6 resultados para interaction, e-learning
em Repositório Institucional da Universidade de Aveiro - Portugal
Resumo:
Na sociedade da informação, o papel da escola como centro transmissor de conhecimentos está a perder relevância face ao crescente número de fontes de informação alternativas, ricas em conteúdos e de fácil acesso. A alteração de paradigmas cria a necessidade de se introduzirem nos contextos educacionais novas ferramentas e que se adequem estratégias que permitam motivar e ensinar os aprendentes a procurarem e a selecionarem essa informação, participando, desta forma, ativamente na construção do conhecimento. Neste contexto, consideramos que o quadro interativo, pela sua capacidade de funcionar como hub digital, permite integrar recursos dinâmicos e interativos facilitadores do acesso ao conhecimento e à informação. A dissertação que apresentamos, “O Quadro Interativo na aula de inglês: desenvolvimento de práticas comunicativas”, situa-se na área do Multimédia em Educação e, mais especificamente, no domínio da tecnologia e pedagogia em sala de aula. A investigação foi desenhada em torno de um projeto de implementação de quadros interativos (Inov@r com QI) em agrupamentos/escolas do interior do país, associado a um Centro de Formação. A partir de uma investigação qualitativa mista, baseada no tracer study (análise documental, entrevistas e questionários) e no estudo etnográfico (aulas observadas, entrevistas e questionários), procurámos evidenciar a forma como essa tecnologia levou à integração de recursos e à adoção de estratégias promotoras de um ensino e aprendizagem ativo, centrado no aprendente e criando dinâmicas de interação e comunicação facilitadoras do desenvolvimento da competência comunicativa. Os resultados obtidos revelam que a introdução do quadro interativo produz efeitos positivos no ensino e aprendizagem do inglês. A sua integração em contexto de sala de aula abre espaço a um conjunto de potencialidades pedagógicas, promove o uso de recursos digitais variados; leva a uma diversificação de abordagens metodológicas que promovem a interação, criando espaços que levam ao desenvolvimento da competência comunicativa. No entanto, para tornar a introdução do quadro interativo mais eficaz, como ferramenta educativa no processo de ensino e aprendizagem, devemos ter em conta que esse processo de introdução do quadro deve ser planeada e refletida, devendo ter em conta uma nova realidade de conceitos, a tecnologia e as literacias necessárias para uma implementação eficaz. Os docentes devem ser acompanhados, ter acesso a formação técnica e pedagógica; e a possibilidade de integrarem um espaço de colaboração e partilha, como forma mais eficaz de se libertarem de práticas centradas no docente e orientadas apenas para a aquisição de conteúdos. Assim será possível dar lugar a um discurso pedagógico que inclua os vários intervenientes no processo de aprendizagem e a construção de conhecimento, num espaço de interação suportado pela tecnologia
Resumo:
The work presents a theoretical framework for the evaluation of e-Teaching that aims at positioning the online activities designed and developed by the teacher as to the Learning, Interaction and Technology Dimensions. The theoretical research that underlies the study was developed reflecting current thinking on the promotion of quality of teaching and of the integration of information and communication tools into the curriculum in Higher Education (HE), i.e., bearing in mind some European guidelines and policies on this subject. This way, an answer was sought to be given to one of the aims put forward in this study, namely to contribute towards the development of a conceptual framework to support research on evaluation of e-teaching in the context of HE. Based on the theoretical research carried out, an evaluation tool (SCAI) was designed, which integrates the two questionnaires developed to collect the teachers' and the students' perceptions regarding the development of e-activities. Consequently, an empirical study was structured and carried out, allowing SCAI tool to be tested and validated in real cases. From the comparison of the theoretical framework established and the analysis of the data obtained, we found that the differences in teaching should be valued and seen as assets by HE institutions rather than annihilated in a globalizing perspective.
Resumo:
This thesis addresses the problem of word learning in computational agents. The motivation behind this work lies in the need to support language-based communication between service robots and their human users, as well as grounded reasoning using symbols relevant for the assigned tasks. The research focuses on the problem of grounding human vocabulary in robotic agent’s sensori-motor perception. Words have to be grounded in bodily experiences, which emphasizes the role of appropriate embodiments. On the other hand, language is a cultural product created and acquired through social interactions. This emphasizes the role of society as a source of linguistic input. Taking these aspects into account, an experimental scenario is set up where a human instructor teaches a robotic agent the names of the objects present in a visually shared environment. The agent grounds the names of these objects in visual perception. Word learning is an open-ended problem. Therefore, the learning architecture of the agent will have to be able to acquire words and categories in an openended manner. In this work, four learning architectures were designed that can be used by robotic agents for long-term and open-ended word and category acquisition. The learning methods used in these architectures are designed for incrementally scaling-up to larger sets of words and categories. A novel experimental evaluation methodology, that takes into account the openended nature of word learning, is proposed and applied. This methodology is based on the realization that a robot’s vocabulary will be limited by its discriminatory capacity which, in turn, depends on its sensors and perceptual capabilities. An extensive set of systematic experiments, in multiple experimental settings, was carried out to thoroughly evaluate the described learning approaches. The results indicate that all approaches were able to incrementally acquire new words and categories. Although some of the approaches could not scale-up to larger vocabularies, one approach was shown to learn up to 293 categories, with potential for learning many more.
