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The emergence of online education helps improving the traditional English teaching quality greatly. However, it only moves the teaching process from offline to online, which does not really change the essence of traditional English teaching. In this work, we mainly study an intelligent English teaching method to further improve the quality of English teaching. Specifically, the random forest is firstly used to analyze and excavate the grammatical and syntactic features of the English text. Then, the decision tree based method is proposed to make a prediction about the English text in terms of its grammar or syntax issues. The evaluation results indicate that the proposed method can effectively improve the accuracy of English grammar or syntax recognition.


2022 ◽  
Vol 12 ◽  
Author(s):  
Chuan Mou ◽  
Yi Tian ◽  
Fengrui Zhang ◽  
Chao Zhu

This study aims to explore the current situation and strategy formulation of sports psychology teaching in colleges and universities following adaptive learning and deep learning under information education. The informatization in physical education, teaching methods, and teaching processes make psychological education more scientific and efficient. First, the relevant theories of adaptive learning and deep learning are introduced, and an adaptive learning analysis model is implemented. Second, based on the deep learning automatic encoder, college students’ sports psychology is investigated and the test results are predicted. Finally, the current situation and development strategy of physical education in colleges and universities are analyzed. The results show that when the learning rate is 1, 0.1, and 0.01, there is no significant change in the analysis factors of recall, ndcg, item_coverage, and sps. When the learning rate is 1, their analysis factors change obviously, and it is calculated that the optimal learning rate of the model is 1. And the difficulty of the recommended test questions by using the sports psychology teaching method based on adaptive learning and deep learning is relatively stable. The test questions include various language points of sports psychology. Compared with others methods, adaptive learning and deep learning can provide comprehensive test questions for sports psychology teaching. This study provides technical support for the reform of sports psychology teaching in colleges and universities and contributes to optimizing the information-based teaching mode.


2022 ◽  
Vol 11 (1) ◽  
pp. 273-285
Author(s):  
Jera Gregorc ◽  
Alenka Humar

<p style="text-align: justify;">The purpose of this paper is to determine the relevance of turning the camera on or off during distance learning as an argument for active or passive student participation. Seventy-five (75) students participated in the study and were divided into five groups (1-5) according to teaching method (i.e., synchronous instruction online with camera (1) and without camera (2), synchronous transmission of the recording online with camera (3) and without camera (4) and received the online instruction (5)) only. In the beginning and at the end, all students were tested with the same adapted test to determine general physical and motor status. All groups had the same training program twice a week for 45 minutes for 7 weeks. The first training of the week was dedicated to strength development, the second to endurance. In the end, all participants completed a questionnaire to determine their additional physical activity and how they felt about using a camera. The camera being turned on was identified as a factor that made participants uncomfortable but contributed significantly to the effectiveness of the course. However, 94.6 % of all participants cited non-camera methods as their favourite.</p>


2022 ◽  
Vol 8 (1) ◽  
pp. 281-285
Author(s):  
R. Anarkulov ◽  
Zh. Bekboev

Research relevance: article deals with the problem of increasing the effectiveness of educational and cognitive independence of those who go in for the Kyrgyz national wrestling kuresh. Research objectives: setting educational, upbringing and health-improving tasks that contributes to the increase of educational and cognitive independence (OPS) of those who go in for kuresh wrestling. Research materials and methods: the work describes teaching method, the originality of the theoretical and practical approach to the transfer of special information through the implementation of: observation, discussion and partial search. Research results: the type of occupation of young kuresh wrestlers predetermines the ratio of ways and techniques, their mutual significance, use of unusual approaches in the upbringing of those who go in for kuresh wrestling. Conclusions: in kuresh wrestling, the system of questions should correspond to the traditionally established stages of the studied aspects of educational and cognitive material and technical and tactical action.


