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Wyszukujesz frazę "Interactive" wg kryterium: Temat


Tytuł:
Efektywność interaktywnej formy nauczania z użyciem tablicy multimedialnej
The effectiveness of interactive forms of teaching using Interactive White Board
Autorzy:
Majewska, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/426115.pdf
Data publikacji:
2016
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
interactive forms of teaching
Interactive White Board
Opis:
Nowadays we are witnesses of numerous discussions on the effectiveness of teaching. The relationship between the conditions, didactic tools, work methods and its results are analyzed. The causes of school misfortunes are also sought for. The purpose of these actions is to pursue the education of the knowledge society - people able to think independently, analyze and continually expand their competence. Also, the relationship between the Interactive White Board and the efficiency of inquiry-based learning process have been discussed in the presented research. Consequently, the following research question was posed - How does the interactive use of the Interactive White Board in the process of primary education affect the efficiency of inquiry learning? The data obtained from knowledge tests indicated that interactive teaching with the use of Interactive White Board is the most effective form, surpassing traditional IWB teaching by an average of 25% and traditional teaching with a use of only blackboard - by 30%. Data collected through questionnaires, interviews and observation has also confirmed high efficiency of interactive learning with an Interactive White Board. Research tools developed by the author had been standardized and became a subject to procedure of normalization. In order to minimize the estimation error during the experiment, rotation group technique was used, giving the experiment a cross character.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2016, 1 (63); 31-39
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Interactive Whiteboard in Working with Learners. Unconditional Love, or a Result of Specific Actions?
Autorzy:
Majewska, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/2048999.pdf
Data publikacji:
2014-10-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
interactive whiteboards
acceptance of interactive tools
interactive learning
primary
school
research results
Opis:
The number of articles, books, and film documentaries reporting on lessons taught using a multimedia whiteboard is growing year by year. Numerous photographs and recordings show happy faces of children and their teachers. Also, test reports leave no doubt as to the attractiveness of activities supported by this modern media tool. But do all learners approve of learning with an interactive whiteboard? What determines the level of acceptance? I tried to obtain the answer to these questions in the course of research conducted in primary education classrooms as part of grant 495-NP.
Źródło:
Kultura i Edukacja; 2014, 5(105); 90-100
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Aplikácia výskumu využitia interaktívnej tabule pri tvorbe vybraných kompetencií žiakov v predmete technika
Application of Research on Use of Interactive Whiteboard for Creation of Pupils’ Selected Competence in the Subject of Technology
Autorzy:
ŠOLTÉS, Jaroslav
Powiązania:
https://bibliotekanauki.pl/articles/457347.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Rzeszowski
Tematy:
interaktívna tabuľa
interaktívne prostredie
kompetencie
interactive whiteboard
interactive environment
competencies
Opis:
V predkladanom článku autor naznačuje a prezentuje v rámci realizovaného výskumu na základných školách, možnosti a spôsoby využitia interaktívnej tabule. Text uvádza rozpracovanú metodiku, spôsob vyhodnotenia a čiastkové výsledky zistené v edukačnom procese v predmete Technika. Rieši metodické otázky priebehu výučby, ktoré podporujú učenie žiaka a vytvorenie interaktívneho prostredia, pri vytváraní vybraných kompetencií žiakov.
In the presented article, the author suggests and presents, as part of the research realized in primary schools, possibilities and ways of using interactive whiteboard. The text includes in-progress methodology, process evaluation and partial results observed in the educational process in the subject of technology. The text addresses methodological issues during the learning process that support student learning and creating an interactive environment to create the pupils' selected competence.
Źródło:
Edukacja-Technika-Informatyka; 2015, 6, 3; 182-187
2080-9069
Pojawia się w:
Edukacja-Technika-Informatyka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The comparative analysis of selected interactive data presentation techniques on the example of the land use structure in the commune of Tomice
Autorzy:
Król, K.
Prus, B.
Powiązania:
https://bibliotekanauki.pl/articles/92494.pdf
Data publikacji:
2016
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
data visualization
Application Programming Interface
API
interactive map
interactive diagram
Opis:
The authors present the results of a comparative analysis of selected techniques and programming tools for building interactive data presentation in the form of diagrams and maps generated in the browser. The results of an inventory of land use structure, which are a part of a geographic information system database of the commune of Tomice in district of Wadowice, were employed as input data. The research has shown that the tested tools have a similar design capacity; which makes it difficult to determine which of them is the best. Different factors contribute to choosing a particular tool. They include technical specification, project budget, license conditions, technical support and visualization possibilities.
