Applied Technology and Learning Systems
AT.LS is an intense research program primarily aimed at mathematics and physics majors. Each summer, the program involves about 12 learners, one research advisor, and one research mentor. The goals of the program are to:
Explore a topic at the research-project-based level for tech, math, physics, and education.
Promote collaborative work in the next generation of physics and learning.
Encourage learners in the learning of mathematics,
Promote diversity in applied technology.
Strategic Research Pattern in Learning
The graphs of equations sometimes give rise to some classic curves, such as the cardioid, but they can also be used to describe the flight patterns of moths as they approach a light. First, Signs, as we know about the universe itself have spoken to us through any kinds of signs, such as the hard touchable material, we called it stone in the alphabet, the untouchable but seeing able, we called it like water in the alphabet, H20 as a signs, the non-seeing-able, non-touch-able, but feel, we named it as air, in many different kinds of form as chemist define it. Secondly, Numbers, we know something does not exist just as a thing only, but in more than just a thing, therefore a bunches of this category, we called it into numbers, which form as a group, into a category, from an individual. Thirdly, Alphabetically, we can't just be assuming those images, and patterns which such signs and numbers without an idea of how we should generate it into our form of understanding, therefore we called as a name in the form of alphabetically, which we, human, can pronounce it in our own language, and those literates people could define it into more accurate and specifics term than us, the discovered.
The Effectivenes of Using Modern Technology in Pharmaceutical Industries
Theme: Searching the advantages and disadvantages of Windows Management Systems in Pharmaceutical Industries Management
Object Study: Managing how to orient the data analysis within the product development department, research department, and marketing department under the controller from product development and MIMs.
Effectiveness of Learning Science in Education
Theme: Searching how to create the integration of Science with Education
Object Study: The material of Science, the environment, the system of explanation from expert to beginner, and from guider to learner
Mathematics Education for Senior Level Student into Application
Theme: Searching the alternative method to share the knowledge with all levels of knowledge and level of interest student
Object Study: The system to sharing and the way to do sharing.
Physics as Pure Research Learning Subject
Theme: Integration of Physics in Theory and Reality for High School Students
Object Study: The process of integration between the theory - the knowledge - the reality and the process of acceptances for learner and guider.
Integration of Using Modern Technology in Education
Theme: using the Modern Technology in the Classroom
Object Study: the system to use the modern technology in and to education, the advantages and disadvantages of using modern technology in education.
The Educational Creativity of Knowledge in Application
Many of us will confuse the Knowledge of Creativity and the Creativity of Knowledge in Application. In Fact: there are huge differences in those topics, an example, the knowledge of creativity will require us to know all the knowledge to design the creation or to make the art from something we create to happen. And there's a thousand of beauty in it. On the other hand, the Creativity of Knowledge in Application, more into how would like we use the creation into the knowledge of existences in terms, not just a word, but there's an action into it.
Interaction Between Language as Learning Tools in Second Language User
This study investigates attitudes and motivations that influence heritage and non-heritage student’s learning of Chinese as a Second Language, examining the similarities and differences among three subgroups: bilingual, heritage motivated and non-heritage learners. The study uses the socio-educational model by Gardner (1985), the internal structure model (Csizer & Dornyei, 2005), and the attribution theory (Weiner, 1985) for the investigation. Participants were 317 students enrolled in Chinese courses at three state universities in the U.S. The results demonstrated that positive learning attitudes and experience were the factor most predictive of motivational magnitude (intended learning efforts in the present) and direction (intended continuation of study in the future). Instrumentality, rated very highly across the three subgroups, appeared as the second significant predictor for the intended continuation of study in the future with both groups of heritage learners. Although the bilinguals and heritage motivated learners did not differ significantly in most motivational factors, significant differences were observed between the heritage and non-heritage learners on most other factors. Heritage learners, especially Chinese bilinguals, seemed to be more likely to attribute their success in the course to non-controllable and/or external factors and failure to internal factors.
Properties of Critical Leadership Versatility in Education
The 21st-century competitive global environment is dynamic, complex, and multi-cultural, and necessitates a more rapid response to changes to survive (Rost, 1991). The most effective approach for dealing with this is to involve employees in the various leadership processes for the organization (Pearce & Conger, 2003: Raelin, 2003). However, the leadership role described is not the common view of leadership based on authority. Rather, the required leadership is based on everyday influence processes by anyone in the organization derived from knowledge and the recognition for the need for a specific change. This paper shows how the perpetuated perspective of leadership as something reserved for persons of authority actually inhibits the very organizational behaviors called for by the complex and dynamic situations in which they work.