2022 ◽  
Vol 12 (1) ◽  
pp. 49
Author(s):  
Elvira G. Rincon-Flores ◽  
Juanjo Mena ◽  
Eunice López-Camacho

Gamification is usually understood as a pedagogical strategy that favors student engagement and motivation. Traditionally it is composed of dynamics, mechanics, and components. The purpose of this study was to compare Engineering and Economics and Social Sciences undergraduate students in their performance (grades), motivation, quality of assignments, participation, and emotion when their teachers used gamification as an innovative teaching method during the COVID-19 pandemic. Pearson correlations, Principal Component Analysis (PCA), and Mann–Whitney test were conducted. Additionally, four students were interviewed to describe the emotional downside of the lockdown. The main results indicate that there are higher positive relationships among variables in the Engineering undergraduate students rather than in Economics and Social Sciences and show that emotion poorly correlates with performance, especially for the Economics and Social Sciences students, as many have a negative attitude toward learning mathematics. Additionally, gender and scholarship status are not differential factors. Gamification proved to be a useful pedagogical strategy to promote participation and enhance motivation among undergraduate students, particularly in a context of academic confinement. This study gives teachers an idea of the benefits and extent to which gamification can be used in the classroom.


Author(s):  
Isabel Iguacel ◽  
Begoña Abecia ◽  
José Luis Bernal ◽  
Begoña Martínez-Jarreta

Medical students generally express a low interest in Occupational Medicine. We aimed to assess the attitudes and changes in attitudes of students towards this area after completing a course on Occupational Medicine in two Medical Universities in Spain (Zaragoza and Castilla-La Mancha). The teaching method included blended learning as a model that used online virtual patient platforms (CASUS) and/or EMUTOM, as well as traditional methods such as face-to-face teaching. A total of 526 students (98 of whom attended the University of Castilla-La Mancha) participated during three academic years (2015–2016, 2016–2017 and 2017–2018). The validation of the questionnaire was carried out using reliability, exploratory and confirmatory factor analysis. For the analysis of internal consistency and discrimination, Cronbach’s alpha was used. The adequacy of the factor analysis was measured by means of KMO, and a correlation matrix was examined by means of Bartlett’s test of sphericity. To identify differences between students before and after completing the course, the Mann–Whitney U-test for independent samples was used. Our results show that despite a negative or neutral attitude towards Occupational Medicine, the acquisition of competences and skills in this area and their training were recognized as fundamental for their future professional performance as doctors in any specialty.


Cobot ◽  
2022 ◽  
Vol 1 ◽  
pp. 1
Author(s):  
Pengbo Li ◽  
Can Wang ◽  
Bailin He ◽  
Jiaqing Liu ◽  
Xinyu Wu

Background: As the world's aging population increases, the number of hemiplegic patients is increasing year by year. At present, in many countries with low medical level, there are not enough rehabilitation specialists. Due to the different condition of patients, the current rehabilitation training system cannot be applied to all patients. so that patients with hemiplegia cannot get effective rehabilitation training. Methods: Through a motion capture experiment, the mechanical design of the hip joint, knee joint and ankle joint was rationally optimized based on the movement data. Through the kinematic analysis of each joint of the hemiplegic exoskeleton robot, the kinematic relationship of each joint mechanism was obtained, and the kinematics analysis of the exoskeleton robot was performed using the Denavit-Hartenberg (D-H) method. The kinematics simulation of the robot was carried out in automatic dynamic analysis of mechanical systems (ADAMS), and the theoretical calculation results were compared with the simulation results to verify the correctness of the kinematics relationship. According to the exoskeleton kinematics model, a mirror teaching method of gait planning was proposed, allowing the affected leg to imitate the movement of the healthy leg with the help of an exoskeleton robot. Conclusions: A new hemiplegic exoskeleton robot designed by Shenzhen Institute of Advanced Technology (SIAT-H) is proposed, which is lightweight, modular and anthropomorphic. The kinematics of the robot have been analyzed, and a mirror training gait is proposed to enable the patient to form a natural walking posture. Finally, the wearable walking experiment further proves the feasibility of the structure and gait planning of the hemiplegic exoskeleton robot.


2022 ◽  
Author(s):  
Henrietta Enam Quarshie ◽  
Raymond Saa-Eru Maalman ◽  
Mahamudu Ayamba Ali ◽  
Yaw Otchere Donkor ◽  
Kingsley Ampong ◽  
...  