Źródło:
Polish Cartographical Review; 2016, 48, 3; 115-127
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactivity as a key feature redefining documentary reality
Autorzy:
Dubois, Frédéric
Powiązania:
https://bibliotekanauki.pl/articles/923108.pdf
Data publikacji:
2018-04-26
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interactivity
interactive audio-visual media
interactive documentary
web documentary
virtual reality
Opis:
Finding a clear-cut boundary delimiting fiction from documentary has always been a controversial, daunting and unthankful undertaking. In the last decade, the blur between the two genres has been reinforced by the rapid advancement of web and AR/VR technologies. Interactive web-documentaries and virtual reality documentaries do not only promote new viewing habits – from swiping smartphone screens to scanning horizons with VR headsets, they shake up the very idea of what a documentary is. In this short scholarly essay, I argue that the feature of interactivity is the driving force redefining the documentary genre. This thesis builds on two case studies: 1) Interactive documentary Atterwasch and 2) VR documentary The Unknown Photographer. In the final section of the essay I revisit the definition of documentary reality and expand it with the addition of André Bazin’s notion of mise en scène.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2017, 21, 30
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Strategie dydaktyki kognitywistycznej: hyper-konstruktywizm i neo-realizm. Podstawy teoretyczne
Strategies of Cognitivist Pedagogy: Hyper-Constructivism and Neo-Realism. Theoretical Foundations
Autorzy:
Karwasz, Grzegorz
Powiązania:
https://bibliotekanauki.pl/articles/15821954.pdf
Data publikacji:
2021-03-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
cognitivism
constructivism
interactive didactics
Opis:
While the term “cognitivistic pedagogy” appeared already in Polish literature, “cognitivistic didactics” is addressed mainly by foreign authors. We define principles and methods of innovative didactics based on constructivistic and cognitivistic theories. The two main paradigms of such didactics consist in constructing the knowledge (and competences) of pupils (listeners, students) in an interactive narration and in using real didactic objects, preferably pulled out of a pocket. We call these concepts hyper-constructivism and neo-realism.
Źródło:
Studia Edukacyjne; 2021, 60; 113-134
1233-6688
Pojawia się w:
Studia Edukacyjne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
SELECTING AN E-(TEXT)BOOK: EVALUATION CRITERIA
Autorzy:
Marczak, Mariusz
Powiązania:
https://bibliotekanauki.pl/articles/941189.pdf
Data publikacji:
2013
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
digital coursebooks
interactive materials
Opis:
This paper aims to propose a repository of pre-use evaluation criteria for language teachers who wish to introduce e-books or e-textbooks to their own teaching practices. By selectively using a set of such criteria, they will be able to evaluate to what extent a given e-book/e-textbook lends itself to utilisation within their own teaching context. The paper briefly reviews the potential advantages of technology-enhanced language teaching. Then, it presents a range of manners in which e-books have been defined, outlines their most essential features, and demonstrates exemplary classifications of e-book types. The evaluation criteria proposed are informed by an analysis of three independent studies into the guidelines for e-book and e-textbook design, as well as the types and features of e-books presented within the paper. The outcome is a list of evaluation criteria pertaining to three aspects of an e-book: (i) layout and design; (ii) content and functionalities; and (iii) the reading device, file format and distribution.
Źródło:
Teaching English with Technology; 2013, 13, 1; 29-41
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Telewizja interaktywna w Polsce (na przykładzie kanału aMazing Multimedia Polska)
Interactive Television in Poland (based on the example of aMazing TV, Multimedia Poland
Autorzy:
Robert Kuciński, Robert Kuciński
Powiązania:
https://bibliotekanauki.pl/articles/923295.pdf
Data publikacji:
2019-12-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
interactivity
interactive television
aMazingTV
Opis:
The article is an attempt to describe the essence of interactive television based on the example of aMazingTV – the first interactive channel in Poland, established by Multimedia Polska in September 2009. The author presents the development of interactivity in life, art and media and reflects on the future of one of the most important features of the so-called new media.  
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2019, 26, 35; 230-238
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive multibody simulation in augmented reality
Interaktywna symulacja wielobryłowa w Rzeczywistości Poszerzonej (AR)
Autorzy:
Valentini, P. P.
Pezzuti, E.
Powiązania:
https://bibliotekanauki.pl/articles/279940.pdf
Data publikacji:
2010
Wydawca:
Polskie Towarzystwo Mechaniki Teoretycznej i Stosowanej
Tematy:
interactive simulation
augmented reality
multibody
Opis:
In this paper, the authors discuss a methodology to enhance multibody systems simulations using Augmented Reality (AR) implementation. The AR deals with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. The purpose is to illustrate how recent developments in computer-aided design and augmented reality can improve the realism and interactivity when simulating the movement of digital mock-ups. The paper discusses hardware and software implementations and an overview of several illustrative examples. The basic idea is described starting from a simple simulation of a falling body subjected to gravity with the initial conditions set nteractively by the user. Then, a more complex interactive simulation of the kinematics of a robot whose end-effector can be grabbed and moved by the user is presented. Finally, the real time dynamic simulation of a slider crank mechanism is discussed. The integration between AR and multibody simulation has revealed to be very useful for didactical purposes and collaborative design.
