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1.
分析军队院校本科生计算机创新能力培养的现状,阐述在相关课程课堂教学内容与形式优化改革的基础上,构建一种以本科生创新团队为核心,面向各种学科竞赛、全国大学生创新训练项目、自主科研等学生创新活动,依托学院科研课题组为实践基地、结合毕业设计的全程式"五位一体"的本科生创新能力培养模式。  相似文献   

2.
从促进高等教育计算机专业本科生提升科研创新能力的角度,结合计算机学科的特点,提出计算机学院导师制下本科生科研创新能力培养的方案。作者结合实施情况,总结经验,指出存在的问题和处理方法,并思考如何进一步完善培养方案。  相似文献   

3.
针对当前计算机类专业本科生创新能力培养的实际问题,梳理本科生创新能力培养的培养目标,探讨本科生创新能力培养的管理机制,结合计算机类专业的学科特点,提出本科生创新能力培养的若干建议。  相似文献   

4.
针对计算机科学与技术本科专业人才培养的实际,分析计算机专业本科生创新能力培养的模式,提出以学生为本的教学模式以及适合创新教育的教学组织和管理制度,探讨创新实践教学体系、业余科研牵引机制、有效的激励机制、质量监控体系以及实践教学体系实施的质量保障机制。  相似文献   

5.
邓清勇  黎孟瑶  廖莉 《计算机教育》2024,(3):120-123+128
针对地方师范类院校计算机学科人才培养面临的多方困境,探索以科研项目为引导、大创项目为纽带、学科竞赛为载体的“三位一体”创新人才培养模式,并介绍该模式的具体实施过程,教学实践证明,将教师科研资源有效融入到本科生科技创新能力培养的过程中,能够助推研赛深度融合和科研育人。  相似文献   

6.
为培养动物科学系本科生的实践能力和创新能力,针对动物营养学科实验教学存在的实验课程设置分散、教学方法滞后、重 复设置等问题,对原有实验课程体系进行了整合、优化和模块化构建,形成了多层次、多模式和多元化考核的实践教学体系,并在 教学中予以实施,使得动物营养学科实践技能的训练更科学、更系统,全面提升本科生实验、科研技能,推动动物营养学科实验教 学的发展  相似文献   

7.
依托多维协同改革思路,紧密跟踪计算机学科发展前沿,顺应人才培养教育的时代需求,构建了"行业协同、校企协同、科教协同、学科交叉"的计算机类专业人才实践与创新能力培养模式,利用教学云平台将六个实践与创新能力培养平台整合为一体,并通过专业基础型、综合设计型、研究创新型三个层次的教学来提升学生实践与创新能力,构建了一套能力评估与质量监控机制,形成了"三层次六平台一机制"的实践与创新能力培养体系,着力培养"适应能力强、实干精神强、创新意识强"的计算机类新型"三强人才"。  相似文献   

8.
尹波 《计算机时代》2021,(6):68-70,73
在创新型国家建设和人才强国战略的引导下,培养创新人才是"双一流"建设的首要任务.科研创新能力的欠缺是当前研究生人才培养存在的主要问题.文章分析归纳了研究生科研创新能力培养的现状及问题.以计算机学科为例,以跨学科团队作为主要实施载体,着重从优化课程结构和课程内容、加强科研实践、提高学科交叉融合等方面提出具体改革措施,为高校提高研究生人才培养质量提供参考.  相似文献   

9.
为贯彻国家基础学科拔尖人才培养精神,培养计算机学科领域未来的领军人才,提出在本科生中成立"弘毅学堂"计算机小班,从人才培养定位、小班制培养模式、管理机制体制等方面进行大胆的改革创新尝试,提升学生的培养质量和创新能力。  相似文献   

10.
分析"人工智能+"新时代的新未来、新形势,探讨新时代人才培养模式理论,提出以"人工智能+"为依托,学生科研立项为载体,学科竞赛为抓手,本科生、研究生协同培养,中外学生融合培养的人才培养创新之路,并展现近年来践行这一人才培养创新模式的成效,同时对于未来人才培养模式改革提出展望。  相似文献   