Abstract Abstract Background: Cadaveric dissection is an established effective teaching method in anatomical science education. Cadaver acquisition for dissection is however based on voluntary body bequeathment. As a result of the increasing numbers of medical schools and students intake, the challenges of inadequate bodies for education became visible in most parts of the world as the main cadaver source remains anonymous corpses in the custody of the state. Cultural and religious beliefs or commercial purposes are among several factors that influence the decision about body donations. This study investigates the knowledge, attitude and perception of body bequeathing among health science students who benefitted or are potential beneficiary of cadaveric studies and identified factors influencing the bequest of bodies in Ghana for educational purposes among students in University of Health and Allied Sciences. Method: This was a cross-sectional descriptive study. The study recruited 513 students in the bachelor programmes for medicine, physician assistantship, nursing, midwifery, pharmacy and allied sciences at various levels. Both closed-and open-ended questions contained in a designed Questionnaire were administered. Result: About Seventy-four percent (74.1%) of respondents had heard of body bequeathal. Majority (98.3%) agreed body bequeathal was important. However, only 39.6% knew the requirements and processes of body bequeathal. Most (>90%) had a negative attitude towards body bequeathal. Conclusion: The study concluded that there was a high awareness of the importance of body bequeathal for medical education and research but very low procedural knowledge on bequeathing a body among health science students. Also most were unwillingness to donate their body or even encouraging others to donate their body. It is therefore recommended that the medical schools should set up accessible body bequeathal programmes that provides opportunities for interested individuals to be readily assisted through the process of body bequeathal. Keywords: Body Bequeathal, Medical Science Education, Cadaveric Dissection, Anatomical education


2022 ◽  
Vol 2022 ◽  
pp. 1-15
Author(s):  
Chengdong Zhu ◽  
Ruizhi Shao ◽  
Xinmiao Zhang ◽  
Shan Gao ◽  
Bowen Li

In recent years, with the rise of virtual and sports, people are often injured due to irregular movements during exercise. Based on this, this article takes the basic concept of computer virtual reality as the starting point and analyzes the adoption of computer virtual reality in sports correction. The choice of corrective exercises depends on the daily wrong exercises. If there is an error in any operation, please select the corresponding operation mode for the error operation for corrective training. If there are multiple errors at the same time, we compare and select the error operation that needs to be resolved first and the error operation that needs to be resolved later. In our daily life, the squat action pattern of Tai Chi Half-squat stance ball is closely related to us, and its action pattern can fully reflect the core stability of the subject. In this study, 42 students were selected as the students of a college sports college in Dalian. There are 7 people in each group, divided into 6 groups. The first three groups used exercise correction to assist the traditional teaching method (experimental group). It was found that the performance error rate of the first three groups reached 65%, and the last three groups used the assisted virtual reality teaching method, and the error rate was only 4%. Therefore, we adopted the teaching of virtual reality can reduce the error rate of the movement posture. We trained them for half a year and assessed and scored them once a month. We collect this data and analyze it to reach a conclusion. The experimental results prove that the experimental group has a significant difference before and after the squat test ( P < 0.05 ), and postexperiment there is a remarkable disparity among the experimental group and the comparison group ( P < 0.05 ). Therefore, squatting correction training is effective in improving the wrong squat. It is very effective for problems such as posture movement mode and joint limitation. Therefore, it is a very meaningful thing to explore the exercise correction training based on the virtual reality of computer vision.


2022 ◽  
Vol 2022 ◽  
pp. 1-12
Author(s):  
Fusheng Liang

Badminton is a sport with relatively delicate and complicated technical movements, which is widely welcomed in China. In order to study the specific impact of the sports game teaching method and traditional teaching method on the three aspects of the badminton learning technology mastery level, interest level, and subjective experience, with the reference of the wireless network to the students and Kinect on the students, in a three-month group teaching of students without foundation in a medical school in this city, the badminton action is broken down and the doubling of the badminton action is detected by WiFi and Kinect, to compare the traditional pedagogy and the method with this paper before and the lesson and to draw out conclusions. The results of the study found that badminton-assisted teaching based on wireless network communication and Kinect can achieve good results. The learning efficiency of students is significantly higher than that of traditional teaching methods, and badminton teaching based on wireless network communication and Kinect can effectively improve students’ interest in learning, 24% higher than the traditional method. This shows that wireless network communication and Kinect technology can play an important role in badminton teaching.


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