31 resultados para Problem Solving


Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper analyzes the role of Computer Algebra Systems (CAS) in a model of learning based on competences. The proposal is an e-learning model Linear Algebra course for Engineering, which includes the use of a CAS (Maxima) and focuses on problem solving. A reference model has been taken from the Spanish Open University. The proper use of CAS is defined as an indicator of the generic ompetence: Use of Technology. Additionally, we show that using CAS could help to enhance the following generic competences: Self Learning, Planning and Organization, Communication and Writing, Mathematical and Technical Writing, Information Management and Critical Thinking.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Dos aspectos destacan entre los resultados ms interesantes de la investigacin en la dcada de los 90 en el campo de la ingeniera del conocimiento. Por un lado, se ha profundizado en el conocimiento sobre cmo las personas resuelven problemas. Esto se ha logrado por la va emprica mediante un trabajo cientfico de observacin, experimentacin por medios computacionales y generalizacin. Como resultado de esta lnea, actualmente se dispone de un primer conjunto de modelos formales, los llamados problem-solving methods (PSM), muy tiles en el campo de la ingeniera informtica como plantillas de diseo que guan la construccin de nuevos sistemas. Por otro lado, como logro adicional en este campo de investigacin, se ha creado un nuevo lenguaje descriptivo como complemento a las formas de representacin tradicionales. Dicho lenguaje, que ha sido aceptado por un amplio nmero de autores, se sita en un mayor nivel de abstraccin y permite la formulacin de arquitecturas ms complejas de sistemas basados en el conocimiento. Como autores que ms han contribuido en este aspecto se pueden citar: Luc Steels que propuso los denominados componentes de la experiencia como forma de unificacin de trabajos previos en este campo, Bob Wielinga, Guus Schreiber y Jost Breuker en el campo de metodologas de ingeniera del conocimiento y el equipo de Mark Musen respecto a herramientas. Dicho lenguaje descriptivo ha supuesto adems el planteamiento de una nueva generacin de herramientas software de ayuda a los tcnicos desarrolladores para construccin de este tipo de sistemas. El propsito principal del presente texto es servir de base como fuente de informacin de ambos aspectos recientes del campo de la ingeniera del conocimiento. El texto est dirigido a profesionales y estudiantes del campo de la informtica que conocen tcnicas bsicas tradicionales de representacin del conocimiento. La redaccin del presente texto se ha orientado en primer lugar para recopilar y uniformizar la descripcin de mtodos existentes en la literatura de ingeniera de conocimiento. Se ha elegido un conjunto de mtodos representativo en este campo que no cubre la totalidad de los mtodos existentes pero s los ms conocidos y utilizados en ingeniera del conocimiento, presentando una descripcin detallada de carcter tanto terico como prctico. El texto describe cada mtodo utilizando una notacin comn a todos ellos, parcialmente basada en los estndares descriptivos seguidos por las metodologas ms extendidas. Para cada mtodo se incluyen algoritmos definidos de forma expresa para el presente texto con ejemplos detallados de operacin. Ambos aspectos, la uniformizacin junto a la presentacin detallada de la operacin, suponen una novedad interesante respecto al estado actual de la literatura sobre este campo, lo que hace el texto muy adecuado para ser utilizado como libro de consulta como apoyo en la docencia de la asignatura de construccin de sistemas inteligentes.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

La Organizacin Mundial de la Salud (OMS) prev que para el ao 2020, el Dao Cerebral Adquirido (DCA) estar entre las 10 causas ms comunes de discapacidad. Estas lesiones, dadas sus consecuencias fsicas, sensoriales, cognitivas, emocionales y socioeconmicas, cambian dramticamente la vida de los pacientes y sus familias. Las nuevas tcnicas de intervencin precoz y el desarrollo de la medicina intensiva en la atencin al DCA han mejorado notablemente la probabilidad de supervivencia. Sin embargo, hoy por hoy, las lesiones cerebrales no tienen ningn tratamiento quirrgico que tenga por objetivo restablecer la funcionalidad perdida, sino que las terapias rehabilitadoras se dirigen hacia la compensacin de los dficits producidos. Uno de los objetivos principales de la neurorrehabilitacin es, por tanto, dotar al paciente de la capacidad necesaria para ejecutar las Actividades de Vida Diaria (AVDs) necesarias para desarrollar una vida independiente, siendo fundamentales aquellas en las que la Extremidad Superior (ES) est directamente implicada, dada su gran importancia a la hora de la manipulacin de objetos. Con la incorporacin de nuevas soluciones tecnolgicas al proceso de neurorrehabilitacin se pretende alcanzar un nuevo paradigma centrado en ofrecer una prctica personalizada, monitorizada y ubicua con una valoracin continua de la eficacia y de la eficiencia de los procedimientos y con capacidad de generar conocimientos que impulsen la ruptura del paradigma de actual. Los nuevos objetivos consistirn en minimizar el impacto de las enfermedades que afectan a la capacidad funcional de las personas, disminuir el tiempo de incapacidad y permitir una gestin ms eficiente de los recursos. Estos objetivos clnicos, de gran impacto socio-econmico, slo pueden alcanzarse desde una