interactive training
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Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8115
Author(s):  
Alessandro Schaer ◽  
Oskar Helander ◽  
Francesco Buffa ◽  
Alexis Müller ◽  
Kevin Schneider ◽  
...  

We present a system capable of providing visual feedback for ergometer training, allowing detailed analysis and gamification. The presented solution can easily upgrade any existing ergometer device. The system consists of a set of pedals with embedded sensors, readout electronics and wireless communication modules and a tablet device for interaction with the users, which can be mounted on any ergometer, transforming it into a full analytical assessment tool with interactive training capabilities. The methods to capture the forces and moments applied to the pedal, as well as the pedal’s angular position, were validated using reference sensors and high-speed video capture systems. The mean-absolute error (MAE) for load is found to be 18.82 N, 25.35 N, 0.153 Nm for Fx, Fz and Mx respectively and the MAE for the pedal angle is 13.2°. A fully gamified experience of ergometer training has been demonstrated with the presented system to enhance the rehabilitation experience with audio visual feedback, based on measured cycling parameters.


2021 ◽  
Vol 2 (4) ◽  
pp. 427-434
Author(s):  
E. V. Boikov ◽  
A. I. Orlenko ◽  
S. V. Domnin

A full-fledged transformation is impossible without the use of new didactic approaches and without the creation of a qualitatively new educational and methodological support. This is due to the peculiarities of the modern student. Modern students were born and grew up in an information-saturated world and they are dominated by clip thinking, which is focused on processing information in short portions. Based on this, the problem of developing such training programs that would be aimed at independent work, based on game methods of presenting information, would take into account the psychophysiological features of perception, processing and storage of information by a modern person becomes urgent.To solve this problem, the authors analyzed the results of cognitive psychology research, conducted a self-analysis of the experience of developing and implementing three-dimensional interactive training programs in the educational process.The paper reveals the problems and disadvantages of traditional ways of presenting information. Examples of the implementation of interactive training applications are shown. The method of organizing a distributed distance learning system is presented.The conducted research allowed us to outline ways to modernize educational and methodological support by using interactive applications, mobile learning, resource allocation, introduction of modern digital solutions and creation of a comfortable educational environment.


10.23856/4611 ◽  
2021 ◽  
Vol 46 (3) ◽  
pp. 80-87
Author(s):  
Oksana Nozdrova ◽  
Iryna Bartienieva ◽  
Andrzej Kryński

Features of preparation of future teachers for carrying out of interactive training technologies in the course of the organization of leisure activity in the conditions of rest in summer camps are examined. It is noted that various forms of leisure activities in the summer camp can support the emotional health of children, overcome their own shortcomings, form the will and character. Advice and methods for conducting the case method are given: selection of material (material should be selected in such a way as to reflect the problems that participants may face in real life); the availability of alternatives (the situation around which the discussion takes place should have been sufficiently diverse and have several solutions). The advantages of the case method are described: realism (the use of this method significantly complemented the theoretical aspects of the problem); pressure reduction (case method gave a unique opportunity to study complex or emotionally significant issues in a safe training atmosphere, not in real life, with real threats and risks in case of making the wrong decision); active interaction (communicative nature of the method provided an opportunity to provide a quick but very important assessment of the issues under discussion and the proposed solution). It is proved that interactive pedagogical technology in the process of organizing leisure activities of a person (as a set of a series of consecutive actions aimed at achieving a result) was based on the principles of voluntariness, positivity, responsibility, partnership.


2021 ◽  
Vol Publish Ahead of Print ◽  
Author(s):  
Samantha J. Rivard ◽  
Joceline V. Vu ◽  
Arielle E. Kanters ◽  
Jemin Park ◽  
Mariana Berho ◽  
...  

Author(s):  
Danilo Cimadomo ◽  
Laura Sosa Fernandez ◽  
Daria Soscia ◽  
Gemma Fabozzi ◽  
Francesca Benini ◽  
...  

Author(s):  
Fattachul Huda Aminuddin ◽  
Teuku D Djauhari ◽  
Merty Megawati M.Pd

The presence of the Covid-19 Virus in the world has not only changed the learning culture, but has become a new challenge in developing teacher creativity in the teaching and learning process. This conventional learning pattern that has evolved into technology-based distance learning requires teachers to be able to adapt and adapt to the limited learning needs of students during the pandemic. Digital technology tools are currently very developed, but they are enough to help educators to adapt to the diverse learning needs of today's students. So it is necessary to use the right learning media in carrying out learning during the pandemic. This training aims to train abilities and skills in increasing the creativity of teachers in using interactive learning media during the pandemic using the Quizizz platform. Quizizz is an interactive game-based online platform that can be used in a fun teaching and learning process during the Covid-19 pandemic by utilizing an Android smartphone. The method used is the lecture method and interactive training by involving the teacher as a simulation model.


2021 ◽  
Vol 4 (4(112)) ◽  
pp. 64-73
Author(s):  
Natalya Astapenko ◽  
Kayrat Koshekov ◽  
Grigoriy Ponomarev ◽  
Beken Seidakhmetov ◽  
Igor Fedorov ◽  
...  

The rapid growth and emergence of breakthrough technologies in the information and communication field requires annual adjustment and modernization of curricula for specialization disciplines in accordance with the current market requirements. A method of prompt response of the educational environment to the requirements of the external environment, based on the creation of a pool of demanded learning outcomes, is proposed. The object of the research is the process of formation of the required content of specialization disciplines. A formalized method for forming the content of educational disciplines of specialization of maximum utility for implementation in the professional field is described based on expert assessments of representatives of the job market. An algorithm for finding a set of learning outcomes for the identified conditions was devised. A software tool that includes a database and two components: a web interface for collecting and primary processing of information and a C++ program module for automating the main algorithm was developed. The result of the software tool is a pool of learning outcomes recommended for implementation in the content of the educational program. The results of an experimental study based on test data, which proved the accuracy of the calculations of the software component, were presented. Verification of data in the area of web technologies and web programming made it possible to identify a list of learning outcomes for implementation in the educational program «Information Systems». The algorithm developed as a result of research can be used to form the demanded content of elements of educational programs in any industry. It is supposed to develop the proposed method when creating interactive training programs on the technological processes of aircraft repair at the enterprises of the aviation industry.


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