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Full-Text Articles in Physical Sciences and Mathematics

Making Substitutions Explicit In Sasylf, Michael David Ariotti Aug 2017

Making Substitutions Explicit In Sasylf, Michael David Ariotti

Theses and Dissertations

SASyLF is an interactive proof assistant whose goal is to teach: about type systems,

language meta-theory, and writing proofs in general. This software tool stores user-specified

languages and logics in the dependently-typed LF, and its internal proof structure closely

resembles M2+ . This thesis describes a new usability feature of SASyLF, “where” clauses,

which make explicit previously hidden substitutions that arise through constructs in the proof

code, primarily case analyses. An overview of SASyLF and logical frameworks is given, with

motivating examples. The requirements for “where” clauses are discussed, including a formal

definition of correctness. The feature’s implementation in SASyLF …


Using Pedagogical Tools To Help Hispanics Be Successful In Computer Science, Rodger Irish Jul 2017

Using Pedagogical Tools To Help Hispanics Be Successful In Computer Science, Rodger Irish

Theses and Dissertations

Irish, Rodger, Using Pedagogical Tools to Help Hispanics Be Successful in Computer Science. Master of Science (MS), July 2017, 68 pp., 4 tables, 2 figures, references 48 titles. Computer science (CS) jobs are a growing field and pay a living wage, but the Hispanics are underrepresented in this field. This project seeks to give an overview of several contributing factors to this problem. It will then explore some possible solutions to this problem and how a combination of some tools (teaching methods) can create the best possible outcome. It is my belief that this approach can produce successful Hispanics to …


Enhancing The Learning Experience- Use Of Video Game Technology For Teaching Japanese Language, Craig A. Decampli May 2017

Enhancing The Learning Experience- Use Of Video Game Technology For Teaching Japanese Language, Craig A. Decampli

Senior Honors Projects, 2010-2019

The Japanese language is challenging to learn, especially for native speakers of Indo- European languages. The three components of written Japanese -- Hiragana, Katakana, and Kanji – include 2,136 Kanji characters, and 46 each for Katakana and Hiragana. Teaching Japanese – generally through repetition – can lead to student boredom and affect success. Research shows that video games can at least provide a more enjoyable learning experience. Despite this fact, there are a lack of video games for teaching Japanese characters. Using the Unity game engine and the C# programming language, a video game for enhancing the learning of students …


An Affordable Vr Environment, Matthew R. Petty May 2017

An Affordable Vr Environment, Matthew R. Petty

Senior Honors Projects, 2010-2019

Virtual Reality is a powerful technology with the ability to affect our senses in powerful ways. Traditionally used for entertainment, we argue that it can be used for educational purposes as well. In order to get virtual reality into the classroom, we must address its cost and portability, as well as improve the interaction that users experience with the virtual environment. Our solution, a Unity program installed on an iPhone and a Mac, attempts to solve these issues. A technical demo was created that functions and can be interfaced with. While this solution is a proof of concept, its consequences …


Music Times: A Music Learning Game, Emily Woo Mar 2017

Music Times: A Music Learning Game, Emily Woo

Computer Science and Software Engineering

Music Times is a two dimensional educational video game with the purpose of gamifying learning of musical concepts. It has elements of adventure and visual novel games, and incentivizes the player to learn music to explore new levels. It is developed in the Unity game engine, scripted in C#, and targeted for mobile devices. It has six working levels: three lesson levels and three corresponding challenge levels. Each level contains slight differences in visual and aural feel.


A Semi-Automatic Grading Experience For Digital Ink Quizzes, Brooke Ellen Rhees Jan 2017

A Semi-Automatic Grading Experience For Digital Ink Quizzes, Brooke Ellen Rhees

Theses and Dissertations

Teachers who want to assess student learning and provide quality feedback are faced with a challenge when trying to grade assignments quickly. There is currently no system which will provide both a fast-to-grade quiz and a rich testing experience. Previous attempts to speed up grading time include NLP-based text analysis to automate grading and scanning in documents for manual grading with recyclable feedback. However, automated NLP systems all focus solely on text-based problems, and manual grading is still linear in the number of students. Machine learning algorithms exist which can interactively train a computer quickly classify digital ink strokes. We …