apuesta decidida en nuevas tecnologas, metodologas y algoritmos capaces de ocasionar la ruptura tecnolgica necesaria que permita superar las barreras que hasta el momento han impedido la penetracin tecnolgica en el campo de la rehabilitacin de manera universal. De esta forma, los trabajos y resultados alcanzados en la Tesis son los siguientes: 1. Modelado de AVDs: como paso previo a la incorporacin de ayudas tecnolgicas al proceso rehabilitador, se hace necesaria una primera fase de modelado y formalizacin del conocimiento asociado a la ejecucin de las actividades que se realizan como parte de la terapia. En particular, las tareas ms complejas y a su vez con mayor repercusin teraputica son las AVDs, cuya formalizacin permitir disponer de modelos de movimiento sanos que actuarn de referencia para futuros desarrollos tecnolgicos dirigidos a personas con DCA. Siguiendo una metodologa basada en diagramas de estados UML se han modelado las AVDs 'servir agua de una jarra' y 'coger un botella' 2. Monitorizacin ubcua del movimiento de la ES: se ha diseado, desarrollado y validado un sistema de adquisicin de movimiento basado en tecnologa inercial que mejora las limitaciones de los dispositivos comerciales actuales (coste muy elevado e incapacidad para trabajar en entornos no controlados); los altos coeficientes de correlacin y los bajos niveles de error obtenidos en los corregistros llevados a cabo con el sistema comercial BTS SMART-D demuestran la alta precisin del sistema. Tambin se ha realizado un trabajo de investigacin exploratorio de un sistema de captura de movimiento de coste muy reducido basado en visin estereoscpica, habindose detectado los puntos clave donde se hace necesario incidir desde un punto de vista tecnolgico para su incorporacin en un entorno real 3. Resolucin del Problema Cinemtico Inverso (PCI): se ha diseado, desarrollado y validado una solucin al PCI cuando el manipulador se corresponde con una ES humana estudindose 2 posibles alternativas, una basada en la utilizacin de un Perceptrn Multicapa (PMC) y otra basada en sistemas Artificial Neuro-Fuzzy Inference Systems (ANFIS). La validacin, llevada a cabo utilizando informacin relativa a los modelos disponibles de AVDs, indica que una solucin basada en un PMC con 3 neuronas en la capa de entrada, una capa oculta tambin de 3 neuronas y una capa de salida con tantas neuronas como Grados de Libertad (GdLs) tenga el modelo de la ES, proporciona resultados, tanto de precisin como de tiempo de clculo, que la hacen idnea para trabajar en sistemas con requisitos de tiempo real 4. Control inteligente assisted-as-needed: se ha diseado, desarrollado y validado un algoritmo de control assisted-as-needed para una ortesis robtica con capacidades de actuacin anticipatoria de la que existe un prototipo implementado en la actualidad. Los resultados obtenidos demuestran cmo el sistema es capaz de adaptarse al perfil disfuncional del paciente activando la ayuda en instantes anteriores a la ocurrencia de movimientos incorrectos. Esta estrategia implica un aumento en la participacin del paciente y, por tanto, en su actividad muscular, fomentndose los procesos la plasticidad cerebral responsables del reaprendizaje o readaptacin motora 5. Simuladores robticos para planificacin: se propone la utilizacin de un simulador robtico assisted-as-needed como herramienta de planificacin de sesiones de rehabilitacin personalizadas y con un objetivo clnico marcado en las que interviene una ortesis robotizada. Los resultados obtenidos evidencian como, tras la ejecucin de ciertos algoritmos sencillos, es posible seleccionar automticamente una configuracin para el algoritmo de control assisted-as-needed que consigue que la ortesis se adapte a los criterios establecidos desde un punto de vista clnico en funcin del paciente estudiado. Estos resultados invitan a profundizar en el desarrollo de algoritmos ms avanzados de seleccin de parmetros a partir de bateras de simulaciones Estos trabajos han servido para corroborar las hiptesis de investigacin planteadas al inicio de la misma, permitiendo, asimismo, la apertura de nuevas lneas de investigacin. Summary The World Health Organization (WHO) predicts that by the year 2020, Acquired Brain Injury (ABI) will be among the ten most common ailments. These injuries dramatically change the life of the patients and their families due to their physical, sensory, cognitive, emotional and socio-economic consequences. New techniques of early intervention and the development of intensive ABI care have noticeably improved the survival rate. However, in spite of these advances, brain injuries still have no surgical or pharmacological treatment to re-establish the lost functions. Neurorehabilitation therapies address this problem by restoring, minimizing or compensating the functional alterations in a person disabled because of a nervous system injury. One of the main objectives of Neurorehabilitation is to provide patients with the capacity to perform specific Activities of the Daily Life (ADL) required for an independent life, especially those in which the Upper Limb (UL) is directly involved due to its great importance in manipulating objects within the patients' environment. The incorporation of new technological aids to the neurorehabilitation process tries to reach a new paradigm focused on offering a personalized, monitored and ubiquitous practise with continuous assessment of both the efficacy and the efficiency of the procedures and with the capacity of generating new knowledge. New targets will be to