20 resultados para Digital content industry

em Universidad de Alicante


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Utilizar Internet como medio de aprendizaje, donde se crean, comparten y encuentran infinidad de recursos destinados a la educación es una realidad que se consolida cada día. En este artículo presentamos la evolución, en cuanto a características, uso y difusión, de la plataforma para el aprendizaje on-line EDUTIC-WQ. Esta plataforma, que proporciona una aplicación online para crear, diseñar, compartir y consultar WebQuests, fue creada como herramienta de autor en 2004 en el seno del grupo de investigación EDUTIC-ADEI de la Universidad de Alicante y actualmente ha sido orientada hacia la filosofía de la Web 2.0. EDUTIC-WQ ha superado con creces todas las expectativas de uso y consulta: aproximadamente 4 millones de páginas consultadas en 2011 y ha servido 647 Gigabytes de información consultada por más de 1 millón de personas distintas.

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En este trabajo se realiza una propuesta de evaluación de la calidad de los Objetos de Aprendizaje que se han utilizado en el ámbito de la Ingeniería de la Edificación. Dicha propuesta está enfocada a que sea el alumnado quien realice dicha valoración a partir de su uso en el aula. Se considera que el sistema propuesto es útil para la construcción de cualquier instrumento que pretenda medir la percepción/actitud del alumno acerca de la calidad de los Objetos de Aprendizaje que puedan utilizarse en su aprendizaje, y además, puede ser una herramienta útil para el profesor o creador que vaya a desarrollar un Objeto de Aprendizaje.

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Este trabajo propone un marco para la búsqueda, selección, valoración y recomendación tanto individual como en grupo de objetos de aprendizaje implementado dentro del sistema de recomendación hibrido DELPHOS. Para facilitar la búsqueda colaborativa se utilizan varias aproximaciones de creación de grupos. También se van a facilitar varias funciones colaborativas como la calificación, el etiquetado y la posibilidad de comentar los objetos. Finalmente se proporcionan varias actividades sociales para poder añadir o recomendar objetos a un grupo, visualizar y calificar objetos añadidos por otros usuarios del grupo, y comunicarse mediante chat o correo electrónico con otros miembros del mismo para llegar a tomar decisiones sobre los objetos más adecuados para los intereses del grupo.

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EvalCOMIX es un servicio Web de autoría y despliegue de instrumentos que una vez integrado con Moodle permite el uso de dichos instrumentos para la evaluación de distintas actividades realizadas por los alumnos. La evaluación podrá ser realizada tanto por parte del docente como por parte de los propios alumnos a sí mismos o al resto de compañeros. La primera integración de esta herramienta fue realizada para la versión 1.9 de Moodle. Para la integración de la versión 2.X de Moodle se ha decidido realizar mejoras en distintos aspectos. Uno de ellos es la portabilidad de la integración, la cual depende intrínsecamente de su procedimiento de instalación.

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En este artículo se presenta la descripción de un dispositivo de hardware, que es capaz de mostrar los caracteres braille, mediante una adaptación del patrón de puntos; con un algoritmo de control apropiado y compatible con la comunicación serial. Se presenta el desarrollo de una interfaz de salida braille de bajo costo, la cual podría adaptarse para mejorar y hacer más eficiente el proceso de enseñanza-aprendizaje del lenguaje braille. Esta herramienta permite a los maestros la traducción de libros de texto y la generación de estrategias de intervención didáctica para apoyar en el proceso enseñanza-aprendizaje de las personas invidentes.

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Early education is a key element for the future success of students in the education system. This work analyzes the feasibility of using augmented reality contents with preschool students (four and five years old) as a tool for improving their learning process. A quasi experimental design based on a nonequivalent groups posttest-only design was used. A didactic unit has been developed around the topic “animals” by the participant teachers. The control group followed all the didactic activities defined in the developed didactic materials, while the experimental group was provided in addition with some augmented reality contents. Results show improved learning outcomes in the experimental group with respect to the control group.

