Browsing by Author "Wieczorkowski, Kazimierz"
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Item John R. Anderson, Uczenie się i pamięć, WSiP, Warszawa 1998, ss. 540 (oryg.: Learning and Memory. An Integrated Approach, John Wiley and Sons, Inc, 1995)(Wydawnictwo Naukowe UAM w Poznaniu, 2003) Wieczorkowski, KazimierzItem Komputerowe środki aktywizujące w nauczaniu problemowym(Wydawnictwo Naukowe UAM w Poznaniu, 2003) Wieczorkowski, KazimierzAn active learning system is one that can influence the training data it receives by actions or queries to its environment. Properly selected, these actions can drastically reduce the amount of data and computation required by a machine learner. Active learning has been studied independently by researchers in machine learning, neural networks, computational learning theory, experiment design, information retrieval. Current evidence suggests that some technology applications are more effective than traditional instructional methods in building complex problem solving capabilities for synthesizing information. The effects are achieved in part by permitting alternate methods of "reaching" and motivating learners. Development and implementation of networked distributed interactive simulation in distance education allows dispersed learners to engage in collaborative problem solving activities in real time, is now ready for transfer to schools. Both conceptual and practical problems will sometimes resist solution because problem-solvers are unable to frame their questions in original ways; collective problem solving exercises encourage small groups of students to take a problem.Item METODY INFORMATYCZNE W KSZTAŁCENIU NA DYSTANS(Wydawnictwo Naukowe UAM w Poznaniu, 1997) Wieczorkowski, KazimierzThe paper describes some problems of the application of computers, telecommunication, films, television, CD-ROMs in education. The distance education represents a variety of educational models that have in common the physical separation of the faculty member and some or all the students. The distance education uses different technologies: correspondence, film, radio, television, computers, multimedia, telecommunications, videoconferences etc. The results of the survey conducted in computer network are presented. The positive and negative factors of the development of distance education methods are considered. The second part of these results published in Culture and Education No 3/1996.Item Trójwymiarowa wizualizacja komputerowa w zastosowaniach naukowych i edukacyjnych(Wydawnictwo Naukowe UAM w Poznaniu, 1999) Wieczorkowski, KazimierzVisualisation with 3D graphics is used in some problems in education specially in modeling of geometry in virtual reality. Generally virtual reality is a way for humans to visualize, manipulate and interact with computers and extremely complex data. The 3D visualization part refers to the computer generating visual, auditory or other sensual outputs to the user of a within the computer. The applications being developed for 3D graphics run a wide spectrum, from games and educational systems to technical and architectural projects. Many applications are worlds that are very similar to real world. Some applications provide ways of viewing from an advantageous perspective not possible with the real world, like scientific simulators and telepresence systems, medical applications, and educational software. Screenbased presentations address subsets of human capacity, the 3D graphic learning environment provides a context that includes the multiple nature of human intelligence: verbal, linguistic, logical, mathematical, auditory, spatial, inter- and intrapersonal. The technology is designed to fit human architecture. A virtual world empowers us to move, talk, gesticulate, and manipulate objects and systems in a natural way: to move an object, you reach out your hand and pick it up; to see what you hear going on behind you, you turn around and look. 3D graphics may be created in Internet with VRML protocol.