Search (56 results, page 1 of 3)

  • × theme_ss:"Computer Based Training"
  1. Möhrle, M.G.: Im Wettbewerb : klassische Autorensysteme versus objektorientierte Oberflächen (1992) 0.04
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    Source
    Mensch und Maschine: Informationelle Schnittstellen der Kommunikation. Proc. des 3. Int. Symposiums für Informationswissenschaft (ISI'92), 5.-7.11.1992 in Saarbrücken. Hrsg.: H.H. Zimmermann, H.-D. Luckhardt u. A. Schulz
  2. Möcke, F.: Üben, übern, üben ... : Drillrpogramme für zu Hause (1996) 0.04
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    Abstract
    Wenn es gilt, eine Fähigkeit beharrlich und penetrant einzuüben, bietet sich die Hilfe einer Maschine an: die des Computers. Aus dem weiten Feld der Software, die dieses Genre bedient, haben wir 5 typische Vertreter ausgewählt
  3. Jiang, T.: Architektur und Anwendungen des kollaborativen Lernsystems K3 (2008) 0.03
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    Abstract
    Die K3-Architektur zur technischen Entwicklung und Realisierung des netzbasierten Wissensmanagement in der Lehre wird dargestellt. Das aktuelle K3-System besteht aus drei zentralen Komponenten; K3Forum (Diskurs), K3Vis (Visualisierung) und K3Wiki (kollaborative Textproduktion, z. B. für Zusammenfassungen). K3 verwendet Open-Source-Software unter der LGPL Lizenz.. Dadurch können freie Verwendung, überschaubare Entwicklungskosten und Nachhaltigkeit garantiert und die Unabhängigkeit von kommerziellen Software-Anbietern gesichert werden. Dank des komponentenbasierten Entwicklungskonzepts kann K3 flexibel und robust laufend weiterentwickelt werden, ohne die Stabilität der bestehenden Funktionalitäten zu beeinträchtigen. Der Artikel dokumentiert exemplarisch die Hauptkomponenten und Funktionen von K3, so dass nachfolgende Entwickler leicht eine Übersicht über das K3-System gewinnen können. Die Anforderungen an den Transfer des Systems in Umgebungen außerhalb von Konstanz werden beschrieben.
    Date
    10. 2.2008 14:22:00
  4. Möcke, F.: Lernen am Computer : Möglichkeiten und Grenzen des Computer Based Training (1994) 0.03
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    Abstract
    Im Schulbereich, in der beruflichen Weiterbildung und im häuslichen Umfeld tritt ein neues Bildungsmedium auf den Plan: der Computer. Lehrer nutzen ihn als zusätzliches Unterrichtsmittel, und Firmen haben begriffen, daß sich mit seiner Hilfe viel Geld bei der Ausbildung der Mitarbeiter sparen läßt. Ganz Eifrige setzen sogar schon darauf, die Schülerschaft in ausgewählten Bereichen ganz und gar der Maschine auszuliefern
  5. Devaul, H.; Diekema, A.R.; Ostwald, J.: Computer-assisted assignment of educational standards using natural language processing (2011) 0.02
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    Abstract
    Educational standards are a central focus of the current educational system in the United States, underpinning educational practice, curriculum design, teacher professional development, and high-stakes testing and assessment. Digital library users have requested that this information be accessible in association with digital learning resources to support teaching and learning as well as accountability requirements. Providing this information is complex because of the variability and number of standards documents in use at the national, state, and local level. This article describes a cataloging tool that aids catalogers in the assignment of standards metadata to digital library resources, using natural language processing techniques. The research explores whether the standards suggestor service would suggest the same standards as a human, whether relevant standards are ranked appropriately in the result set, and whether the relevance of the suggested assignments improve when, in addition to resource content, metadata is included in the query to the cataloging tool. The article also discusses how this service might streamline the cataloging workflow.
    Date
    22. 1.2011 14:25:32
  6. Müller, D.: Zwischen Realem und Virtuellem : Mixed-Reality in der technischen Bildung (2005) 0.02
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    Abstract
    Die industrielle Produktion ist heute virtueller denn je: Traditionelle Produktions- und Arbeitsweisen, die durch den direkten und sinnlichen Umgang mit materiellen Gegenständen geprägt sind, verlieren an Bedeutung. An ihre Stelle treten virtuelle Werkzeuge, Werkstoffe und Maschinen. Typische Beispiele sind das Virtual-Prototyping und das VirtualManufacturing: - Beim Virtual-Prototyping werden Maschinen oder Anlagen vollständig in der virtuellen Realität entwickelt und erprobt. Dabei wird interaktiv mit virtuellen Werkstücken gearbeitet, die in hochgradig realistischer Weise dreidimensional visualisiert werden. Geplante Systeme werden im Computer simuliert und können dort getestet werden. - Virtual-Manufacturing ermöglicht die Zusammenstellung von Bauteilen oder Baugruppen zu einem virtuellen, d.h. noch nicht real existierenden Produkt. Durch Computersimulation können erste Erfahrungen mit dem Produkt bereits gesammelt werden, bevor die wirklichen Fertigungseinrichtungen entstanden sind. Ein weiteres Beispiel ist E-Maintenance: Mit seiner Hilfe können Maschinenanlagen über das Internet überwacht und gewartet werden. Auf der Basis der an der Maschine aufgezeichneten Daten werden maschinenspezifische Servicewartungen vorgeschlagen und Online-Hilfen für deren Vorbereitung bereitgestellt. Hinzu kommen webbasierte Kooperationen in virtuellen Teams oder Simulatoren zum Training komplizierter manueller Tätigkeiten an Werkzeugen und Maschinen.
