Research on the Design and Implementation of Basketball Teaching Platform Based on Internet Technology

2013 ◽  
Vol 791-793 ◽  
pp. 1664-1668
Author(s):  
Xiao Fen Cao

With the development of computer science and technology, Internet technology has been widely used which changes the mode of transmission of information. Basketball is the favorite sport of boys. Due to the lack of school basketball sports teaching resources and sports technology, many students cannot select their favorite sports programs. Basketball sports training belong to the action exemplary teaching. The requirements of teaching process on the action skill are relatively high. The students cannot fully grasp essential basketball action only rely on the classes. Based on this, the paper designs and develops the basketball Internet teaching platform and selects coaxial cable as the network transfer tool according to video data transmission characteristics. This paper studies the method of design of video and CAI courseware using advanced video production and conversion software Minicapture. It also programs and controls basketball virtual interactive environment using VRML technology and finally it gets the design and implementation of the platform of the basketball Internet teaching program.

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Ping Li ◽  
Hua Zhang ◽  
Sang-Bing Tsai

Through the analysis and research of the multimedia teaching platform system based on computer Internet technology, this paper proposes constructing a network multimedia teaching platform system based on streaming transmission to realize the sharing of excellent teaching resources in colleges and universities and the development of education and teaching. The design and development of each module of the teaching platform are completed, and the realization technology of each module function is explained. We completed the design and implementation of some auxiliary functions of the teaching platform, including the system usage help module, resource search module, and online on-demand playback functions. After the experiment, we compare the changes of students’ English anxiety before and after the experiment and conduct interviews with them. The results show that the application of the Internet-based scaffolding teaching model in college English reading teaching can alleviate students’ English learning anxiety. Through interviews to understand students’ feedback and evaluation of the new teaching model, it was found that most students hold positive evaluations of the Internet-based scaffolding teaching model, believing that the new teaching model can stimulate students’ English learning enthusiasm and increase confidence in English learning.


Author(s):  
Xiaoyue Wang ◽  
Han Sun ◽  
Lixin Li

Hybrid learning is the fruit of deep integration between computer multimedia technology and the Internet technology. This learning method has attracted much attention in the academia, as it enriches the teaching resources, improves the flexibility of learning time and enhances the teacher-student interaction. This paper attempts to develop on innovative preschool education method based on computer multimedia technology. For this purpose, the popular intelligent teaching platform was introduced to construct a hybrid teaching mode based on the Rain Classroom (RC). Then, it applied this mode to the teaching of the course Modern Educational Technology, and evaluated the application effect through questionnaire survey. The results show that this hybrid teaching method is suitable for the students, and capable of improving their learning interest and overall ability. The research provides new theoretical and practical results of preschool education teaching, and promotes the reform of preschool education.


Author(s):  
Yucheng Shen ◽  
Wei Lu

With the rapid development of Internet technology in China, mechanical drawing plays a more and more important role in social development and practice. The main purpose is to use the course of mechanical drawing to accurately represent the appearance, size, principle and technology of the machine. It is often called the language of communication in the industry. In order to make mechanical drawing better applied and practiced, and to make maximum use of Internet technical resources, the establishment of multimedia courseware teaching mechanism is the development trend of mechanical drawing.In order to adapt to the trend of network information, based on the multimedia environment, this paper studies the application of animation technology in mechanical drawing teaching, and constructs a small multimedia teaching platform. Through the explanation of animation courseware, students can better understand the making and principle of mechanical drawing, and cultivate students' divergent thinking. The teaching platform combines teaching material knowledge with practice to deepen students' understanding of the basic content of mechanical drawing. Finally, the rationality and practicability of the system are analyzed by investigating the platform users. The results show that the application of animation technology in mechanical drawing teaching is reasonable and practical.