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One of the most relevant subjects for the intellectual formation of elementary school students is Mathematics where its importance goes back to ancient civilizations and which its importance is underestimated nowadays. This phenomenon occurs in Mexico, where 63.1% of the total population of elementary school students between the third and sixth grade have insufficient/elemental level of mathematics knowledge. This has resulted in the need to use a new mechanism to complement student’s classroom learning. With the rapid growth of wireless and mobile technologies, the mobile learning has been gradually considered as a novel and effective form of learning due to it inherits all the advantages of e-learning as well as breaks the limitations of learning time and space occurring in the traditional classroom teaching. This project proposes the use of a Mathematics Game e-Library integrated by a set of games for mobile devices and a distribution/management tool. The games are developed for running on mobile devices and for cover the six competencies related with the mathematics learning approach established in Mexico. The distribution/management tool allows students to reach contents according to their needs; this is achieved through a core engine that infers, from an initial profile, the games that cover the user’s knowledge gaps.

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A wealth of open educational resources (OER) focused on green topics is currently available through a variety of sources, including learning portals, digital repositories and web sites. However, in most cases these resources are not easily accessible and retrievable, while additional issues further complicate this issue. This paper presents an overview of a number of portals hosting OER, as well as a number of “green” thematic portals that provide access to green OER. It also discusses the case of a new collection that aims to support and populate existing green collections and learning portals respectively, providing information on aspects such as quality assurance/collection and curation policies, workflow and tools for both the content and metadata records that apply to the collection. Two case studies of the integration of this new collection to existing learning portals are also presented.

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Sustainable Development (SD) is one of the most widely used terms during the last years. It is a multidisciplinary concept, which applies mostly to life sciences but is not limited to them. Even though the short survey conducted by the authors revealed that there are only a few cases of Higher Educational Institutes (HEIs) around Europe that provide programs dedicated to SD, it is obvious that there is a constant raise in the need for implementing courses related to SD in existing programs. This paper discusses the case study of I.S.L.E., an Erasmus Academic Network, which aims to use the existing knowledge and tools in the context of teaching sustainable development topics in Universities and HEIs around Europe as a basis, and elaborate further by introducing an innovative approach towards the improvement of teaching SD in HEIs, based on the current needs as they are identified by the actions of the Network.

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El uso de la narrativa transmedia en aplicaciones de ocio y de marketing se incrementa día a día. El despliegue de contenidos a través de múltiples plataformas y canales, así como la implicación del usuario como agente activo son parámetros básicos que la definen. El presente proyecto parte de la aplicación de la narrativa transmedia como planteamiento didáctico en el aula virtual y focaliza en el uso del hipervídeo como elemento básico de planificación docente dentro de dicho planteamiento. El diseño de parte de los contenidos y las actividades de la asignatura de Fotografía digital en una estructura transmedia comporta una diversificación de canales de comunicación a los que debe atender el consultor y como consecuencia una complejidad en la gestión del aula que puede imposibilitar la sostenibilidad de la experiencia. La utilización del hipervídeo como herramienta de planificación tiene el objetivo de facilitar dicha sostenibilidad y constituye el objetivo central de este artículo. El proyecto se encuentra actualmente en fase de desarrollo y su implementación en el aula está prevista para setiembre de 2012. Se enmarca en el estudio del uso didáctico del audiovisual interactivo y se presentó a la convocatoria APLICA 2010 del Vicerectorat en Recerca i Innovació de la UOC resultando seleccionado y recibiendo financiación para su desarrollo.

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In Computer Science world several proposals have been developed for the assessment of the quality of the digital objects, based on the capabilities and facilities offered by current technologies and the available resources. Years ago researchers and specialists from both educational and technological areas have been committed to the development of strategies that improve the quality of education. At present, in the field of teaching-learning, another important aspect is the need to improve the manner of gaining knowledge and learning in education, which the use of learning strategies is a major advance in the teaching-learning process in institutions of higher education. This paper presents QEES, a proposal for evaluating the quality of the learning objects employed on learning strategies to support students during their education processes by using information extraction techniques and ontologies.

