National Repository of Grey Literature 82 records found  beginprevious51 - 60nextend  jump to record: Search took 0.01 seconds. 
Educational support for postproduction of digital photography in metaformat RAW
Hájek, Petr ; Procházka, Josef (advisor) ; Rambousek, Vladimír (referee)
The aim of this bachelor thesis is to introduce metaformat RAW used in digital photography to readers. Possibilities in photo postproduction while sustaining the maximum quality of the finalised photo have been demonstrated here. As well as time effectiveness of the actual conversion. A part of this thesis is also comparison of several programs there are available for viewing and conversion of RAW metaformat. The chief output of the thesis is educational web page which is presenting RAW format conversion practises in easily accessible way. Users can download source files available on this web page and practically test the described methods of conversion.
Proposal for a JS library for creating atypical didactic tests
Kozub, Martin ; Procházka, Josef (advisor) ; Prokýšek, Miloš (referee)
The introductory part of this Bachelor's thesis looks into existing types of didactic tests and searches for the forms adequate to be processed on a computer or in a web environment. This thesis also researches what JavaScript libraries and frameworks are, points out their differences and searches for the best methods for their development. In addition some possibilities of modern JavaScript are examined. The real outcome of this research is a JavaScript library simplifying the creation of didactic tests that use atypic question forms. Those are the ones which can't be created using native browser components - in my case queries with draggable options requiring their assignment or ordering. Moreover, the documentation and the whole project, including the manuals and example tests, are available in a GitHub repository.
Markup languages educational methodology
Matějka, Vojtěch ; Procházka, Josef (advisor) ; Jeřábek, Tomáš (referee)
The aim of this thesis is to develop an educational methodology for the following languages: Markdown, HyperText Markup Language (HTML), eXtensible Markup Language (XML) and Scalable Vector Graphics (SVG); and to verify the methodology at Czech elementary schools on the lower secondary level. An integral part of the methodology is also an introduction to the history and development, as well as the theory of syntax of the mentioned markup languages, necessary for teaching according to this methodology. The methodology uses specific examples, on which the students can verify their newly acquired knowledge in practice. The verification of the methodology took place in the form of teaching at two Czech elementary schools. The teaching took place in the seventh grade within the compulsory elective subject of informatics, in the ninth grade within a compulsory subject. The expected differences in understanding the markup languages education in favor of the ninth year have not been confirmed. The motivation of the students proved to play much greater role than their age. The verification of the methodology has shown that it is necessary to pay careful attention to the precise formulation of the task assignments and guidelines to the students, to avoid confusion and substitution of the source code of the...
Use of virtual worlds in the educational process
Randák, Milan ; Rambousek, Vladimír (advisor) ; Nikl, Jiří (referee) ; Procházka, Josef (referee)
TITLE: Use of virtual worlds in the educational process AUTHOR: Milan Randák DEPARTMENT: Department of information technology and technology education SUPERVISOR: doc. PhDr. Vladimír Rambousek, CSc. ABSTRACT: This thesis is focused on the phenomenon of virtual worlds in the context of didactics, in terms of their educational function, didactic specifics and possibilities of utilization. The study deals with virtual worlds as an innovative didactic resource, which is useful in school praxis. The thesis formulates a rating system of suitability of virtual worlds for use in the educational process and this suitability is empirically investigated through an action research. The action research was carried out in different types of virtual worlds and with different teaching contents and objectives, including questionnaires and a comparison of the students' educational results. KEYWORDS: Education, educational tools, virtual environment, virtual world, virtual reality, Minecraft, OpenSim
Web application for learning English vocabulary
Trča, Matouš ; Procházka, Josef (advisor) ; Jeřábek, Tomáš (referee)
TITLE: A web application for learning English vocabulary AUTHOR: Matouš Trča DEPARTMENT: IT & Technical Education Department SUPERVISOR: PhDr. Josef Procházka, Ph.D. ABSTRACT: The aim of this bachelor thesis is to create an operational prototype of a web application, which would help students to practice English vocabulary. The algorithm of the application will be based on Spaced Repetition technique, which incorporates increasing intervals of time between subsequent reviews of previously learned flashcards. The application will allow users to register, to create a new collection of flashcards, and it will optionally notify them by e-mail about their daily batch. The creation of flashcards will by semi-automated - users input the word, which they want to remember, and the system will generate flashcards using freely available dictionary APIs. The first, theoretical part focuses on general aspects of learning, memory and forgetting. It also compares the existing applications for learning vocabulary and their algorithms. The practical part of this bachelor thesis is concerned with the development of the application, from the design to the implementation and final user testing. KEYWORDS: learning, web application, English vocabulary, spaced repetition, flashcards
Theory of contemporary web design and its application to development of responsive websites
Ferenc, Jakub ; Procházka, Josef (advisor) ; Fuglík, Viktor (referee)
By theoretical analysis we regard web design as a digital, design field, which is inherently creative. That is why we analyse it on the background of research in creativity, design and new media. We demystify the romantic view on creativity; analyse the componential, evolutionary and other views on creativity; find out that expertise and context are important for creativity. By analysis of theories of design we discard the perception of a designer as a "decorator"; define design as solving "wicked" problems and as a distinct type of thinking which is suitable for integrating art and technology as well as for innovations in the post­industrial society. We also analyse the relation between design and the user. We discuss code as "material" for web design. After the historical analysis of the evolution of Web we define an "axiomatic system" whereby we analyse Web. The axioms are: Web as a technological platform; Web as a new medium; Web as interface, consisting of code and the human side which exist in the broader socio­cultural context; Web as interaction design; Web as a work existing and changing according to the immediate (spatiotemporal) context of use. With the analysis and axioms we elucidate why the current web design is responsive, "mobile first" and what role the mobile context...

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