35 resultados para Learning sciences, Educational technology, End-user programming, Young children
em Universidad Politécnica de Madrid
Resumo:
Enabling real end-user programming development is the next logical stage in the evolution of Internetwide service-based applications. Even so, the vision of end users programming their own web-based solutions has not yet materialized. This will continue to be so unless both industry and the research community rise to the ambitious challenge of devising an end-to-end compositional model for developing a new age of end-user web application development tools. This paper describes a new composition model designed to empower programming-illiterate end users to create and share their own off-the-shelf rich Internet applications in a fully visual fashion. This paper presents the main insights and outcomes of our research and development efforts as part of a number of successful European Union research projects. A framework implementing this model was developed as part of the European Seventh Framework Programme FAST Project and the Spanish EzWeb Project and allowed us to validate the rationale behind our approach.
Resumo:
This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. It is based on the Scratch programming language, but specifically design and created for Android OS. It is a visual programming concept that allows non-skilled programmer operators to create programs. The application also allows to monitor the tasks while it is being executed by overlapping real time information through augmented reality. The application includes a teach pendant screen that can be customized according to the operator needs at every moment.
End-User Development Success Factors and their Application to Composite Web Development Environments
Resumo:
The Future Internet is expected to be composed of a mesh of interoperable Web services accessed from all over the Web. This approach has not yet caught on since global user-service interaction is still an open issue. Successful composite applications rely on heavyweight service orchestration technologies that raise the bar far above end-user skills. The weakness lies in the abstraction of the underlying service front-end architecture rather than the infrastructure technologies themselves. In our opinion, the best approach is to offer end-to-end composition from user interface to service invocation, as well as an understandable abstraction of both building blocks and a visual composition technique. In this paper we formalize our vision with regard to the next-generation front-end Web technology that will enable integrated access to services, contents and things in the Future Internet. We present a novel reference architecture designed to empower non-technical end users to create and share their own self-service composite applications. A tool implementing this architecture has been developed as part of the European FP7 FAST Project and EzWeb Project, allowing us to validate the rationale behind our approach.
Resumo:
End-user development (EUD) is much hyped, and its impact has outstripped even the most optimistic forecasts. Even so, the vision of end users programming their own solutions has not yet materialized. This will continue to be so unless we in both industry and the research community set ourselves the ambitious challenge of devising end to end an end-user application development model for developing a new age of EUD tools. We have embarked on this venture, and this paper presents the main insights and outcomes of our research and development efforts as part of a number of successful EU research projects. Our proposal not only aims to reshape software engineering to meet the needs of EUD but also to refashion its components as solution building blocks instead of programs and software developments. This way, end users will really be empowered to build solutions based on artefacts akin to their expertise and understanding of ideal solutions
Resumo:
Context: This paper addresses one of the major end-user development (EUD) challenges, namely, how to pack today?s EUD support tools with composable elements. This would give end users better access to more components which they can use to build a solution tailored to their own needs. The success of later end-user software engineering (EUSE) activities largely depends on how many components each tool has and how adaptable components are to multiple problem domains. Objective: A system for automatically adapting heterogeneous components to a common development environment would offer a sizeable saving of time and resources within the EUD support tool construction process. This paper presents an automated adaptation system for transforming EUD components to a standard format. Method: This system is based on the use of description logic. Based on a generic UML2 data model, this description logic is able to check whether an end-user component can be transformed to this modeling language through subsumption or as an instance of the UML2 model. Besides it automatically finds a consistent, non-ambiguous and finite set of XSLT mappings to automatically prepare data in order to leverage the component as part of a tool that conforms to the target UML2 component model. Results: The proposed system has been successfully applied to components from four prominent EUD tools. These components were automatically converted to a standard format. In order to validate the proposed system, rich internet applications (RIA) used as an operational support system for operators at a large services company were developed using automatically adapted standard format components. These RIAs would be impossible to develop using each EUD tool separately. Conclusion: The positive results of applying our system for automatically adapting components from current tool catalogues are indicative of the system?s effectiveness. Use of this system could foster the growth of web EUD component catalogues, leveraging a vast ecosystem of user-centred SaaS to further current EUSE trends.
