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This volume presents a process for developing expert systems. As the field of instructional technology matures it is becoming clear that technological process, not technological devices, is the single most important factor in designing effective instruction. Computers as devices are helpful, but their primary advantage may be the discipline placed on thinking and design processes by using them. The process used when examining a problem determines the quality of information entered into a program and the ultimate effectiveness of the solution. The process in this volume is intended for small-scale expert system solutions that contribute to the solution of instructional problems. Hardware independent, the volume focuses on narrowly defined examples intended for small personal computer systems. Particular attention is paid to problems associated with education and training. "Building Expert Systems in Training and Education" has one primary function: to help instructional designers derive the components of a problem and enter it into an expert system shell. It is totally process-oriented and focuses on the front-end knowledge engineering process. It provides a repertoire of practical tools and processes that can be used to select, define, and structure problems. Three types of examples are used to illustrate three ways to use expert systems: for instructional support, for instructional decision making, and for an instructional job aid. Each chapter is followed by a list of learning activities to facilitate practice and consolidation. When appropriate, answers or examples to the learning activities is given. This is a practical guide for instructional technology educators and students, and business and industrial training professionals.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
Hypermedia and multimedia have penetrated the world of computer
games, Internet, and CD-ROM based reference manuals. However, the
fields of education, schooling, and training ask more specific
benefits from them. This book provides practical approaches to
transform these media into learning tools. Crucial helping steps
include the migration from expository to exploratory learning
strategies, the integration of collaborative learning practices in
plenary and individualistic teaching styles, and the evolution from
test-driven to experience-oriented training.
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