Online labs and the MARVEL experience

Detalhes bibliográficos
Autor(a) principal: Dieter Müller
Data de Publicação: 2005
Outros Autores: José M. Ferreira
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/84652
Resumo: MARVEL is a Leonardo da Vinci project that provides a framework to analyse the pedagogic effectiveness of online labs in various heterogeneous areas that include solar energy, robotics, electronics and electro-pneumatics. It is also used as a test bench to compare the implementation of purely remote labs, where all devices are real, versus mixed-reality environments, where real devices work together with simulation models. This paper describes the basic concepts underlying the implementation of such online labs and presents two case studies (which are openly available to the public). A final section discusses the main pedagogical implications of online labs and presents the research directions that are being considered as a follow-up from this project.
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spelling Online labs and the MARVEL experienceEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringMARVEL is a Leonardo da Vinci project that provides a framework to analyse the pedagogic effectiveness of online labs in various heterogeneous areas that include solar energy, robotics, electronics and electro-pneumatics. It is also used as a test bench to compare the implementation of purely remote labs, where all devices are real, versus mixed-reality environments, where real devices work together with simulation models. This paper describes the basic concepts underlying the implementation of such online labs and presents two case studies (which are openly available to the public). A final section discusses the main pedagogical implications of online labs and presents the research directions that are being considered as a follow-up from this project.20052005-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/10216/84652eng1868-1646Dieter MüllerJosé M. Ferreirainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:37:52Zoai:repositorio-aberto.up.pt:10216/84652Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:44:18.895521Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Online labs and the MARVEL experience
title Online labs and the MARVEL experience
spellingShingle Online labs and the MARVEL experience
Dieter Müller
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Online labs and the MARVEL experience
title_full Online labs and the MARVEL experience
title_fullStr Online labs and the MARVEL experience
title_full_unstemmed Online labs and the MARVEL experience
title_sort Online labs and the MARVEL experience
author Dieter Müller
author_facet Dieter Müller
José M. Ferreira
author_role author
author2 José M. Ferreira
author2_role author
dc.contributor.author.fl_str_mv Dieter Müller
José M. Ferreira
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description MARVEL is a Leonardo da Vinci project that provides a framework to analyse the pedagogic effectiveness of online labs in various heterogeneous areas that include solar energy, robotics, electronics and electro-pneumatics. It is also used as a test bench to compare the implementation of purely remote labs, where all devices are real, versus mixed-reality environments, where real devices work together with simulation models. This paper describes the basic concepts underlying the implementation of such online labs and presents two case studies (which are openly available to the public). A final section discusses the main pedagogical implications of online labs and presents the research directions that are being considered as a follow-up from this project.
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