W pracy autorzy przedyskutowali metodologię usprawnienia symulacji wielobryłowej poprzez zastosowanie tzw. Rzeczywistości Poszerzonej (Augmented Reality – AR). Metodologia ta obejmuje obróbkę cyfrową obrazu pozyskanego kamerą z rozszerzeniem polegającym na dodaniu do tego obrazu grafiki komputerowej. Celem pracy jest pokazanie, na ile najnowsze osiągnięcia komputerowo wspomaganej obróbki obrazu mogą poprawić wrażenie realizmu zapisywanych cyfrowo obrazów i polepszyć interaktywność z użytkownikiem podczas symulacji ruchu uzyskanych makiet rzeczywistych przedmiotów. Zaprezentowano kilka przykładów z omówieniem zastosowanych programów i parametrów sprzętu komputerowego. Podstawowa idea została przedstawiona na przykładzie ciała spadającego pod wpływem siły ciężkości na inny obiekt przy możliwości interakcji użytkownika, który wybiera warunki początkowe upadku. Następnie opisano bardziej złożony model, tj. kinematykę robota, w którym ruch chwytaka może być kontrolowany poprzez użytkownika. Na koniec pokazano symulację dynamiki suwakowego mechanizmu korbowego w czasie rzeczywistym. Tezą pracy jest wykazanie, że integracja symulacji wielobryłowej z możliwościami Rzeczywistości Poszerzonej (AR) posiada ogromne walory dydaktyczne i stanowi pomoc w zadaniach międzyzespołowego projektowania.
Źródło:
Journal of Theoretical and Applied Mechanics; 2010, 48, 3; 733-750
1429-2955
Pojawia się w:
Journal of Theoretical and Applied Mechanics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Vers un modèle pédagogique de compréhension des textes
On the pedagogical model of text comprehension
Autorzy:
Karpińska-Szaj, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/1053096.pdf
Data publikacji:
2003-10-01
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
Interactive reading model
Text reception
Opis:
The interactive reading model deals with the capacity for reading in terms of text reception in a native language. In the article, we try to place the interactive reading model in the foreign language learning/teaching situation, assuming that mental operations carried out by a foreign language reader learner can be described as strategies of understanding. By showing the specific nature of such strategies and distinguishing a superior strategy (the one that controls the use of the others), we attempt to build a didactic model of text reception in a foreign language.
Źródło:
Studia Romanica Posnaniensia; 2003, 30; 83-94
0137-2475
2084-4158
Pojawia się w:
Studia Romanica Posnaniensia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Science, technology and business - market or interactive coordination
Autorzy:
Håkansson, H.
Powiązania:
https://bibliotekanauki.pl/articles/213418.pdf
Data publikacji:
2012
Wydawca:
Sieć Badawcza Łukasiewicz - Instytut Lotnictwa
Tematy:
science
technology
business
market
interactive coordination
Opis:
An article presents problems of online surveying. The following issues of research definition and planning are discussed: defining the target population, method of selection, practical hints useful when preparing an Internet questionnaire are also revealed as well as Methods of boosting respondents' participation in surveys. Finally methods of data collection are presented.
Źródło:
Prace Instytutu Lotnictwa; 2012, 2 (223); 65-79
0509-6669
2300-5408
Pojawia się w:
Prace Instytutu Lotnictwa
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Projektowanie interaktywnych szkoleń na potrzeby kształcenia na odległość
Designing interactive training for distance learning
Autorzy:
Woźniak-Zapór, Marta
Grzyb, Mariusz
Rymarczyk, Sebastian
Powiązania:
https://bibliotekanauki.pl/articles/527631.pdf
Data publikacji:
2016
Wydawca:
Krakowska Akademia im. Andrzeja Frycza Modrzewskiego
Tematy:
blendede-learning
design training
interactive training
Opis:
As part of university teaching it is possible to use the teaching methods and techniques of distance education. Both the design and doing classes on the distance it must be remembered, that they must meet certain requirements. Distance education at the university can only take the form of blended learning, which is a mixed form, where classes are doing partly in the traditional way, and partly remotely. Distance learning classes should take into account both formal ministerial regulations, internal regulation university, as well as informal rules of creating the course. It should be taken into account methodological principles of creating training and preferences of people involved in education. In addition, each participant of this kind of education should know exactly his obligations. As a result, the teaching process is not in doubt as to the form, rights and obligations of users. Therefore, the article presents issues in the design of interactive training. It will show the possibility of using different kinds of course elements, as well as ways of planning the course. This way it will be easier to create a course that during the implementation can become an interesting way of deepening knowledge.
