learning logic
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2021 ◽  
Vol 8 ◽  
Author(s):  
Plinio Moreno ◽  
Alexandre Bernardino ◽  
José Santos-Victor ◽  
Rodrigo Ventura ◽  
Kristian Kersting
Keyword(s):  

2021 ◽  
Vol 15 (56) ◽  
pp. 612-627
Author(s):  
Rone Bezerra da Silveira ◽  
Felipe Neris Torres de Sousa

Resumo: Este trabalho se trata de uma pesquisa qualitativa que tem como intuito explorar o significado da lógica de programação, identificar seu significado, as atribuições dadas a este contexto e a ligação com a lógica matemática e o raciocínio lógico, buscando esclarecimento no tocante a formas de aprendizado que consigam indicar ao aluno uma forma de estudar este conteúdo de forma a esclarecer melhor e tornar a jornada menos frustrante, também deliberando a aplicação desses métodos de estudo, não necessariamente designando uma única estratégia. O contexto de lógica de programação que nomeiam as disciplinas de faculdades, onde traz um dos principais pontos de base para aprender a programar, juntamente com as inconsistências em determiná-la como um fator único, porém com ligações indissociáveis da lógica matemática e do raciocínio lógico, cujo a união destes fatores sejam características principais para composição do termo “lógica de programação”. Diagnosticar e verificar o que de fato são métodos de estudos, como se denomina esta prática e a importância de se organizar uma metodologia para que contribua com o aprendizado do aluno, indiretamente ao processo de programar, como de maneira macro, abordando o âmbito educacional. Estes métodos devem ser aplicados para que o assunto em questão consiga ser melhor compreendido, já que se trata de questões de difícil absorção, as formas de aplicar essas técnicas são essenciais para o aprendizado da lógica de programação, estes métodos visam organizar e equilibrar a teoria e pratica para que o resultado seja de fato algo realista e visível na trajetória do aprendizado.  


2021 ◽  
Author(s):  
Dongyu Ru ◽  
Changzhi Sun ◽  
Jiangtao Feng ◽  
Lin Qiu ◽  
Hao Zhou ◽  
...  

2020 ◽  
Vol 23 (1) ◽  
pp. 123-142
Author(s):  
Scott Aikin

Abstract Epictetus’ Enchiridion ends with a paradox—that the methods one learns to do philosophy have results contrary to one’s reasons to do philosophy. One comes to philosophy to improve one’s life, to live with wisdom. This requires that one find truths to live in light of, and in order to find those truths, one must perfect one’s reason. And to perfect one’s reason, one must attend to technical details of reasoning and metaphysics. The trouble is, in attending to these technical details, we develop the capacity for rationalization and find ways to prevent our journey to wisdom. Because we are not wise, we misuse the tools of wisdom. And so the Stoic methodological priority of learning logic first has a downstream consequence of standing in the way of what is of first importance for Stoic philosophy, the life of wisdom. The Enchiridion closes with the reminder that Stoic program must proceed in light of mitigating this conflict of methodological and valuational priority.


2020 ◽  
Vol 4 (3) ◽  
pp. 503
Author(s):  
Mochammad Machlul Alamin ◽  
Hendrawan Armanto ◽  
Indra Maryati

Logic Gate is one of the materials in the subject of Computer Systems at the level of SMK in class X. However, until now the learning media only uses textbooks, power point slides and manual simulations using blackboards. While the material about logic gates is very difficult if it is not directly simulated because it is directly related to the interaction of inputs and outputs at each logic gate. During the use of textbooks and manual simulation media students find it difficult to understand the material about this logic gate. The advantage of learning that utilizes augmented reality is an attractive display and displays 3D logic gate objects and input buttons that can be used to interact directly and the output is also in the form of 3D lamp objects, with this augmented reality technology will be very helpful and useful for simulating the gate logic is directly and easily understood by students. 3D logic gate animations are created using the 3D Blender application and the Augmented Reality process is created using the Unity and Vuforia SDK Library. This logic gate learning application has been applied to two classes, namely the control class and the experimental class. From the results of the Pre Test and Post Test that have been done, the control class has a 22.0% increase in percentage, while the experimental class has a 33.4% increase in percentage. Thus the learning application that utilizes Augmented Reality technology can be applied as a medium for learning logic gates at the vocational level of class X


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