560 resources related to Educational activities
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ICC 2021 - IEEE International Conference on Communications
IEEE ICC is one of the two flagship IEEE conferences in the field of communications; Montreal is to host this conference in 2021. Each annual IEEE ICC conference typically attracts approximately 1,500-2,000 attendees, and will present over 1,000 research works over its duration. As well as being an opportunity to share pioneering research ideas and developments, the conference is also an excellent networking and publicity event, giving the opportunity for businesses and clients to link together, and presenting the scope for companies to publicize themselves and their products among the leaders of communications industries from all over the world.
The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted papers will be peer reviewed. Accepted high quality papers will be presented in oral and postersessions, will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE
The Frontiers in Education (FIE) Conference is a major international conference focusing on educational innovations and research in engineering and computing education. FIE 2019 continues a long tradition of disseminating results in engineering and computing education. It is an ideal forum for sharing ideas, learning about developments and interacting with colleagues inthese fields.
The IEEE Global Engineering Education Conference (EDUCON) 2020 is the eleventh in a series of conferences that rotate among central locations in IEEE Region 8 (Europe, Middle East and North Africa). EDUCON is one of the flagship conferences of the IEEE Education Society. It seeks to foster the area of Engineering Education under the leadership of the IEEE Education Society.
The 2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC 2020) will be held in Metro Toronto Convention Centre (MTCC), Toronto, Ontario, Canada. SMC 2020 is the flagship conference of the IEEE Systems, Man, and Cybernetics Society. It provides an international forum for researchers and practitioners to report most recent innovations and developments, summarize state-of-the-art, and exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics. Advances in these fields have increasing importance in the creation of intelligent environments involving technologies interacting with humans to provide an enriching experience and thereby improve quality of life. Papers related to the conference theme are solicited, including theories, methodologies, and emerging applications. Contributions to theory and practice, including but not limited to the following technical areas, are invited.
Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.
Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)
IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...
Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.
IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...
IEEE Aerospace and Electronic Systems Magazine, 2005
Proceedings of Southcon '95, 1995
A strategic objective of the Educational Activities Board (EAB) of the IEEE is the reshaping of educational programs to help members prepare for careers and employment in a rapidly changing technical arena. The Educational Activities Board works with IEEE Sections to promote an awareness of the available educational resources and in planning educational programs. The IEEE encourages the involvement of ...
2008 Eighth IEEE International Conference on Advanced Learning Technologies, 2008
The aim of this paper is to present an Constructivism approach for an educational adaptive hypermedia tool. The learning platform has a constructivist approach, assessing the user knowledge and presenting contents and activities adapted to the characteristics and learning style of the student. The platform allows the students and teachers to autonomously create and consolidate knowledge, with permanent automatic feedback ...
Proceedings 3rd IEEE International Conference on Advanced Technologies, 2003
The work presented addresses the problem of the structuration of textual communication through chats or forums as a means to: (1) support students involved in collective activities and (2) support the tutor in his perception of these activities. OSCAR is a framework based on the speech-acts theory. It allows defining theories composed of a set of speech-acts and precedence relations ...
2009 Ninth IEEE International Conference on Advanced Learning Technologies, 2009
The design inspired learning (DIL) processes, and in particular the P3BL (problem-project-process based learning) processes, are usually very time consuming and because of their flexible and complex nature are rarely implemented as on-line processes, at least not as full processes. The P3BL is thus a learning domain in which the pedagogy is deeply challenging the technology. In this paper we ...
Educational Resources for Humanitarian Activities - Michael Lightner - Brief Sessions: Sections Congress 2017
All about EPICS in IEEE - Nicholas Kirsch - Ignite: Sections Congress 2017
Mini-MBA for Engineers and Technology Managers
What + If = IEEE
Moshe Kam - IEEE Honors Ceremony 2016 Red Carpet Interview
Virtual World Symposium - Educational Work
EPICS in IEEE
What members say about IEEE Communications Society
Moshe Kam accepts the IEEE Haraden Pratt Award - Honors Ceremony 2016
IEEE, IEEE-HKN and Public Service
How IEEE Helps Entrepreneurs
Satoshi Tadokoro: RAS Project - Creation of Educational Material in RA (CEMRA) - Studio Tech Talks: Sections Congress 2017
EPICS In IEEE Spotlight - NJIT 2016 Project
IEEE Technical Activities Overview
Wanda Reder: Educational Materials for Expert and Non-Expert — IEEE Power and Energy Society’s “Plain Talk” — Studio Tech Talks: Sections Congress 2017
Marina Ruggieri: Awards and Engagement in Technical Activities — Studio Tech Talks: Sections Congress 2017
IEEE Academic: Bridging the Educational Divide - Rui Costa - Brief Sessions: Sections Congress 2017
Teacher In-Service Workshop
DOE Vision and Programmatic Activities in Advanced Computing Technologies: IEEE Rebooting Computing 2017
A strategic objective of the Educational Activities Board (EAB) of the IEEE is the reshaping of educational programs to help members prepare for careers and employment in a rapidly changing technical arena. The Educational Activities Board works with IEEE Sections to promote an awareness of the available educational resources and in planning educational programs. The IEEE encourages the involvement of its members with their student branches, pre- college programs and in explaining the role of the engineer in the community. In addition to numerous technical conferences hosted by the IEEE at the national and international levels, many technical books and periodicals are available to keep members abreast with the latest advances in electrical engineering research. The IEEE has a collection of video tapes on technical topics, publishes the IEEE Standards and provides multi-media self study courses. This presentation will cover the educational activities mentioned above. In addition, specific activities of the Education Chapter of the IEEE Orlando Section will be presented.