11.
With the expansion of digital content, academic integrity has been facing the growing threat of cyber-plagiarism. In the present research, we address young Taiwanese students' perceptions of cyber-plagiarism. Our research included two related studies: in study 1, we collected data through a national survey on a probability sample of 41,911 (4th–12th graders) and analyzed the prevalence and alternative thinking about cyber plagiarism among these students; in study 2, we collected 113 young students' anonymous questionnaires inquiring into the reasoning that the students applied to their own use of online resources for homework. The results of our research show that the prevalence of frequent copy-and-paste students was less than 3% of the surveyed 4th–12th graders in Taiwan. Moreover, we have found that copy-and-paste practices were more prevalent among the 10th and 12th graders than among students in the other grades, and that more male students than female students engaged in copy-and-paste behavior. We have also found that these students’ concept and their ways of using Internet information properly seem incorrect. We suggest that educators implement copy-and-paste prevention curriculum throughout elementary, junior high, and high schools. We offer teaching advice for the prevention of cyber plagiarism, encouraging educators to teach students appropriate ways to resolve copy-and-paste problems.  相似文献   

12.
Increasingly, high school students in USA are participating in advanced placement courses. Unfortunately, this opportunity is not equitable across the country, as many students are unable to take these classes. By effectively utilizing technology, advanced placement courses could be offered to all students, in all countries, from all socio-economic groups. This paper discusses the benefits and possible disadvantages of students taking AP courses online. However, little research has been conducted in this area. There is a need for further research in the positive and negative aspects of online learning among high school students, particularly those taking AP courses.  相似文献   

13.
Can modern, computer-based technology engage college students and improve their academic achievement in college? Although numerous examples detail technology’s classroom uses, few studies empirically examine whether technologically oriented pedagogical changes factually lead to positive outcomes among college students. In this pilot study, we used a quasi-experimental design to examine whether a technology enhanced research methods classroom led to increased student engagement and academic achievement among college students. Two features generally characterized the technology enhanced classroom experience: specific feedback generated from recordings of small group discussions and podcasts of class recordings. Technology enhanced classroom students demonstrated statistically significant increases in student engagement and improved academic achievement. These findings support previous efforts to use technology to enhance engagement and achievement among college students and they encourage future efforts.  相似文献   

14.
高校学生突发事件产生的原因是错综复杂的,必须建立行之有效的应对机制,包括预警机制、处理机制及善后处理机制。如何应对学生群体性突发事件是高等学校驾驭复杂局面、处理复杂问题能力的重要表现,是构建社会主义和谐校园的重要组成部份。高校学生突发事件的概念、类型和特点群体性突发事件是随着改革开放的深入,各类复杂矛盾表现出的一种现象。所谓"高校学生突发事件"是特指发生在大学生当中的,违反社会常态的,由一些不可预知的或不可确定的因素引发的,危及社会和人身安全的紧急危机事件。  相似文献   

15.
This study evaluates the reliability of self-assessment as a measure of computer competence. This evaluation is carried out in response to recent research which has employed self-reported ratings as the sole indicator of students’ computer competence. To evaluate the reliability of self-assessed computer competence, the scores achieved by students in self-assessed computer competence tests are compared with scores achieved in objective tests. The results reveal a statistically significantly over-estimation of computer competence among the students surveyed. Furthermore, reported pre-university computer experience in terms of home and school use and formal IT education does not affect this result. The findings call into question the validity of using self-assessment as a measure of computer competence. More generally, the study also provides an up-to-date picture of self-reported computer usage and IT experience among pre-university students from New Zealand and South-east Asia and contrasts these findings with those from previous research.  相似文献   