Resumo:
With the success of Web 2.0 we are witnessing a growing number of services and APIs exposed by Telecom, IT and content providers. Targeting the Web community and, in particular, Web application developers, service providers expose capabilities of their infrastructures and applications in order to open new markets and to reach new customer groups. However, due to the complexity of the underlying technologies, the last step, i.e., the consumption and integration of the offered services, is a non-trivial and time-consuming task that is still a prerogative of expert developers. Although many approaches to lower the entry barriers for end users exist, little success has been achieved so far. In this paper, we introduce the OMELETTE project and show how it addresses end-user-oriented telco mashup development. We present the goals of the project, describe its contributions, summarize current results, and describe current and future work.
Resumo:
This work highlights two critical taboos in organizations: 1)taking for granted the quality of certain capabilities and attitudes of the end-user representatives (EUR) in information systems development projects (ISDP), and 2) the EUR´s inherent accountability for losses in IS investments. These issues are neither addressed by theory nor research when assessing success/ failure. A triangulation approach was applied to combine quantitative and qualitative methods, having convergent results and showing that in problematic cases, paradoxically, the origin of IS rejection by end users (EU) points towards the EUR themselves. It has been evaluated to what extent some EUR factors impacted a macro ISDP involving an enterprise resource planning (ERP) package, ranking the ‘knowledge of the EUR’ as the main latent variable. The results validate some issues found throughout decades of praxis, confirming that when not properly managed the EUR role by itself has a direct relationship with IS rejection and significant losses in IS investments.
Resumo:
Recent disasters have shown that having clearly defined preventive procedures and decisions is a critical component that minimizes evacuation hazards and ensures a rapid and successful evolution of evacuation plans. In this context, we present our Situation-Aware System for enhancing Evacuation Plans (SASEP) system, which allows creating end-user business rules that technically support the specific events, conditions and actions related to evacuation plans. An experimental validation was carried out where 32 people faced a simulated emergency situation, 16 of them using SASEP and the other 16 using a legacy system based on static signs. From the results obtained, we compare both techniques and discuss in which situations SASEP offers a better evacuation route option, confirming that it is highly valuable when there is a threat in the evacuation route. In addition, a study about user satisfaction using both systems is presented showing in which cases the systems are assessed as satisfactory, relevant and not frustrating.
Resumo:
Enabling real end-user development is the next logical stage in the evolution of Internet-wide service-based applications. Successful composite applications rely on heavyweight service orchestration technologies that raise the bar far above end-user skills. This weakness can be attributed to the fact that the composition model does not satisfy end-user needs rather than to the actual infrastructure technologies. In our opinion, the best way to overcome this weakness is to offer end-to-end composition from the user interface to service invocation, plus an understandable abstraction of building blocks and a visual composition technique empowering end users to develop their own applications. In this paper, we present a visual framework for end users, called FAST, which fulfils this objective. FAST implements a novel composition model designed to empower non-programmer end users to create and share their own self-service composite applications in a fully visual fashion. We projected the development environment implementing this model as part of the European FP7 FAST Project, which was used to validate the rationale behind our approach.
Resumo:
Background: Cognitive skills training for minimally invasive surgery has traditionally relied upon diverse tools, such as seminars or lectures. Web technologies for e-learning have been adopted to provide ubiquitous training and serve as structured repositories for the vast amount of laparoscopic video sources available. However, these technologies fail to offer such features as formative and summative evaluation, guided learning, or collaborative interaction between users. Methodology: The "TELMA" environment is presented as a new technology-enhanced learning platform that increases the user's experience using a four-pillared architecture: (1) an authoring tool for the creation of didactic contents; (2) a learning content and knowledge management system that incorporates a modular and scalable system to capture, catalogue, search, and retrieve multimedia content; (3) an evaluation module that provides learning feedback to users; and (4) a professional network for collaborative learning between users. Face validation of the environment and the authoring tool are presented. Results: Face validation of TELMA reveals the positive perception of surgeons regarding the implementation of TELMA and their willingness to use it as a cognitive skills training tool. Preliminary validation data also reflect the importance of providing an easy-to-use, functional authoring tool to create didactic content. Conclusion: The TELMA environment is currently installed and used at the Jesús Usón Minimally Invasive Surgery Centre and several other Spanish hospitals. Face validation results ascertain the acceptance and usefulness of this new minimally invasive surgery training environment.
