The crucial stages necessary for an interactive software programme utilised in the study of circles are included in this chapter. Software development is thus portrayed in a concrete manner through the use of specialised UML diagrams that reflect the steps of analysis, design, and implementation. The design must be appropriate for the issue at hand while yet being flexible enough to accommodate future needs. The architecture of a piece of interactive educational software is most likely the most important factor that might affect its quality. The "Model-View-Presenter" architectural pattern is used to improve the implementation of the educational programme that is being provided. Because most kids struggle to learn mathematics, particularly geometry, the programme is tremendously helpful for both teachers and students. Because most kids struggle to learn mathematics, particularly geometry, the programme is tremendously helpful for both teachers and students.
Author(s) Details:
Anca-Elena Iordan,
Computer Science Department, Faculty of Automation and Computer Science, Technical University of Cluj-Napoca, Romania
Please see the link here: https://stm.bookpi.org/COSTR-V1/article/view/7941
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