minimize the impact of the sicknesses affecting the functional capabilitiies of the subjects, to decrease the time of the physical handicap and to allow a more efficient resources handling. These targets, of a great socio-economic impact, can only be achieved by means of new technologies and algorithms able to provoke the technological break needed to beat the barriers that are stopping the universal penetration of the technology in the field of rehabilitation. In this way, this PhD Thesis has achieved the following results: 1. ADL Modeling: as a previous step to the incorporation of technological aids to the neurorehabilitation process, it is necessary a first modelling and formalization phase of the knowledge associated to the execution of the activities that are performed as a part of the therapy. In particular, the most complex and therapeutically relevant tasks are the ADLs, whose formalization will produce healthy motion models to be used as a reference for future technological developments. Following a methodology based on UML state-chart diagrams, the ADLs 'serving water from a jar' and 'picking up a bottle' have been modelled 2. Ubiquitous monitoring of the UL movement: it has been designed, developed and validated a motion acquisition system based on inertial technology that improves the limitations of the current devices (high monetary cost and inability of working within uncontrolled environments); the high correlation coefficients and the low error levels obtained throughout several co-registration sessions with the commercial sys- tem BTS SMART-D show the high precision of the system. Besides an exploration of a very low cost stereoscopic vision-based motion capture system has been carried out and the key points where it is necessary to insist from a technological point of view have been detected 3. Inverse Kinematics (IK) problem solving: a solution to the IK problem has been proposed for a manipulator that corresponds to a human UL. This solution has been faced by means of two different alternatives, one based on a Mulilayer Perceptron (MLP) and another based on Artificial Neuro-Fuzzy Inference Systems (ANFIS). The validation of these solutions, carried out using the information regarding the previously generated motion models, indicate that a MLP-based solution, with an architecture consisting in 3 neurons in the input layer, one hidden layer of 3 neurons and an output layer with as many neurons as the number of Degrees of Freedom (DoFs) that the UL model has, is the one that provides the best results both in terms of precission and in terms of processing time, making in idoneous to be integrated within a system with real time restrictions 4. Assisted-as-needed intelligent control: an assisted-as-needed control algorithm with anticipatory actuation capabilities has been designed, developed and validated for a robotic orthosis of which there is an already implemented prototype. Obtained results demonstrate that the control system is able to adapt to the dysfunctional profile of the patient by triggering the assistance right before an incorrect movement is going to take place. This strategy implies an increase in the participation of the patients and in his or her muscle activity, encouraging the neural plasticity processes in charge of the motor learning 5. Planification with a robotic simulator: in this work a robotic simulator is proposed as a planification tool for personalized rehabilitation sessions under a certain clinical criterium. Obtained results indicate that, after the execution of simple parameter selection algorithms, it is possible to automatically choose a specific configuration that makes the assisted-as-needed control algorithm to adapt both to the clinical criteria and to the patient. These results invite researchers to work in the development of more complex parameter selection algorithms departing from simulation batteries Obtained results have been useful to corroborate the hypotheses set out at the beginning of this PhD Thesis. Besides, they have allowed the creation of new research lines in all the studied application fields.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

In this chapter we are going to develop some aspects of the implementation of the boundary element method (BEM)in microcomputers. At the moment the BEM is established as a powerful tool for problem-solving and several codes have been developed and maintained on an industrial basis for large computers. It is also well known that one of the more attractive features of the BEM is the reduction of the discretization to the boundary of the domain under study. As drawbacks, we found the non-bandedness of the final matrix, wich is a full asymmetric one, and the computational difficulties related to obtaining the integrals which appear in the influence coefficients. Te reduction in dimensionality is crucial from the point of view of microcomputers, and we believe that it can be used to obtain competitive results against other domain methods. We shall discuss two applications in this chapter. The first one is related to plane linear elastostatic situations, and the second refers to plane potential problems. In the first case we shall present the classical isoparametric BEM approach, using linear elements to represent both the geometry and the variables. The second case shows how to implement a p-adaptive procedure using the BEM. This latter case has not been studied until recently, and we think that the future of the BEM will be related to its development and to the judicious exploitation of the graphics capabilities of modern micros. Some examples will be included to demonstrate the kind of results that can be expected and sections of printouts will show useful details of implementation. In order to broaden their applicability, these printouts have been prepared in Basic, although no doubt other languages may be more appropiate for effective implementation.