Resumo:
The educational platform Virtual Science Hub (ViSH) has been developed as part of the GLOBAL excursion European project. ViSH (http://vishub.org/) is a portal where teachers and scientist interact to create virtual excursions to science infrastructures. The main motivation behind the project was to connect teachers - and in consequence their students - to scientific institutions and their wide amount of infrastructures and resources they are working with. Thus the idea of a hub was born that would allow the two worlds of scientists and teachers to connect and to innovate science teaching. The core of the ViSH?s concept design is based on virtual excursions, which allow for a number of pedagogical models to be applied. According to our internal definition a virtual excursion is a tour through some digital context by teachers and pupils on a given topic that is attractive and has an educational purpose. Inquiry-based learning, project-based and problem-based learning are the most prominent approaches that a virtual excursion may serve. The domain specific resources and scientific infrastructures currently available on the ViSH are focusing on life sciences, nano-technology, biotechnology, grid and volunteer computing. The virtual excursion approach allows an easy combination of these resources into interdisciplinary teaching scenarios. In addition, social networking features support the users in collaborating and communicating in relation to these excursions and thus create a community of interest for innovative science teaching. The design and development phases were performed following a participatory design approach. An important aspect in this process was to create design partnerships amongst all actors involved, researchers, developers, infrastructure providers, teachers, social scientists, and pedagogical experts early in the project. A joint sense of ownership was created and important changes during the conceptual phase were implemented in the ViSH due to early user feedback. Technology-wise the ViSH is based on the latest web technologies in order to make it cross-platform compatible so that it works on several operative systems such as Windows, Mac or Linux and multi-device accessible, such as desktop, tablet and mobile devices. The platform has been developed in HTML5, the latest standard for web development, assuring that it can run on any modern browser. In addition to social networking features a core element on the ViSH is the virtual excursions editor. It is a web tool that allows teachers and scientists to create rich mash-ups of learning resources provided by the e-Infrastructures (i.e. remote laboratories and live webcams). These rich mash-ups can be presented in either slides or flashcards format. Taking advantage of the web architecture supported, additional powerful components have been integrated like a recommendation engine to provide personalized suggestions about educational content or interesting users and a videoconference tool to enhance real-time collaboration like MashMeTV (http://www.mashme.tv/).
Resumo:
Desde mediados de los 90, gracias a las posibilidades de la World Wide Web, se liberó la cartografía de su dependencia del medio físico, posibilitando el acceso y visualización de millones de mapas almacenados en formatos gráficos a través de Internet. En este contexto, el papel de la Información Geográfica (IG) en la vida cotidiana adquirió relevancia en la medida que el acceso a la misma resultaba cada vez más fácil gracias a múltiples herramientas y aplicaciones para distribuir y acercar los mapas en distintos formatos a la sociedad en general. Sin embargo, dado que esa información enseguida pasaba a estar desactualizada, surgió una demanda desde distintos ámbitos (seguridad, medio ambiente transporte, servicios, etc.) y de la sociedad en general para disponer de la información más actual. Como respuesta a esta demanda, surgen las iniciativas denominadas Infraestructuras de Datos Espaciales (IDE). Estas iniciativas, mediante la acción coordinada de un conjunto de tecnologías, estándares, normas y políticas, brindan la posibilidad a los usuarios de acceder, a través de Internet, a IG actualizada producida por instituciones y organismos oficiales, en un marco colaborativo y sustentada en una estructura organizativa. En este contexto, el ámbito educativo no ha permanecido ajeno representando uno de los espacios más propicios para la difusión de las potencialidades y usos de las IDE. En esta tesis se propone la utilización de las IDE en el contexto educativo, específicamente en la Educación Secundaria Obligatoria (ESO). Utilizar las IDE en el contexto educativo implica asignarle un papel en el proceso de enseñanza-aprendizaje y en el marco de esta tesis se presentan los fundamentos teóricos que permiten afirmar que las IDE son un re-curso educativo que responde a las características de las Tecnologías de la Información y la Comunicación (TIC). Esto se explicita a través de un concepto más amplio que hemos denominado “recurso educativo TIC”. En este contexto se analizan las posibilidades que ofrece las IDE para alcanzar los objetivos de aprendizaje de asignaturas de la ESO relacionadas con IG y se identifican contenidos susceptibles de ser abordados utilizándolas. Por