Resumo:
The increasing complexity of the Information Society and the Bologna Declaration in the European context has led Higher Education (HE) institutions to revise their curricula courses, as far as the adoption of new strategies for teaching and learning as well as evaluation are concerned. It can also be emphasized that there has been a growing use of eLearning and of blended learning (bLearning) in HE, since these modes of training seem to be a very convenient option for lifelong learning. In this context, quality is taken as an essential goal in the development of the European Space for Education and Training, where HE institutions compete among themselves, and where evaluation is determinant as a promoter of this quality. Considering the problems summarized above, the research developed, based on four published scientific papers, intended to answer a set of research questions related to evaluation of bLearning contexts in HE. The study used diverse techniques and instruments (questionnaires, document analysis, and observation mediated technologies) spanning two methodological approaches: i) study of descriptive and exploratory nature and ii) case studies of bLearning modules. In the first approach an evaluation model for bLearning courses was developed, where we collected and analyzed, at a national level, the opinions of teachers with bLearning experience about the model dimensions. The case studies presented are post graduation curricular units, where bLearning teaching, learning and evaluation strategies were explored and evaluated, namely peer assessment. The main contributions of the first approach are: the process of questioning around the evaluation of bLearning courses, namely the quality assurance criteria for bLearning, as well as the model developed, providing a framework of theoretical, methodological and empirical elements that can be adapted in similar contexts. From the case studies emerged: the developed evaluation guidelines and the data collection instruments, in order to disseminate evaluation “best practices” that may be useful for other units in similar contexts. Regarding the recommendations about the evaluation of teaching of bLearning courses we emphasize: the use of versatile evaluation objects; the evaluation throughout the process and not just at the end; and the involvement of multiple evaluators, including students (whose feedback is essential to monitor the quality of teaching and learning). From the case studies we highlight: the need for discussion of evaluation frameworks to explore, and consequent increase in the transparency of the evaluation process; the increased interaction between groups; and the peer assessment as a strategy to promote active and autonomous learning. In addition to the contributions and recommendations for practice and research in the area of evaluation in bLearning contexts in HE, listed above, it also emerged from this study useful guidelines regarding educational evaluation in bLearning contexts, in order to improve the quality of teaching, learning and evaluation in such contexts.
Resumo:
Nesta tese apresenta-se um estudo sobre a metacognição em práticas colaborativas numa comunidade de b-learning no ensino superior. O referencial teórico adotado desenvolveu-se com o intuito de reunir as discussões sobre a metacognição, o b-learning, a comunidade de aprendizagem colaborativa e as comunidades de práticas no ensino superior. Com base nesse referencial teórico desenvolveu-se um estudo empírico sobre a metacognição analisada numa comunidade de b-learning tendo como estudo de caso o Programa Doutoral em Multimédia em Educação da Universidade de Aveiro (edições 2009 e 2010). O estudo, que envolveu 7 docentes e 17 alunos das referidas edições do programa doutoral, teve como uma das suas finalidades verificar a perspetiva do aluno sobre o processo de aprendizagem vivido, das posturas que assume, das estratégias a que recorre para interagir nas comunidades de aprendizagem no âmbito do Programa Doutoral em Multimédia em Educação (PDMMEDU), que funciona na modalidade blearning. Os dados foram obtidos através de inquérito por questionário realizado com os alunos e de sessões de focus group com alunos e docentes. A partir da análise dos resultados obtidos sob o referencial teórico que lhes serviu de enquadramento, procurou dar-se resposta às questões orientadoras do estudo: i) Encontramos evidências de pensamento ou processos metacognitivos nas comunidades de b-learning que se instalaram nas Unidades Curriculares (UC) do PDMMEDU? ii) Que perceções da aprendizagem nas comunidades de b-learning têm os estudantes? iii) Que sentimentos afluem da interação com o grupo de trabalho e com toda a turma? Qual a perceção que os docentes têm sobre a temática e que evidências poderão fornecer sobre a possibilidade de desenvolvimento de processos metacognitivos no âmbito das respetivas UCs? iv) Que relação pode ser observada entre os elementos motivadores da aprendizagem dos alunos e a participação nas UC? Do resultado da análise dos dados obtidos através do inquérito por questionário realizado com os alunos e das sessões de focus group com alunos e docentes identificou-se o perfil metacognitivo dos alunos, uma avaliação da experiência no programa doutoral, as novas posturas assumidas e alterações nos cenários profissionais. Por fim, são feitas sugestões para investigação futura com a proposta de sessões de trabalho onde se desenvolvem competências metacognitivas por parte de alunos envolvidos em cursos de pós-graduação em ambientes online.
Resumo:
This thesis addresses the Batch Reinforcement Learning methods in Robotics. This sub-class of Reinforcement Learning has shown promising results and has been the focus of recent research. Three contributions are proposed that aim to extend the state-of-art methods allowing for a faster and more stable learning process, such as required for learning in Robotics. The Q-learning update-rule is widely applied, since it allows to learn without the presence of a model of the environment. However, this update-rule is transition-based and does not take advantage of the underlying episodic structure of collected batch of interactions. The Q-Batch update-rule is proposed in this thesis, to process experiencies along the trajectories collected in the interaction phase. This allows a faster propagation of obtained rewards and penalties, resulting in faster and more robust learning. Non-parametric function approximations are explored, such as Gaussian Processes. This type of approximators allows to encode prior knowledge about the latent function, in the form of kernels, providing a higher level of exibility and accuracy. The application of Gaussian Processes in Batch Reinforcement Learning presented a higher performance in learning tasks than other function approximations used in the literature. Lastly, in order to extract more information from the experiences collected by the agent, model-learning techniques are incorporated to learn the system dynamics. In this way, it is possible to augment the set of collected experiences with experiences generated through planning using the learned models. Experiments were carried out mainly in simulation, with some tests carried out in a physical robotic platform. The obtained results show that the proposed approaches are able to outperform the classical Fitted Q Iteration.