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Autonomous systems require, in most of the cases, reasoning and decision-making capabilities. Moreover, the decision process has to occur in real time. Real-time computing means that every situation or event has to have an answer before a temporal deadline. In complex applications, these deadlines are usually in the order of milliseconds or even microseconds if the application is very demanding. In order to comply with these timing requirements, computing tasks have to be performed as fast as possible. The problem arises when computations are no longer simple, but very time-consuming operations. A good example can be found in autonomous navigation systems with visual-tracking submodules where Kalman filtering is the most extended solution. However, in recent years, some interesting new approaches have been developed. Particle filtering, given its more general problem-solving features, has reached an important position in the field. The aim of this thesis is to design, implement and validate a hardware platform that constitutes itself an embedded intelligent system. The proposed system would combine particle filtering and evolutionary computation algorithms to generate intelligent behavior. Traditional approaches to particle filtering or evolutionary computation have been developed in software platforms, including parallel capabilities to some extent. In this work, an additional goal is fully exploiting hardware implementation advantages. By using the computational resources available in a FPGA device, better performance results in terms of computation time are expected. These hardware resources will be in charge of extensive repetitive computations. With this hardware-based implementation, real-time features are also expected.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper describes a knowledge model for a configuration problem in the do-main of traffic control. The goal of this model is to help traffic engineers in the dynamic selection of a set of messages to be presented to drivers on variable message signals. This selection is done in a real-time context using data recorded by traffic detectors on motorways. The system follows an advanced knowledge-based solution that implements two abstract problem solving methods according to a model-based approach recently proposed in the knowledge engineering field. Finally, the paper presents a discussion about the advantages and drawbacks found for this problem as a consequence of the applied knowledge modeling ap-proach.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The aim of this paper is to describe an intelligent system for the problem of real time road traffic control. The purpose of the system is to help traffic engineers in the selection of the state of traffic control devices on real time, using data recorded by traffic detectors on motorways. The system follows an advanced knowledge-based approach that implements an abstract generic problem solving method, called propose-and-revise, which was proposed in Artificial Intelligence, within the knowledge engineering field, as a standard cognitive structure oriented to solve configuration design problems. The paper presents the knowledge model of such a system together with the strategy of inference and describes how it was applied for the case of the M-40 urban ring for the city of Madrid.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper describes the adaptation approach of reusable knowledge representation components used in the KSM environment for the formulation and operationalisation of structured knowledge models. Reusable knowledge representation components in KSM are called primitives of representation. A primitive of representation provides: (1) a knowledge representation formalism (2) a set of tasks that use this knowledge together with several problem-solving methods to carry out these tasks (3) a knowledge acquisition module that provides different services to acquire and validate this knowledge (4) an abstract terminology about the linguistic categories included in the representation language associated to the primitive. Primitives of representation usually are domain independent. A primitive of representation can be adapted to support knowledge in a given domain by importing concepts from this domain. The paper describes how this activity can be carried out by mean of a terminological importation. Informally, a terminological importation partially populates an abstract terminology with concepts taken from a given domain. The information provided by the importation can be used by the acquisition and validation facilities to constraint the classes of knowledge that can be described using the representation formalism according to the domain knowledge. KSM provides the LINK-S language to specify terminological importation from a domain terminology to an abstract one. These terminologies are described in KSM by mean of the CONCEL language. Terminological importation is used to adapt reusable primitives of representation in order to increase the usability degree of such components in these domains. In addition, two primitives of representation can share a common vocabulary by importing common domain CONCEL terminologies (conceptual vocabularies). It is a necessary condition to make possible the interoperability between different, heterogeneous knowledge representation components in the framework of complex knowledge - based architectures.