Board Game Philosophy and Applied Learning
In this research, we consider the role of story in board game enhanced learning and the issues involved in constructing visualization narrative learning environments. We will see that story has played an important role in education for a very long time, well pre-dating the use of digital technologies, and can be closely related to a number of theoretical approaches to learning. However, the story has recently become a much more significant topic for research, not only in education and digital technology, but also in other fields, such as knowledge management, and we examine why it has become such a central concern. The paper then looks at the existing use of story in fielded educational applications, and questions how far it has actually been used as an essential mechanism producing a narrative learning environment - rather than merely as motivational support. The relationship between story and board games is an important issue here. We argue that the interactivity of visualization raises fundamental problems for the use of stories that are still challenging researchers, and look at the various approaches to dealing with these problems, citing a number of example systems. Finally, we discuss the direction in which the board games are moving what it offers now and what it may offer in the near future, and what technical support is currently available for creating visualization narrative learning environments.
One Goal of Learning in the Educational Systems
Board Game for Ed-Learning
The Complexity of the Level for Gamification using Board Game
When designing a game, one of the major tasks is to design a game of exciting and challenging difficulty levels to maintain the interest level of a player throughout the game. This is especially important when designing educational gamification. This paper proposes the use of Board Games, specifically the Transferred Concepts of Learning for handling the gaming and learning experience. The Transferred Concepts of Learning can provide a targeted learning experience for the user or the learner. This will achieve personalized learning that is an important issue for learner relationship organizing. The proposed frameworks will provide motivation for the learners as the difficulty level progresses and adjusts to suit the individual learner.
Virtual Reality Learning for Educational Exhibits
Board Games for Learning - or Do They?
There have been a number of discussions and studies on the necessity for and impact of board games for learning, especially in applied education. These discussions took place throughout the world - at conferences, like Dicecon in US-China - Taiwan, Education Toys in Hong Kong, ESSEN Board Game Conferences in Germany, and Gamification Conferences in Japan. This discussion will summarize the findings from these activities and challenge the audience to think about whether their use of visuals enhances learning and how to ensure that they do. The activities mentioned above were supported by AT.LS Foundations grant and a white paper on visual learning for education summarize the findings. The white paper includes examples of successful use of images, simulations, and interactions, as well as studies that show both success and failure in the use of visuals for learning. This white paper also gives recommendations for additional research topics, and it will be available in both hard copy and digital copy.
STEAM Game is One System of Education
Augmented Projection Technology on Educational Board Game Learning
The exhibit is now a good experimental field of Technology. I will talk about several educational exhibits which utilized the latest Technology which include high resolution and/or detail supported by sophisticated image environments such as IPT (immersive projection technology), and real world AR supported by mobile technology such as wearable computers. I will also share about interaction design and scenario generation for these kinds of Learning Exhibits.
Theoretical or Applied for Board Game Learning Environments
This paper explores the educational uses of a board game learning environment. (BGLE) concerned with issues of learning, training, and entertainment. We analyze the state-of-the-art research of BGLE based on theory and applied knowledge. Some examples for the purpose of education and simulation are described. These applications show that BGLE can be means of enhancing, motivating, and stimulating learner's understanding of certain events, especially those for which the traditional notion of instructional learning has proven inappropriate or difficult. Furthermore, the users can learn in a quick and happy mode by playing board games.
Educational Technology of Board Games through Learning
In this research, I would like to consider the role of the board game in educational technology-enhanced learning and the issues involved in constructing an applied narrative learning environment. We will see that games have played an important role in education for a very long time, well pre-dating the use of digital learning technologies, and can be closely related to a number of theoretical approaches to learning. However, the board game has recently become a much more significant topic for research, not only in education as theoretical and applied technology, but also in other fields, such as knowledge management, leadership, and teamwork, and we examine why it has become such a central concern. The research then looks at the existing use of story in fielded educational applications, and questions how far it has actually been used as an essential mechanism producing a narrative learning environment - rather than merely as motivational support. The relationship between stories and computer games is an important issue here. We argue that the interactivity of digital media raises fundamental problems for the use of stories which are still challenging researchers, and look at the various approaches to dealing with these problems, citing a number of example systems. Finally, we discuss the direction in which the technology is moving what it offers now and what it may offer in the near future, and what technical support is currently available for creating digital narrative learning environments.