otra parte, atendiendo al modelo educativo del aprendizaje basado en competencias, se exponen las posibilidades y potencialidades que ofrecen las IDE para desarrollar la competencia digital. Una vez planteado el marco teórico se desarrollaron dos estrategias de formación y difusión de las IDE orientadas al profesorado de la ESO. En primer lugar, utilizando el Modelo de Diseño Instruccional ADDIE, se diseñaron, desarrollaron, implementaron y evaluaron tres cursos e-learning para el profesorado de ESO de las asignaturas Ciencias Sociales, Ciencias de la Naturaleza y Tecnología. En segundo lugar, con objetivo de complementar los resultados obtenidos de los cursos e-learning, se realizó una actividad en dos Institutos de Educación Secundaria orientada a difundir las IDE. La puesta en práctica de estas estrategias ofreció al profesorado la información necesaria sobre qué son las IDE y proporcionó ejemplos concretos de uso de las mismas en su asignatura, permitiéndoles disponer de los conocimientos e información para emitir una valoración sobre las posibilidades que ofrecen las IDE como un recurso educativo TIC. Since about the middle of the 1990 decade, owing to the potential of the World Wide Web, cartography freed itself from its dependence on its physical support, enabling the access and visualisation of millions of maps stored in graphical formats through the Internet. In this context, the role of Geographic Information (GI) in daily life became relevant in as much as its access turned out to be ever easier due to multiple tools and applications to distribute and bring maps in different formats closer to society in general. Yet, since the information available often became outdated, a demand for updated information arose from different specific fields (security, environment, transport, services, etc.) and from the general public. As a response to this demand, the so-called Spatial Data Infrastructure (SDI) initiatives arose which, through the coordinated action of a set of technologies, stan-dards, and policies, enabled users to access updated GI created by organisations and official institutions, through the Internet, within a cooperative framework and an organisational structure. In this context the educational world has not remained aloof, since it represented one of the most propitious scope for the dissemination of the potentials and uses of SDI. In this thesis the utilization of SDI in the educational context is proposed, specifically in the Spanish Compulsory Secondary Education (Educación Secundaria Obligatoria – ESO). This utilization implies assigning SDI a role in the teaching-learning process; here the theo-retical foundation is presented which allows asserting that SDI is an educational resource fitting in with the characteristics of the Information and Communication Technologies (ICT). This is made explicit by means of a broader concept we have called “ICT educa-tional resource”. The possibilities offered by SDI to reach the objective of learning ESO subjects related to GI are analyzed, and contents apt to be addressed by using them are identified. On the other hand, attending to the educational model of learning based on competences, the possibilities and potentials the SDI offer to develop the digital compe-tence are exposed. After having set forth the theoretical frame, two strategies of training and dissemination of SDI were developed, oriented to the ESO teaching staff. First, using the ADDIE Instruc-tional Design Model, three learning courses were designed, developed, implemented and evaluated for the ESO teaching staff in the subjects of Social Sciences, Natural Sciences and Technology. In the second place, with the purpose of supplementing the results ob-tained from the e-learning courses, an activity was carried out in two High Schools, ori-ented to disseminate the SDI. The implementation of these strategies offered the teaching staff the needed information concerning the SDI and provided specific instances of utilisa-tion thereof in their subject, thus enabling them to acquire the knowledge and information to issue an assessment of the possibilities the SDI offer as an ICT educational resource
Resumo:
The results obtained after incorporating the competence “creativity” to the subject Technical Drawing of the first course of the Degree in Forestry, Technical University of Madrid, are presented in this study.At first, learning activities which could serve two functions at the same time -developing students’ creativity and developing other specific competences of the subject- were considered. Besides, changes in the assessment procedure were made and a method which analyzes two aspects of the assessment of the competence creativity was established. On the one hand, the products are evaluated by analyzing the outcomes obtained by students in the essays suggested and by establishing a parameter to assess the creativity expressed in those essays. On the other, an assessment of the student is directly carried out through a psychometric test which has been previously chosen by the team.Moreover, these results can be applied to similar or could be of general application
Resumo:
