Vytautas Štuikys – författare
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Meta-Programming and Model-Driven Meta-Program Development: Principles, Processes and Techniques presents an overall analysis of meta-programming, focusing on insights of meta-programming techniques, heterogeneous meta-program development processes in the context of model-driven, feature-based and transformative approaches.
The fundamental concepts of meta-programming are still not thoroughly understood, in this well organized book divided into three parts the authors help to address this. Chapters include: Taxonomy of fundamental concepts of meta-programming; Concept of structural heterogeneous meta-programming based on the original meta-language; Model-driven concept and feature-based modeling to the development process of meta-programs; Equivalent meta-program transformations and metrics to evaluate complexity of feature-based models and meta-programs; Variety of academic research case studies within different application domains to experimentally verify the soundness of the investigated approaches.
Both authors are professors at Kaunas University of Technology with 15 years research and teaching experience in the field. Meta-Programming and Model-Driven Meta-Program Development: Principles, Processes and Techniques is aimed at post-graduates in computer science and software engineering and researchers and program system developers wishing to extend their knowledge in this rapidly evolving sector of science and technology.
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The book discusses the evolution of STEM-driven Computer Science (CS) Education based on three categories of Big Concepts, Smart Education (Pedagogy), Technology (tools and adequate processes) and Content that relates to IoT, Data Science and AI.
For developing, designing, testing, delivering and assessing learning outcomes for K-12 students (9-12 classes), the multi-dimensional modelling methodology is at the centre. The methodology covers conceptual and feature-based modelling, prototyping, and virtual and physical modelling at the implementation and usage level. Chapters contain case studies to assist understanding and learning. The book contains multiple methodological and scientific innovations including models, frameworks and approaches to drive STEM-driven CS education evolution.
Educational strategists, educators, and researchers will find valuable material in this book to help them improve STEM-driven CS education strategies, curriculum development, and new ideas for research.
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Smart Learning Objects for Smart Education in Computer Science will appeal to researchers in CS education particularly those interested in using robots in teaching, course designers and educational software and tools developers. With research and exercise questions at the end of each chapter students studying CS related courses will find this work informative and valuable too.
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At the centre of the methodology used in this book is STEM learning variability space that includes STEM pedagogical variability, learners’ social variability, technological variability, CS content variability and interaction variability. To design smart components, firstly, the STEM learning variability space is defined for each component separately, and then model-driven approaches are applied. The theoretical basis includes feature-based modelling and model transformations at the top specification level and heterogeneous meta-programming techniques at the implementation level.
Practice includes multiple case studies oriented for solving the task prototypes, taken from the real world, by educational robots. These case studies illustrate the process of gaining interdisciplinary knowledge pieces identified as S-knowledge, T-knowledge, E-knowledge, M-knowledge or integrated STEM knowledge and evaluate smart components from the pedagogical and technological perspectives based ondata gathered from one real teaching setting. Smart STEM-Driven Computer Science Education: Theory, Methodology and Robot-based Practices outlines the overall capabilities of the proposed approach and also points out the drawbacks from the viewpoint of different actors, i.e. researchers, designers, teachers and learners.