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper presents the knowledge model of a distributed decision support system, that has been designed for the management of a national network in Ukraine. It shows how advanced Artificial Intelligence techniques (multiagent systems and knowledge modelling) have been applied to solve this real-world decision support problem: on the one hand its distributed nature, implied by different loci of decision-making at the network nodes, suggested to apply a multiagent solution; on the other, due to the complexity of problem-solving for local network administration, it was useful to apply knowledge modelling techniques, in order to structure the different knowledge types and reasoning processes involved. The paper sets out from a description of our particular management problem. Subsequently, our agent model is described, pointing out the local problem-solving and coordination knowledge models. Finally, the dynamics of the approach is illustrated by an example.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper describes ExperNet, an intelligent multi-agent system that was developed under an EU funded project to assist in the management of a large-scale data network. ExperNet assists network operators at various nodes of a WAN to detect and diagnose hardware failures and network traffic problems and suggests the most feasible solution, through a web-based interface. ExperNet is composed by intelligent agents, capable of both local problem solving and social interaction among them for coordinating problem diagnosis and repair. The current network state is captured and maintained by conventional network management and monitoring software components, which have been smoothly integrated into the system through sophisticated information exchange interfaces. For the implementation of the agents, a distributed Prolog system enhanced with networking facilities was developed. The agents knowledge base is developed in an extensible and reactive knowledge base system capable of handling multiple types of knowledge representation. ExperNet has been developed, installed and tested successfully in an experimental network zone of Ukraine.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The new degrees in Spanish universities generated as a result of the Bologna process, stress a new dimension: the generic competencies to be acquired by university students (leadership, problem solving, respect for the environment, etc.). At Universidad Politecnica de Madrid a teaching model was defined for two degrees: Graduate in Computer Engineering and Graduate in Software Engineering. Such model incorporates the training, development and assessment of generic competencies planned in these curricula. The aim of this paper is to describe how this model was implemented in both degrees. The model has three components. The first refers to a set of seven activities for introducing mechanisms for training, development and assessment of generic competencies. The second component aims to coordinate actions that implement the competencies across courses (in space and time). The third component consists of a series of activities to perform quality control. The implementation of generic competencies was carried out in first year courses (first and second semesters), together with the planning for second year courses (third and fourth semesters). We managed to involve a high percentage of first-year courses (80%) and the contacts that have been initiated suggest a high percentage in the second year as well.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Esta tesis tiene por objeto estudiar las posibilidades de realizar en castellano tareas relativas a la resolucin de problemas con sistemas basados en el conocimiento. En los dos primeros captulos se plantea un anlisis de la trayectoria seguida por las tcnicas de tratamiento del lenguaje natural, prestando especial inters a los formalismos lgicos para la comprensin del lenguaje. Seguidamente, se plantea una valoracin de la situacin actual de los sistemas de tratamiento del lenguaje natural. Finalmente, se presenta lo que constituye el ncleo de este trabajo, un sistema llamado Sirena, que permite realizar tareas de adquisicin, comprensin, recuperacin y explicacin de conocimiento en castellano con sistemas basados en el conocimiento. Este sistema contiene un subconjunto del castellano amplio pero simple formalizado con una gramtica lgica. El significado del conocimiento se basa en la lgica y ha sido implementado en el lenguaje de programacin lgica Prolog II vS. Palabras clave: Programacin Lgica, Comprensin del Lenguaje Natural, Resolucin de Problemas, Gramticas Lgicas, Lingistica Computacional, Inteligencia Artificial.