The aim of this paper is to present an Constructivism approach for an educational adaptive hypermedia tool. The learning platform has a constructivist approach, assessing the user knowledge and presenting contents and activities adapted to the characteristics and learning style of the student. The platform allows the students and teachers to autonomously create and consolidate knowledge, with permanent automatic feedback and support, through instructional methodologies and educational activities explored in a constructivist manner.
The work presented addresses the problem of the structuration of textual communication through chats or forums as a means to: (1) support students involved in collective activities and (2) support the tutor in his perception of these activities. OSCAR is a framework based on the speech-acts theory. It allows defining theories composed of a set of speech-acts and precedence relations between these speech-acts and to perform synchronous and asynchronous discussions structured by these theories. OSCAR can be used both as an operational tool within a distance learning platform and as a research tool as it proposes means to study a posteriori the discussions (e.g., analysis of the different student's attitudes in the discussion).
The design inspired learning (DIL) processes, and in particular the P3BL (problem-project-process based learning) processes, are usually very time consuming and because of their flexible and complex nature are rarely implemented as on-line processes, at least not as full processes. The P3BL is thus a learning domain in which the pedagogy is deeply challenging the technology. In this paper we present the implementation of a Virtual version of the Show&Tell (VS&T) method, that represents the first step toward the realization of a full co-design lab, at present under development as part of the open-source project Life (Learning in an Interactive Framework to Experience). The S&T is a well-known and very powerful collaborative method that can be profitably used to speed up the problem setting of a design process. Its porting from the reality to the virtuality allowed the technology to challenge back the pedagogy and to iteratively transform and improve the VS&T method. A case history will demonstrate the positive effect of the mutual challenge between pedagogy and technology, at least as P3BL is concerned.
This paper presents an overview of the special issue of the IEEE Transactions on Education which was an experimental team effort to try and address some of the difficulties in applying information technologies to the creation, review, dissemination, and archiving of multimedia-rich contributions in engineering and science education. The solicitation and review were done electronically using the World Wide Web (WWW) and a restricted access server. The dissemination of the contributions used WWW/CD-ROM technology as a practical means for the IEEE Education Society to electronically distribute and archive the multimedia material containing video, audio, graphics, and code.
This paper seeks to explore the issues and technologies around development and delivery of a technology-enhanced learning (TEL) tool. Developers in this field face major challenges in developing tools to adequately address the issues raised during the development process, which vary from learning theory to software engineering. However, understanding and resolving each of the requirements and the tensions between participants has long been recognized as fundamental to any systems success. While current systems enable the user to produce e-learning materials in one particular format such as video or audio podcasts, they are unable to generate a range of different formats from a single source. The solution to this results in proposing and developing an automated e-learning system (framework) that is capable of producing e-learning materials in a number of formats from a centralised unit.
Currently, deficiencies in learning environments concern concepts, consistency, screen layout, interface design, navigation strategies, low-level of multimedia based interactions. In order to enlarge the communication capabilities in a learning environment, it is essential to focus on two fundamental aspects in the user interface: information presentation and information access. Pursuing this aim, the paper discusses the design of hypermedia systems in its own unity of concept and design modeling for learner-beneficial support by the user interface. In relation to these explanations, it presents a learning system that benefits from the research about both the consideration of human visual and acoustic perception in the user interface for learning and the sufficient visualization of multidisciplinary contents for engineering educational activities, especially by 3D models, 3D animations and simulations, which facilitate the learner's immersion in a hidden world.
The Emerald Ash Borer (Agrilus planipennis, EAB) is one of the most destructive insects damaging all Ash species of the genus Fraxinus in Ontario, Canada. It is crucial to detect the EAB invasion as early as possible to allow possible treatments and reduce economic loss. The challenge is that there are limited symptoms indicating EAB infestation due to this pest's cryptic life stage. The current detection methods are all in-situ approaches, which are labour intensive and economically inefficient. In this study, the object oriented vegetation indices and texture information derived from Hyperspectral imagery were investigated to test the hypothesis that stressed Ash trees are more vulnerable to EAB and can be used to predict infestation levels.
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