  7. Chianese, A.; Cantone, F.; Caropreso, M.; Moscato, V.: ARCHAEOLOGY 2.0 : Cultural E-Learning tools and distributed repositories supported by SEMANTICA, a System for Learning Object Retrieval and Adaptive Courseware Generation for e-learning environments. (2010) 0.02
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    Source
    Wissensspeicher in digitalen Räumen: Nachhaltigkeit - Verfügbarkeit - semantische Interoperabilität. Proceedings der 11. Tagung der Deutschen Sektion der Internationalen Gesellschaft für Wissensorganisation, Konstanz, 20. bis 22. Februar 2008. Hrsg.: J. Sieglerschmidt u. H.P.Ohly
  8. Chan, H.C.; Wei, K.K.; Siau, K.L.: ¬A system for query comprehension (1997) 0.02
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    Abstract
    A major difficulty of query writing for databases is that users do not fully understand queries. Proposes a system providing feedback to enable users to better understand their queries. It is a multi-functional rule-based system. In addition to providing an English translation for the query, it pin-points syntax errors, and suggests possible solutions. Finds likely semantic errors, and provides possible solutions. The system was implemented for a query language based on the entity relationship model. It is expected to lead to better user performance. Empirical testing showed significant improvement in user performance with the feedback system. The system can be used for computer-aided training and in actual operation
  9. Dirks, H.: Lernen im Internet oder mit Gedrucktem? : Eine Untersuchung zeigt: Fernunterrichts-Teilnehmer wollen beides! (2002) 0.01
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    Date
    11. 8.2002 15:05:22
  10. Wood, A.D.G.: Instructional technology in the business environment (1995) 0.01
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    Source
    Multimedia today. 3(1995) no.1, S.18-22
  11. Quinn, C.N.; Boesen, M.; Kedziar, D.: Designing multimedia environments for thinking skill practices (1993) 0.01
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    Abstract
    Describes a story-based, complex content learning environment that provides generative support. Describes a system based on the story method in the form of interactive, reader-controlled adventure games. The system enables learners to not only control the characters but also to manipulate the objects in the story
  12. Steeples, C.: ¬A computer-mediated learning enviroment for adult learners : supporting collaboration and self-direction (1993) 0.01
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    Abstract
    Describes a hypermedia system structured as knowledge construction tools for supporting knowledge construction activities and the required intellectual processes. Describes JITOL, a powerful computer mediated communication environment to support distance learning. The system supports communal access and contribution to a hypermedia knowledge base
  13. Hammond, N.: Tailoring hypertext for the learner (1991) 0.01
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    Series
    NATO ASI series, series F: computer and system sciences; 81
  14. Search, P.: HyperGlyphs: using design and language to define hypermedia navigation (1993) 0.01
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    Abstract
    Describes a method for navigating and learning from a complex, content-based hypermedia system. Employs HyperGlyphs a semiotically-relevant graphics for depicting information in the knowledge base. The interface in any system needs to rationally support the task being performed by providng access to system functionality in a logical simple way
  15. Koltay, T.: ¬A hypertext tutorial on abstracting for library science students (1995) 0.01
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    Date
    27. 1.1996 18:22:06
  16. Blazic, B.J.; Law, E.L.-C.; Arh, T.: ¬An assessment of the usability of an Internet-based education system in a cross-cultural environment : the case of the Interreg Crossborder Program in Central Europe (2007) 0.01
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    Abstract
    In this article, we assess the usability in an Internet-based system for e-learning in a cross-cultural environment. The context of the evaluation and testing was a training program launched with the intention of introducing and promoting a new way of learning about and understanding the emerging technologies in regions with a low educational level and a high unemployment rate. The aim of the study was to assess the usability of the e-learning system with different methods and approaches to get a good assessment of its learnability and applicability in various circumstances.
  17. Praetsch, I.: ¬Die Bereitstellung von digitalen Lehrmaterialien im Content Management System des Fachbereiches Informationswissenschaften an der Fachhochschule Potsdam exemplarisch an der Lehrveranstaltung 'Internet- und Webtechnologie' (2004) 0.01
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  18. Angelides, M.C.: Developing hybrid intelligent tutoring and hypertext systems (1995) 0.01
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    Abstract
    Presents an alternative paradigm to the traditional Knowlegde Based Expert System Paradigm for developing a full-scale Intelligent Tutoring System (ITS). This alternative paradigm integrates Minsky's Frames with hypertext and has been successfully deployed in the development of PEDRO, an ITS for foreign language learning, SONATA, an ITS for music theory learning and INTUITION, an ITS for gaming-simulation
  19. Zainab, A.N.; Hai, T.K.; Hazita, M.A.: ¬A multimedia library guide for general reference information (1998) 0.01
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    Abstract
    Describes the development of UMLIS (University of Malaya Library Information System), a multimedia general guide to the library developed using Authorware 3.0 software. The guide provides information on all 12 libraries within the Malaya University library system, with details about the library type, procedures for membership, borrowing and returning; reservations; fines; regulations; opening hours; and services and facilities offered. Provides information on the library collection, CD-ROM databases and on the OPAC
  20. Untiet-Kepp, S.-J.; Rösler, A.; Griesbaum, J.: CollabUni - Social Software zur Unterstützung kollaborativen Wissensmanagements und selbstgesteuerten Lernens (2010) 0.01
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    Abstract
    CollabUni ist eine Social Software-Umgebung, die an der Universität Hildesheim mit dem Ziel der Unterstützung kollaborativen Wissensmanagements und selbstgesteuerten Lernens eingesetzt wird. Dieser Beitrag beschreibt den Implementierungs- und Konfigurationsprozess sowie das resultierende System.

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