---ABSTRACT---The purpose of this thesis is to study the possibi1 ities of performing in Spanish problem solving tasks with knowledge based systems. Ule study the development of the techniques for natural language processing with a particular interest in the logical formalisms that have been used to understand natural languages. Then, we present an evaluation of the current state of art in the field of natural language processing systems. Finally, we introduce the main contribution of our work, Sirena a system that allows the adquisition, understanding, retrieval and explanation of knowledge in Spanish with knowledge based systems. Sirena can deal with a large, although simple subset of Spanish. This subset has been formalised by means of a logic grammar and the meaning of knowledge is based on logic. Sirena has been implemented in the programming language Prolog II v2. Keywords: Logic Programming, Understanding Natural Language, Problem Solving, Logic Grammars, Cumputational Linguistic, Artificial Intelligence.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Como ya es conocido, los profesores de Matemticas utilizamos los ejemplos como recursos de aprendizaje para ensear algn contenido matemtico concreto, de modo que las generalizaciones y abstracciones sean ms fcilmente entendidas por los alumnos, pasando de lo concreto a lo abstracto, como otra forma de ensear y practicar en Matemticas. Esta metodologa de trabajo se ve potenciada por el uso de dispositivos mviles llamados mobile-learning (m-learning) o educacin mvil (educacin-m), en espaol. Siguiendo esta lnea de trabajo, se ha realizado el workshop de cnicas que se presenta en este artculo, empleando estas nuevas tecnologas (TIC) y con el objetivo de desarrollar aprendizajes activos en Geometra a travs de la resolucin de problemas en los primeros cursos de Grado en las ingenieras. ABSTRACT: As it is already known, math teachers, use examples as learning resources, to teach some specific math contents, so that generalizations and abstractions are more easily understood by students, from concrete to abstract, as another way of Mathematics teaching and training. This methodology is enhanced by the use of mobile devices, called mobile-learning (m-learning) o educacin mvil (educacin-m), in Spanish. Following this strategy, the workshop of conic sections shown in this paper has been carried out, using these new technologies (ICT) and in order to develop active learning in Geometry through problem-solving at the first years of engineering degrees.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Innovative teaching experimental activities for secondary school students have been developed in order to introduce some aerodynamic concepts, with the aim of making science subjects such as mathematics and physics more attractive. Post-graduate students of Universidad Politcnica de Madrid (UPM) and teachers of Deutsche Schule Madrid (DSM) have constructed a small wind tunnel. The main goal has been to provide a tool for secondary school students to become familiar with the scientific method developing curiosity, imagination, initiative, critical thinking and problem-solving skills. Students of DSM have performed wind tunnel experiments, resulting in a successful and amusing experience. The students were able to relate the experimental results obtained with the physic principle of flight, previously explained in class. Evaluations reveal that both, the teacher and the students, considered the experience as interesting and helpful to lead with teaching physics, mathematics and engineering sciences. The teacher observed the strong motivation factor developed for the students to continue learning engineering sciences. Some of the students expressed that this experience had changed their prejudices about physics and mathematics, based only on theoretical approaches.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

El baloncesto es un deporte basado en unos principios de juego sencillos y unas exigencias fsicas y tcnicas en la iniciacin asumibles por todos los alumnos. Ofreciendo las herramientas adecuadas y adaptando las tareas de aprendizaje al contexto se puede conseguir una competencia elevada. Es necesario llevar a cabo una planificacin adecuada y una seleccin de tareas apropiadas. El juego posee unas caractersticas que le convierten en un elemento con gran potencial educativo, en especial para Educacin Fsica, debido al placer que genera y al espacio que ofrece para expresarse y utilizar el cuerpo. A travs de este trabajo se propone una Unidad Didctica de Baloncesto vertebrada por el uso del juego como elemento vehicular. La Investigacin-accin es un proceso que explora directamente sobre el terreno, siendo muy sencillo y prctico para aplicar en el mbito educativo. Engloba de manera casi simultnea el proceso de investigacin y el de bsqueda de soluciones. Para analizar el resultado de dicha metodologa se exponen los elementos bsicos para llevar a cabo un trabajo de Investigacin-accin paralelo y adaptado al Baloncesto y la Unidad Didctica. Basketball is a sport based on easy game principles. Every student is capable of reaching physical and technical request for amateur practice. High skills in basketball can be obtained with suitable tools and adapted activities to the current environment. Appropriate planning and tasks are required for that purpose. In education game activities turn to be an option with excellent opportunities, especially for physical education. It provides students a way to express feelings, practice with their body and have fun. The aim of this project is to propose a basketball teaching unit focused on gaming tasks. Participatory action research intervenes directly on the field, simple and practical to be used in educational context. This model links researching and problem solving on the same process. The basic path to perform a participatory action research is given to analyze the results of carrying out the proposed teaching unit.