Board Games Enables Creativity and Critical Thinking
in this post-edutainment era, a structural and functional board game is playing an increasingly important role in Educational Research and Development. Transforming current bio education for future research education is, therefore, a challenging task. Learning structural board games starting from K-12 year or in pre-university education is an issue of strategic importance. This paper presents our experimental work on BG edutainment for structural educative learning in secondary school. Through play, students will have a more intuitive way to understand better board-game structures. Immersive and interactive games may potentially motivate students to explore the wonders of Learning. The board game edutainment solution developed is powered by the variant board-game publisher.
Learning Abstract Concepts Through Real Augmented Interactive Playing
In this presentation, we present strategies and approaches used to implement a synthetic learning environment which includes distributed interactive simulation, computational steering, interactive visualization, and creativity for learning abstract scientific concepts and entertainment. We use the Navier-Stokes Equation as a case study to show our ideas and methods. Students are allowed to interact with one another and engage in realistic collaborative exercises. The resulting technology is a testbed that reflects the benefits of a schoolhouse for training and education, especially for scientific abstract concepts, yet does not have the physical limitation that instructors, students, and resources be collocated both spatially and temporally. Our innovative use of computational steering and interactive visualization allows students to visualize and manipulate the physical process, and understand the abstract concept through entertainment.
The Applied Physics in Laboratory Learning on STEAM Learnings
My focus on this project is the position of science, in terms of Physics as one of my favorite subjects since 1997 till now, in society and in the educational systems. I was working to enhance the connection between Physics and to improve Physics in Education on all levels of learning. Learning and conceptual development in Physics topics. Implementation of Physics into the curriculum in the high school, in particular like the history to teaching physics (As a TRUE Background). The performance of Higher Level Science of Physics on learning is this only as of the language of mathematical modeling approach to physics in higher-level learning. Applied into Science, Technology, Engineering, Arts and Mathematics, as the purposes of the project which aimed to gain insight into learners for choosing or not choosing to learn physics in school, daily life, and higher level, as well as to explore how learners perceive physics as a subject and how they will experience physics learning. Introductory of learning as pre-service and in-service of the educator, which is the Science in Practice and the Physics Education in Research and Application.
Augmented Games and Human Centered for Social and Physical Interactive Games Entertainment
This presentation outlines new ideas within ubiquitous human media spaces supporting embodied interaction between humans and games both socially and physically with the aim of educative board game entertainment. We believe that the current approach to developing electronic-based entertainment environments is somewhat lacking with regard to support for multi-person multimodal interaction. We discuss some different research prototype systems: the 1941 World War History, The Fire Rescue type Cooperative Game, The Survivor novel based cooperative game, and the creativity of the story. The functional capabilities implemented in these systems include spatially-aware guiding navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed.
Modulation of Open Quantum Space Analysis
Combining the mathematical general relativistic and quantum mechanical properties with the strong field interactions available in the systems is a powerful way of creating quantum dynamic space manipulation and functionalities. In chapter 1 it’s shown that this consequence creates mathematically difficulties for the General relativistic in Einstein's theory of gravity, in it the presence of mass and energy warp the fabric of space and time. Chapter 2 will show that this implication creates difficulty for the Schwartz space. Chapter 3 deals with the Schrodinger equation, which tracks these probability waves through space and time. Chapter 4 deals with the right kind of function spaces for time-frequency analysis of consequences homogeneous and systematics space. The conclusion is reached that space can be formed as a result of the growth of perturbation that was initially small. The propagation and absorption of space are also investigated in this approximation. In chapter 5, quantum space in the consequences of quantum is examined by a method of asymptotic of General Relativity, Quantum Mechanics, Besov-type, and Feichtinger’s algebra. The "peeling-off" behavior and the asymptotic group are derived. Chapter 6 deals with the occurrence of singularities in quantum space models. It is shown that singularity is inevitable provided that certain very general conditions are satisfied.
Synthesis and Characterization of Theory and Application of Learning for 21st Century Education
Many problems were encountered during the teaching and learning of 21st-century education and during the transferring of knowledge. These problems ultimately import some serious effects on the communities and the method of the learning process of the students and learners in an educational institute. The transitions of learning from home and learning on-site are strongly undesirable. Before technology and communication operations, proper solution of learning and teaching is the call of the day. Teaching and Learning are mainly composed of stable and simplified delivering, and these simplified delivering stabilizing systems together with the process of learning in online systems interface. The process of online learning is the results that come from on-site learning. After the separation of online learning from onsite learning, the on-site learning in produced learners remains up to higher requested, which is much more convenient to the communities as they socialize are going to manage is direct without any special treatment. Thus, effective distance learning treatment and separation techniques are mandatory and imperative.