As part of an ongoing effort to restructure the language curriculum and integrate multimedia technology at the College of Staten Island of the City University of New York, a project team was formed in September 1993 t...
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As part of an ongoing effort to restructure the language curriculum and integrate multimedia technology at the College of Staten Island of the City University of New York, a project team was formed in September 1993 to develop interactive instructional software for use in the first four semesters of French instruction. The goals of this project were twofold: first, to provide software for a multimedia laboratory environment to enhance classroom instruction, second, to initiate a training program for the language faculty of the College of Staten Island that would encourage development of software in foreign languages. The pedagogical focus of the software developed by the project team is on the use of interactive exercises to strengthen listening and writing skills and to perfect oval proficiency. The following report provides information on the hardware and primary software chosen for the project, a step-by-step description of the creation of interactive lessons and student use of lessons, discussion of some of the technical problems encountered in the execution of the project, and a description of new developments in the project. The objective here is to share our experiences with faculty and staff who are interested in the development of interactive interactive software for language classes.
As the proportion of students entering higher education rises, difficulties caused by inadequate preparation also increase. An ongoing study is developing a computer-based system to identify students whose study skill...
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As the proportion of students entering higher education rises, difficulties caused by inadequate preparation also increase. An ongoing study is developing a computer-based system to identify students whose study skills and strategies appear to be ineffective, which will also provide advice to students that is to some extent targeted to their individual needs. This paper concentrates on the first stages of this project which have involved developing an appropriate questionnaire and inventory, and ensuring that the inventory is technically sound. This instrument is a revised version of the Approaches to Studying Inventory, designed to identify students with weak study strategies. The main part of the project has involved developing a computer-based package to support both staff and students in improving study skills. It allows students to complete the inventory interactively on computer, and staff to collect data from a whole class and so identify students who seem to need help with their study skills or strategies. The paper concludes with a discussion of the rationale underlying the form in which advice is being provided to students, and a brief description of the ways in which that advice is being structured and presented to students within a HyperCard system.
As the only country in the world in which Hebrew is the official language, Israel found it necessary to develop software enabling its research library catalogs from the outset to handle two alphabets-Hebrew (including...
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As the only country in the world in which Hebrew is the official language, Israel found it necessary to develop software enabling its research library catalogs from the outset to handle two alphabets-Hebrew (including Yiddish and Ladino) and Roman characters. Starting in 1981, ALEPH, Israel's research library network, utilized locally developed software that could provide both a Hebrew and Roman mode. However, since the nation's research libraries had large collections in Arabic and Cyrillic languages, an urgent need arose for a system that could also handle Arabic and Cyrillic materials. This led to the development of soft fonts, software instead of the hardware-based Hebrew-English solution that was incorporated in ALEPH's earlier versions. The soft fonts can display on any VT320 or upwardly compatible terminal in Roman-alphabet, Hebrew, Arabic, and Cyrillic. Furthermore, in the Hebrew and Arabic modes, the language of communication with the computer (commands, HELP, and so on) are also in the vernacular. This article focuses on some of the problems and solutions involved in developing ALEPH's multi-script, bi-directional system.
In order to assess the relationship of group size, exposure time, and attributions on children's performance on a microcomputer task, fifth-and sixth-grade children were exposed to either a drill-and-practice prog...
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In order to assess the relationship of group size, exposure time, and attributions on children's performance on a microcomputer task, fifth-and sixth-grade children were exposed to either a drill-and-practice program (n = 254), or a tutorial program (n = 239), in groups of one, two, or four, for one, two, or three half-hour sessions. The ability of attributions about performance, exposure time, and group size to predict actual performance was investigated. Hierarchical regression indicated that exposure time was a significant predictor of performance on posttests for the drill-and-practice program, but not for the tutorial program. Group size did not predict performance on posttests. Attributions to uncontrollable causes (ability and task difficulty) contributed to the prediction of performance on both tasks. Attributions to effort and luck were not significant predictors of performance. Interactions between group size and attributions, and exposure time and attributions, did not contribute to the prediction of performance. It is suggested that program developers focus on designing software which gives children appropriate effort feedback in order to enhance motivation to learn.