decade has raised the interest among the research community on the acceptance and use of these systems by both teachers and students. At first, the implementation of LMS was based on their technical design and the adaptation of the learning processes to the virtual environment, neglecting students’ characteristics when the systems were deployed, which led to expensive and failing implementations. The Unified Theory of Acceptance and Use of Technology (UTAUT) proposes a framework which allows the study of the acceptance and use of technology that takes into consideration the students’ characteristics and how they affect the acceptance and the degree of use of educational technology. This study questions the role of the user’s attitude towards use of LMS and uses the UTAUT to examine the moderating effect of technological culture in the adoption of LMS in Spain. The results from the comparison and analysis of three different models confirm the relevance of attitude towards use as an antecedent of intention to use the system, as well as the important moderating effect of gender and technological culture. The discussion of results suggests the need for a more in-depth analysis and interrelations of cultural dimensions in the adoption of educational technologies and learning management systems
Resumo:
Las prácticas en laboratorios forman una parte muy importante de la formación en todos los programas docentes. A pesar de esta importancia, la creación de un laboratorio no es una tarea fácil, ya que el hecho de equipar un laboratorio puede suponer un gran gasto económico, tanto inicial como posterior. Como solución, surge la educación a distancia, y en concreto los laboratorios virtuales, es decir, simulaciones de un laboratorio real utilizando modelos matemáticos. Por sus características y flexibilidad se han ido desarrollando laboratorios virtuales en el ámbito docente, pero no todas las áreas cuentan con tantas posibilidades o facilidades como en la electrónica. La mayoría de los laboratorios accesibles desde Internet que hay en la actualidad dentro de la enseñanza a distancia o formación online, son virtuales. El laboratorio que se ha desarrollado tiene como principal ventaja la realización de prácticas controlando instrumentos y circuitos reales de forma remota. El proyecto consiste en realizar un sistema software para implementar un laboratorio remoto en el área de la electrónica analógica, que pueda ser utilizado como complemento a las actividades formativas que se realizan en los laboratorios de los centros de enseñanza. El sistema completo también consta de un hardware controlado mediante buses de comunicación estándar, que permite la implementación de distintos circuitos analógicos, de tal forma que se pueda realizar prácticas sobre circuitos físicos reales. Para desarrollar un laboratorio lo más real posible, la aplicación que maneja el estudiante es un visor 3D. Con la utilización de un visor 3D lo que se pretende es tener un aumento de la realidad a la hora de realizar las prácticas de laboratorio remotamente. El sistema desarrollado cuenta con un sistema de comunicación basado en un modelo cliente-servidor: • Servidor: se encarga de procesar las acciones que realiza el cliente y controla y monitoriza los instrumentos y dispositivos del sistema hardware. • Cliente: sería el usuario final, que mediante un visor 3D comunica las acciones a realizar al servidor para que éste las procese. Practices in laboratories are a very important part of training in all educational programs. Despite this importance, the establishment of a laboratory is not an easy task, since the fact of equipping a laboratory can be a great economic budget, both initial and subsequent spending. As a solution, appears the education at distance (online), and in particular the virtual labs, namely simulations of a real laboratory by using mathematical models. Virtual laboratories in the field of teaching have been developed for its features and flexibility, but not all areas have so many possibilities or facilities as in electronics. The most accessible laboratories from the Internet that are currently accessible within the distance or e-learning (on-line) are virtual. The laboratory which has been developed has as a main advantage to make practices or exercises in the fact of controlling instruments and real circuits remotely. The project consists of making a software system in order to implement a remote laboratory in the area of analog electronics that can be used as a complement to the others training activities to be carried out. The complete system also consists of a controlled hardware by standard communication buses that allow the implementation of several analog circuits, in such a way that practices can control real physical circuits. To develop a laboratory as more realistic as possible, the application that manages the student is a 3D viewer. With the use of a 3D viewer, is intended to have an increase in reality when any student wants to access to laboratory practices remotely. The developed system has a communication system based on a model Client/Server: • Server: The system that handles actions provided by the client and controls and monitors the instruments and devices in the hardware system. • Client: The end user, which using a 3D viewer, communicates the actions to be performed at the server so that it will process them.