16.
Culturally relevant health information is said to benefit diverse populations and is critical for health dissemination and user experience creation. Social media and online content provide mechanisms to engage specific populations while helping to reduce barriers that can often hinder participation and engagement. Using action research and informed by co‐creation theory, the MyHealthImpactNetwork.org initiative seeks to provide a user experience targeting Black female college students. Data were collected from females at a large university located in the Southeast United States. Through focus group participants' feedback, co‐creation with students as design delegates and reviews of social media resentments, MyHealthImpactNetwork.org evolved to include user‐driven content. Results indicate that Black females are interested in HIV prevention information that uses simple, non‐technical health jargon. The information should be, however, socially engaging to enable their voices to be heard, absent of cultural assumptions and biases about Black women, and embody an ownership ethos relative to social content. Informed by principals of canonical action research and the co‐creation that results between the researcher and potential user, these findings suggest that the hedonic dimension underpins the key design lessons. This research helps to fill a void in the literature regarding the creation of user experiences for health‐related messages, particularly those regarding stigmatized conditions, such as HIV, while designing for cultures of participation among under‐represented groups.  相似文献   

17.
With facilitation of advanced technologies, design and application of smart become promising research issues in education. Although it is potential for students to learn geometric in authentic contexts, there were still lack of studies addressing smart learning issue in authentic context for geometry. This study aim to propose an app, called SmartUG, to support students smartly to consolidate geometry understanding and learning through enriching experience of exploring and applying related geometry surrounding. There were four smart mechanisms proposed in SmartUG (direction guidance, learning progress, object recognition and answer feedback) to guide students' measuring and applying geometry smartly and meaningfully in authentic contexts. A total of 83 fifth-grade students participated in this experiment and were divided into three groups, an experimental group that learned with smart mechanisms, a control group that learned without smart mechanisms and a traditional control group that learning with traditional teaching approach. Basically, experimental group outperformed control group and traditional teaching group in term of geometry ability and estimation ability, which means students benefited from proposed SmartUG. Moreover, students showed positive attitude and high intention to use toward SmartUG. Students should be provided more chances to learn geometry smartly in authentic contexts with SmartUG. It is potential to future studies to implement more smart mechanisms to support students learning in authentic contexts. Moreover, the learning system can get smarter and smarter when the learning system gets more and more input data from students' use.  相似文献   

18.
In the research of NGN,Network QoS control is one of currently research hotspots. Admission control is a significant method used to support QoS. This paper surveys the research of QoS-supported admission controlal gorithms in IP network. We categorize and compare some main admission control mechanisms in IP network,try to analyze the relationship among these mechanisms and ProPose our views on the future relevant research.  相似文献   

19.
This research aims to evaluate the effectiveness of gamification platforms as a strategy for the engagement of students from the 8th year of elementary school in Brazil. We chose two badging platforms – ClassDojo and ClassBadges – to be evaluated based on 7 different criteria. The main objectives were to generate involvement among individual and particular situations, increasing the interest, engagement and efficiency while performing a specific task. We observed the behavior of 61 students from an elementary public school in Brazil as part of our field research. Data were collected using observation, semi-structured interviews and questionnaires. Quantitative data were statistically analyzed using a multivariate technique known as cluster analysis. The results allowed us to classify students in 4 distinct groups and showed that students who received more rewards from the teacher got significantly better average performances.  相似文献   

20.
Cyber or electronic bullying is a growing problem among school-aged children and research on cyberbullying is still relatively young. The primary purposes of the current study were: (a) to investigate gender and grade level differences among cyber victims (b) to investigate the overlap between traditional victimization and cyber victimization and (c) to investigate the associations among cyber victimization and social emotional outcomes. Data were collected through self-report questionnaires on cyber victimization, traditional victimization, and social-emotional outcomes in a school-based sample of 106 middle school students. Results demonstrated that levels of cyber victimization did not differ by grade or by gender, cyber victimization and traditional victimization are distinct but related constructs, and relations between cyber victimization and social emotional outcomes varied by gender, with girls suffering more than boys. This study also confirmed that traditional bullying continues to be significantly related to a number of negative outcomes for all students. These findings, as well as implications and direction of future research, are discussed.  相似文献   

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