9 resultados para secondary science education experiences
em Universidad Politécnica de Madrid
Resumo:
An effective K-12 science education is essential to succeed in future phases of the curriculum and the e-Infrastructures for education provide new opportunities to enhance it. This paper presents ViSH Viewer, an innovative web tool to consume educational content which aims to facilitate e-Science infrastructures access through a next generation learning object called "Virtual Excursion". Virtual Excursions provide a new way to explore science in class by taking advantage of e-Infrastructure resources and their integration with other educational contents, resulting in the creation of a reusable, interoperable and granular learning object. In order to better understand how this tool can allow teachers and students a joyful exploration of e-Science, we also present three Virtual Excursion examples. Details about the design, development and the tool itself are explained in this paper as well as the concept, structure and metadata of the new learning object.
Resumo:
Active learning is one of the most efficient mechanisms for learning, according to the psychology of learning. When students act as teachers for other students, the communication is more fluent and knowledge is transferred easier than in a traditional classroom. This teaching method is referred to in the literature as reciprocal peer teaching. In this study, the method is applied to laboratory sessions of a higher education institution course, and the students who act as teachers are referred to as ‘‘laboratory monitors.’’ A particular way to select the monitors and its impact in the final marks is proposed. A total of 181 students participated in the experiment, experiences with laboratory monitors are discussed, and methods for motivating and training laboratory monitors and regular students are proposed. The types of laboratory sessions that can be led by classmates are discussed. This work is related to the changes in teaching methods in the Spanish higher education system, prompted by the Bologna Process for the construction of the European Higher Education Area
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:
Engineering aims to work with what knowledge is available to achieve society's goals (Coyle, Murphy, and Grimson 2007). The current environmental challenges and the characteristics of the labour market mean that the effectiveness of Engineering activities in Geosciences must be increased through the development of technical knowledge and the inclusion of suitable training aimed at solving real cases (European Commission 2010). Human capital – understood as the talents, skills and capabilities of higher education graduates – is perceived as an essential element for sustainable economic growth and development in the globalised economy (Sianesi and Van Reenan 2003). We need, therefore, to rethink our approaches to curriculum, instruction and assessment in science education, particularly because of the rapid growth of the scientific knowledge, tools/technologies and theories that have originated over the last 50 years (Duschl and Grandy 2013).
Resumo:
This work is an outreach approach to an ubiquitous recent problem in secondary-school education: how to face back the decreasing interest in natural sciences shown by students under ‘pressure’ of convenient resources in digital devices/applications. The approach rests on two features. First, empowering of teen-age students to understand regular natural events around, as very few educated people they meet could do. Secondly, an understanding that rests on personal capability to test and verify experimental results from the oldest science, astronomy, with simple instruments as used from antiquity down to the Renaissance (a capability restricted to just solar and lunar motions). Because lengths in astronomy and daily life are so disparate, astronomy basically involved observing and registering values of angles (along with times), measurements being of two types, of angles on the ground and of angles in space, from the ground. First, the gnomon, a simple vertical stick introduced in Babylonia and Egypt, and then in Greece, is used to understand solar motion. The gnomon shadow turns around during any given day, varying in length and thus angle between solar ray and vertical as it turns, going through a minimum (noon time, at a meridian direction) while sweeping some angular range from sunrise to sunset. Further, the shadow minimum length varies through the year, with times when shortest and sun closest to vertical, at summer solstice, and times when longest, at winter solstice six months later. The extreme directions at sunset and sunrise correspond to the solstices, swept angular range greatest at summer, over 180 degrees, and the opposite at winter, with less daytime hours; in between, spring and fall equinoxes occur, marked by collinear shadow directions at sunrise and sunset. The gnomon allows students to determine, in addition to latitude (about 40.4° North at Madrid, say), the inclination of earth equator to plane of its orbit around the sun (ecliptic), this fundamental quantity being given by half the difference between solar distances to vertical at winter and summer solstices, with value about 23.5°. Day and year periods greatly differing by about 2 ½ orders of magnitude, 1 day against 365 days, helps students to correctly visualize and interpret the experimental measurements. Since the gnomon serves to observe at night the moon shadow too, students can also determine the inclination of the lunar orbital plane, as about 5 degrees away from the ecliptic, thus explaining why eclipses are infrequent. Independently, earth taking longer between spring and fall equinoxes than from fall to spring (the solar anomaly), as again verified by the students, was explained in ancient Greek science, which posited orbits universally as circles or their combination, by introducing the eccentric circle, with earth placed some distance away from the orbital centre when considering the relative motion of the sun, which would be closer to the earth in winter. In a sense, this can be seen as hint and approximation of the elliptic orbit proposed by Kepler many centuries later.
Resumo:
We describe how to use a Granular Linguistic Model of a Phenomenon (GLMP) to assess e-learning processes. We apply this technique to evaluate algorithm learning using the GRAPHs learning environment.
Resumo:
In this article we present a didactic experience developed by the GIE (Group of Educational Innovation) “Pensamiento Matemático” of the Polytechnics University of Madrid (UPM), in order to bring secondary students and university students closer to Mathematics. It deals with the development of a virtual board game called Mate-trivial. The mechanics of the game is to win points by going around the board which consists of four types of squares identified by colours: “Statistics and Probability”, “Calculus and Analysis”, “Algebra and Geometry” and “Arithmetic and Number Theory ”. When landing on a square, a question of its category is set out: a correct answer wins 200 points, if wrong it loses 100 points, and not answering causes no effect on the points, but all the same, two minutes out of the 20 minutes that each game lasts are lost. For the game to be over it is necessary, before those 20 minutes run out, to reach the central square and succeed in the final task: four chained questions, one of each type, which must be all answered correctly. It is possible to choose between two levels to play: Level 1, for pre-university students and Level 2 for university students. A prototype of the game is available at the website “Aula de Pensamiento Matemático” developed by the GIE: http://innovacioneducativa.upm.es/pensamientomatematico/. This activity lies within a set of didactic actions which the GIE is developing in the framework of the project “Collaborative Strategies between University and Secondary School Education for the teaching and learning of Mathematics: An Application to solve problems while playing”, a transversal project financed by the UPM.
Resumo:
The purpose of this paper is to analyze the usefulness of traditional indexes, such as NDVI and NDWI along with a recently proposed index (NDDI) using merged data for multiple dates, with the aim of obtaining drought data to facilitate the analysis for government premises. In this study we have used Landsat 7 ETM+ data for the month of June (2001-2009), which merged to get bands with twice the resolution. The three previous indices were calculated from these new bands, getting in turn drought maps that can enhance the effectiveness of decision making.
Resumo:
Remote sensing information from spaceborne and airborne platforms continues to provide valuable data for different environmental monitoring applications. In this sense, high spatial resolution im-agery is an important source of information for land cover mapping. For the processing of high spa-tial resolution images, the object-based methodology is one of the most commonly used strategies. However, conventional pixel-based methods, which only use spectral information for land cover classification, are inadequate for classifying this type of images. This research presents a method-ology to characterise Mediterranean land covers in high resolution aerial images by means of an object-oriented approach. It uses a self-calibrating multi-band region growing approach optimised by pre-processing the image with a bilateral filtering. The obtained results show promise in terms of both segmentation quality and computational efficiency.