2021 ◽  
Vol 4 (2) ◽  
pp. 329-349
Author(s):  
Rachel Bosch

Abstract. During the summer of 2020, many geology field camps were canceled due to the COVID-19 pandemic, including the karst geomorphology field course I was scheduled to co-teach through Western Kentucky University. When the National Association of Geoscience Teachers (NAGT), in collaboration with the International Association for Geoscience Diversity (IAGD), began the project of supporting working groups to create online field experience teaching materials, this presented an opportunity. This paper describes the development of two activities derived from that field camp curriculum that are now freely available as peer-reviewed exemplary teaching activities on the Science Education Resource Center (SERC) Online Field Experiences repository under “Karst hydrogeology: a virtual field introduction using © Google Earth and Geographic Information Systems (GIS)” and “Karst hydrogeology: a virtual field experience using © Google Earth, GIS, and TAK [Topographic Analysis Kit].” Each product includes a student handout, an instructor workflow reference, a grading rubric, and NAGT-established learning objectives. The introductory activity is the more basic of the two, is expected to take about an 8 h workday to teach, and walks students through all the steps, as well as providing global examples of karst landscapes that can be virtually explored. The other activity, “Karst hydrogeology and geomorphology”, assumes student familiarity with © Google Earth, GIS, and karst drainage systems and is expected to take about twice as long as the introductory activity to teach. To make these learning opportunities financially accessible, all software required for the activities is open source, and alternative workflows for the introductory module are provided so that the entire exercise can be completed using a mobile device. Addressing this need for virtual capstone options during the pandemic, and providing a virtual alternative for years to come, these karst activities, along with a subset of other SERC activities, were assembled into three learning tracks, each one providing learning hours equivalent to a traditional field camp, that have been added to the course offerings at the University of Cincinnati Department of Geology. In addition to providing online capstone activities in the time of a pandemic, these learning materials provide alternative experiences to traditional field camps that are inclusive for all geoscience students.


2012 ◽  
Vol 2012 ◽  
pp. 1-8 ◽  
Author(s):  
Emma Stack ◽  
Helen Roberts ◽  
Ann Ashburn

Purpose. To trial four-week's physiotherapy targeting chair transfers for people with Parkinson's disease (PwPD) and explore the feasibility of reliance on remote outcome measurement to preserve blinding.Scope. We recruited 47 PwPD and randomised 24 to a focused home physiotherapy programme (exercise, movement strategies, and cueing) and 23 to a control group. We evaluated transfers (plus mobility, balance, posture, and quality of life) before and after treatment and at followup (weeks 0, 4, 8, and 12) from video produced by, and questionnaires distributed by, treating physiotherapists. Participants fed back via end-of-study questionnaires. Thirty-five participants (74%) completed the trial. Excluding dropouts, 20% of questionnaire data and 9% of video data were missing or unusable; we had to evaluate balancein situ. We noted trends to improvement in transfers, mobility, and balance in the physiotherapy group not noted in the control group. Participant feedback was largely positive and assessor blinding was maintained in every case.Conclusions. Intense, focused physiotherapy at home appears acceptable and likely to bring positive change in those who can participate. Remote outcome measurement was successful; questionnaire followup and further training in video production would reduce missing data. We advocate a fully powered trial, designed to minimise dropouts and preserve assessor blinding, to evaluate this intervention.


2021 ◽  
Vol 123 ◽  
pp. 01020
Author(s):  
Lei Cheng ◽  
Shichao Guo ◽  
Jin Wu

China’s robot virtual experiment simulation education experiment teaching service platform was successfully constructed, it is an important pioneer and demonstrator of virtual experiment teaching. It is combined with the superior subject resources of the Robot Engineering major of Wuhan University of Science and Technology. This paper explains the necessity of cross-object interactive robot simulation experiment teaching. The experimental project of the industrial robot simulation module is combined with the teaching of related courses, the teaching system of the cross-object interactive robot virtual simulation experiment teaching platform is analysed. It is proposed that the virtual simulation platform can play a good role in innovating teaching resources in universities and cultivating innovative and entrepreneurial talents in universities.


Author(s):  
Mikael Wiberg

Interactive architecture bridges in itself two design traditions, i.e. design of interactive systems on the one hand, and architecture as the tradition of designing our built environment on the other hand. This article reports from our ongoing project focused on the design and implementation of an interactive environment for public use. The article describes the project, reviews and outlines the main design challenges as pinpointed in the literature on interactive architecture, and describes the practical challenges identified in this particular project. This article then presents the participatory design approach adopted in this project to overcome these challenges, and describes and analysis the methodological implications from this project. These implications include the lessons learned from the coordination of a geographically distributed design team, “role gliding” as the reinterpretation of the designers as users in the participatory design process, and a shift from communities of practices to mixtures of professions.


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