Źródło:
Państwo i Społeczeństwo; 2016, 2; 155-170
1643-8299
2451-0858
Pojawia się w:
Państwo i Społeczeństwo
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Animated 3D training software - inovative tool for the WEEE reuse and recycling industry
Autorzy:
Stejskal, B.
Powiązania:
https://bibliotekanauki.pl/articles/101512.pdf
Data publikacji:
2016
Wydawca:
Polska Akademia Nauk. Stowarzyszenie Infrastruktura i Ekologia Terenów Wiejskich PAN
Tematy:
WEEE
recyclation
training
interactive
3D
Opis:
Animated 3D training software is an innovative tool describing the dismantling process step by step for 50 most common electrical appliances. The tool is intended for two groups of WEEE reuse and recycling industry workers: low skilled workers (including non-native, disabled or marginalized workers) and corporate management personnel. Using a combination of a popular game engine (Unity3D), C# and JavaScript code, and external calls to web services, 3D representations of the WEEEs and their parts become manageable through a WEB 3D CMS. All the information that is connected to the 3D Objects is dynamically set by content authors. Multilingualism is another key feature of the platform. There is a tool to easily translate all the content of the application to the preferred language online. This technology will produce Virtual Scenarios with a crucial advantage: a ‘content author’ will be able to modify or replicate them, create new scenarios, combine knowledge from existing one, present differences between the same type of devices, model their parts and materials with the help of ontology on WEEE. The tool will be available from the Internet in seven languages (English, German, French, Czech, Greek, Romanian and Slovenian) and the basic version will be free of charge.
Źródło:
Infrastruktura i Ekologia Terenów Wiejskich; 2016, IV/2; 1463-1471
1732-5587
Pojawia się w:
Infrastruktura i Ekologia Terenów Wiejskich
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interactive Digital Narratives: A Close Reading Of Bandersnatch To Analyze The Aesthetic Relations With The User
Autorzy:
Monteiro, Ana Catarina
Powiązania:
https://bibliotekanauki.pl/articles/526567.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
Interactive digital narratives
Aesthetic
Interaction
Bandersnatch
Opis:
Computational and interactive technologies are ubiquitous and play an increasingly important role in our daily lives. From the oral language to the written word and printing, we have been building and expanding our capacity to provide information and present it through fictional or non-fictional narratives, allowing newfangled models through which we learn and interpret the world. As new representations transformed these new digital environments, through procedural, encyclopedic, spatial, and participative affordances, narratives have also changed and afforded a set of different scenarios, where users are given the possibility to experience and understand the same system by exploring different paths. Interactive digital narratives are open and complex works that cross different approaches, research fields, and emerging technologies, but are always shaped by interaction, from creation to reception. They also explore social, cultural, ideological, and aesthetic elements, where it is significant to comprehend how these computational formats can help us to allow new positions and points of view, modeling how we construct meaning, examining the relationship between user and technology and how human beings perceive the world. Analyzing the aesthetic qualities of the Netflix production Bandersnatch through immersion, agency, and transformation, and combining these with an analytical framework that studies the dimensions of user experience, we develop a close reading, that analyzes the development of aesthetic relations and its transformational potential in interactive digital narratives.
Źródło:
Media Literacy and Academic Research; 2020, 1; 57-72
2585-8726
Pojawia się w:
Media Literacy and Academic Research
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
U początków historii filmu interaktywnego (Jeffrey Shaw – Luc Courchesne – Grahame Weinbren)
The history of interactive movies (Jeffrey Shaw – Luc Courchesne – Grahame Weinbren)
Autorzy:
Kluszczyński, Ryszard W.
Powiązania:
https://bibliotekanauki.pl/articles/510923.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
interactive movie
immersion
virtuality
multimedia
dispositive
expanded cinema
new media art
installation art
interactive narration
Opis:
Interactive movies are a result of a dialogue between expanded cinema and the art of new media. First examples of this phenomenon were interactive film installations. Jeffrey Shaw, Luc Courchesne and Grahame Weinbren are among the precursors of this trend. Their works are fundamental to the history of interactive movies. Creations of the first two artists were of a visual and immersive character and their artistic projects resulted in creating the idea of interactive participants in film events and the concept of ‘panoramic dispositive’ as a sphere of interactive film experiences. Weinbren created a model of interactive film narration that was available in installation mode. The artists’ interactive film installations are both a continuation of previous artistic activities in the field of cinema as well as a transgression leading
Źródło:
Postscriptum Polonistyczne; 2014, 2(14); 251-259
1898-1593
2353-9844
Pojawia się w:
Postscriptum Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł

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