This paper addresses the problem of urgently needed data management techniques for efficiently retrieving requested subsets of large datasets from mass storage devices. This problem is especially critical for scientif...
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This paper addresses the problem of urgently needed data management techniques for efficiently retrieving requested subsets of large datasets from mass storage devices. This problem is especially critical for scientific investigators who need ready access to the large volume of data generated by large-scale supercomputer simulations and physical experiments as well as the automated collection of observations by monitoring devices and satellites. This problem also negates the benefits of fast networks, because the time to access a subset from a large dataset stored on a mass storage system is much greater than the time to transmit that subset over a fast network. This paper focuses on very large spatial and temporal datasets generated by simulation of climate models, but the techniques described here are applicable to any large multidimensional grid data. The main requirement is to efficiently access relevant information contained within much larger datasets for analysis and interactive visualization. Although these problems are now becoming more widely recognized, the problem persists because the access speed of robotic storage devices continues to be the bottleneck. To address this problem, we have developed algorithms for partitioning the original datasets into ''clusters'' based on analysis of data access patterns and storage device characteristics. Further, we have designed enhancements to current storage server protocols to permit control over physical placement of data on storage devices. We describe in this paper the approach we have taken, the partitioning algorithms, and simulation and experimental results that show 1 to 2 orders of magnitude in access improvements for predicted query types. We further describe the design and implementation of improvements to a specific storage management system, UniTree, which are necessary to support the enhanced protocols. In addition, we describe the development of a partitioning workbench to help scientists select the
Since its inception, the software industry has been in crisis. As Blazer noted 20 years ago, “[software] is unreliable, delivered late, unresponsive to change, inefficient, and expensive … and has been for the past ...
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Since its inception, the software industry has been in crisis. As Blazer noted 20 years ago, “[software] is unreliable, delivered late, unresponsive to change, inefficient, and expensive … and has been for the past 20 years” [4]. In a survey of software contractors and government contract officers, over half of the respondents believed that calendar overruns, cost overruns, code that required in-house modifications before being usable, and code that was difficult to modify were common problems in the software projects they supervised [22]. Even today, problems with software systems are common and highly-publicized occurrences.
Ever since the days of Shannon's proposal for a chess-playing algorithm [12] and Samuel's checkers-learning program [10] the domain of complex board games such as Go, chess, checkers, Othello, and backgammon h...
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Ever since the days of Shannon's proposal for a chess-playing algorithm [12] and Samuel's checkers-learning program [10] the domain of complex board games such as Go, chess, checkers, Othello, and backgammon has been widely regarded as an ideal testing ground for exploring a variety of concepts and approaches in artificial intelligence and machine learning. Such board games offer the challenge of tremendous complexity and sophistication required to play at expert level. At the same time, the problem inputs and performance measures are clear-cut and well defined, and the game environment is readily automated in that it is easy to simulate the board, the rules of legal play, and the rules regarding when the game is over and determining the outcome.
Many of the best ideas for new products and product improvements come from the customer or end user of the product [15]. In the software arena, tapping into this source of information requires the establishment of one...
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Many of the best ideas for new products and product improvements come from the customer or end user of the product [15]. In the software arena, tapping into this source of information requires the establishment of one or more customer-developer links. These links are defined as the techniques and/or channels that allow customers and developers to exchange information.
An interesting usability study of a prototype development environment for the Dylan programming language is presented here. This study's purpose is to determine just how close the prototype is to developers. New a...
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An interesting usability study of a prototype development environment for the Dylan programming language is presented here. This study's purpose is to determine just how close the prototype is to developers. New approaches to source code organization and to the relationship between the environment and the application being developed are introduced. An assessment of how effectively the prototype conveys these innovations to Dylan developers is also given, followed by some proposed improvements.
Though there have been advances in end-user programming, complex applicatons still need professional developers. This inspired look at the future of creating complex software explores the shift from programming enviro...
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Though there have been advances in end-user programming, complex applicatons still need professional developers. This inspired look at the future of creating complex software explores the shift from programming environments to design environments, discussing environemtns that help developers satisfy end-users' cognitive needs and help deal with contextual issues such as the aesthetic, practical, and social properties of the application and the users. A strong case is made that design environments will need to provide robust support for communication between developers and end users.
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