-solving skills through puzzles at the elementary level, while seasoned puzzle solvers will enjoy the challenge of thinking through more difficult puzzles.


2014 ◽  
Vol 571-572 ◽  
pp. 768-771
Author(s):  
Jun Liu

The 3D technology currently has in various engineering fields have a wide range of applications, all the 3D visual effects technology can bring us visual impact, the use of 3D technology produced by the television advertising more easily accepted by the audience, this paper study on the 3D computer-aided design advertising design application technology.


1992 ◽  
Vol 14 (2) ◽  
pp. 40-42

Sources documents the work of applied and practicing anthropologists. The Project Profiles published here are based on materials submitted to the Applied Anthropology Documentation Project at the University of Kentucky. The project, since its inception in 1978, has attempted to collect the so-called fugitive literature produced by anthropologists during their problem-solving work. The collection has a wide range of different types of materials: technical reports, research monographs, conference papers, practicum and internship reports, legal briefs, proposals, and other materials.


2020 ◽  
Author(s):  
Amol Thakkar ◽  
Veronika Chadimova ◽  
Esben Jannik Bjerrum ◽  
Ola Engkvist ◽  
Jean-Louis Reymond

<p>Computer aided synthesis planning (CASP) is part of a suite of artificial intelligence (AI) based tools that are able to propose synthesis to a wide range of compounds. However, at present they are too slow to be used to screen the synthetic feasibility of millions of generated or enumerated compounds before identification of potential bioactivity by virtual screening (VS) workflows. Herein we report a machine learning (ML) based method capable of classifying whether a synthetic route can be identified for a particular compound or not by the CASP tool AiZynthFinder. The resulting ML models return a retrosynthetic accessibility score (RAscore) of any molecule of interest, and computes 4,500 times faster than retrosynthetic analysis performed by the underlying CASP tool. The RAscore should be useful for the pre-screening millions of virtual molecules from enumerated databases or generative models for synthetic accessibility and produce higher quality databases for virtual screening of biological activity. </p>


10.31519/1404 ◽  
2019 ◽  
Author(s):  
Александр Андрейчиков ◽  
Aleksandr Andreychikov ◽  
Ольга Андрейчикова ◽  
Olga Andreichicova

Invention problem solving is connected to essential expenses of labour and time, which is spent on the procedures of search and ordering of necessary knowledge, on generation of probable vari-ants of projected systems, on the analysis of offered ideas and de-cisions and understanding perspectiveness of them. The present article outlines the results of the developments in the field of cre-ating computing technology of the synthesis of new engineering on the level of invention. The most attention is paid to problem of computer aided designing on initial stages, where synthesis of new on principal technical systems is carried out. Computer-aided con-struction of new technical system is based on using of data- and knowledge bases of physical effects and of technical decisions as well as different heuristic systematization procedures. The synthe-sis of principles of function of the technical new systems is carried out with using experts knowledge and requires the application of the artificial intelligence methods and the methods of the deci-sions making theory for invention's tasks. Considered approach has been used for synthesis of new technical systems of different functional purposes and had shown high efficiency in computer-aided construction.


2020 ◽  
Vol 6 (2) ◽  
pp. 19-31
Author(s):  
Lutfi Rohmawati

Penelitian ini bertujuan untuk mengetahui adanya perbedaan peningkatan kemampuan berpikir kritis siswa sebelum dan setelah proses pembelajaran pada mata pelajaran ekonomi dengan mengunakan metode Discovery Learning dan metode  Problem Solving. Metode yang digunakan dalam penelitian ini yaitu metode penelitian eksperimen. Penelitian ini berlokasi di SMA Negeri Patokbesi dengan subjek dalam penelitian ini terdiri dari dua kelas yaitu kelas XI IPS 1 yang menggunakan metode Discovery Learning  dan kelas XI IPS 2 yang menggunakan metode Problem Solving. Pengumpulan data dilakukan dengan menggunakan tes pilihan ganda, dan pengolahan data dilakukan dengan melakukan uji normalitas, homogenitas dan N-gain dengan uji-t untuk menguji hipotesis. Hasil penelitian menunjuukan bahwa terdapat peningkatan kemampuan berpikir kritis siswa sebelum dan setelah proses pembelajaran, serta hasil penelitian ini menunjukkan bahwa Metode Discovery Learning  lebih efektif dibandingkan metode Problem Solving  dalam meningkatkan kemampuan berpikir kritis siswa pada mata pelajaran ekonomi.


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