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En los últimos años es evidente el éxito creciente de la gastronomía, no sólo como mercado económico sino también desde una perspectiva comunicativa. Entendida como una Industria Creativa, la gastronomía está adquiriendo cada vez más peso en el mercado de la comunicación y se están desarrollando planes estratégicos que acercan progresivamente el sector gastronómico a todos los públicos, democratizando el arte de la cocina y haciendo de éste un talento accesible y disponible para todos los públicos. En pleno contexto de crecimiento, las estrategias y recursos comunicativos que utilizan tanto los mass media como los propios restaurantes y profesionales de la cocina, se han de convertir en objeto de estudio necesario para entender, por ejemplo, de qué manera se explotan los recursos comunicacionales y cuál es el alcance de los mismos así como sus oportunidades. El presente artículo se centra en un análisis de contenido de las páginas webs y las redes sociales utilizadas por los ocho restaurantes españoles galardonados con tres estrellas por la Guía Michelin España-Portugal (2014), sometidos a estudio en la misma semana (del 15 al 21 de septiembre). El objetivo principal es tratar de conocer estrategia de comunicación online llevada a cabo por estos restaurantes y establecer la importancia que se les atribuye a los recursos web a la hora de contribuir tanto a la consolidación de sus propias marcas como a la propia Industria Creativa gastronómica. Los resultados muestran cierta disparidad en el uso tanto de los recursos web como de los social media y avanzan que el sector gastronómico y de la restauración española tiene un reto: seguir comunicando implicándose en mayor medida con la bidireccionalidad e invitación a la participación de sus públicos, con el objetivo de captar nuevos contactos, fidelizar a los clientes actuales y convertir a todos ellos en prescriptores de sus servicios.

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The construction industry has long been considered as highly fragmented and non-collaborative industry. This fragmentation sprouted from complex and unstructured traditional coordination processes and information exchanges amongst all parties involved in a construction project. This nature coupled with risk and uncertainty has pushed clients and their supply chain to search for new ways of improving their business process to deliver better quality and high performing product. This research will closely investigate the need to implement a Digital Nervous System (DNS), analogous to a biological nervous system, on the flow and management of digital information across the project lifecycle. This will be through direct examination of the key processes and information produced in a construction project and how a DNS can provide a well-integrated flow of digital information throughout the project lifecycle. This research will also investigate how a DNS can create a tight digital feedback loop that enables the organisation to sense, react and adapt to changing project conditions. A Digital Nervous System is a digital infrastructure that provides a well-integrated flow of digital information to the right part of the organisation at the right time. It provides the organisation with the relevant and up-to-date information it needs, for critical project issues, to aid in near real-time decision-making. Previous literature review and survey questionnaires were used in this research to collect and analyse data about information management problems of the industry – e.g. disruption and discontinuity of digital information flow due to interoperability issues, disintegration/fragmentation of the adopted digital solutions and paper-based transactions. Results analysis revealed efficient and effective information management requires the creation and implementation of a DNS.

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The construction industry is characterised by fragmentation and suffers from lack of collaboration, often adopting adversarial working practices to achieve deliverables. For the UK Government and construction industry, BIM is a game changer aiming to rectify this fragmentation and promote collaboration. However it has become clear that there is an essential need to have better controls and definitions of both data deliverables and data classification. Traditional methods and techniques for collating and inputting data have shown to be time consuming and provide little to improve or add value to the overall task of improving deliverables. Hence arose the need in the industry to develop a Digital Plan of Work (DPoW) toolkit that would aid the decision making process, providing the required control over the project workflows and data deliverables, and enabling better collaboration through transparency of need and delivery. The specification for the existing Digital Plan of Work (DPoW) was to be, an industry standard method of describing geometric, requirements and data deliveries at key stages of the project cycle, with the addition of a structured and standardised information classification system. However surveys and interviews conducted within this research indicate that the current DPoW resembles a digitised version of the pre-existing plans of work and does not push towards the data enriched decision-making abilities that advancements in technology now offer. A Digital Framework is not simply the digitisation of current or historic standard methods and procedures, it is a new intelligent driven digital system that uses new tools, processes, procedures and work flows to eradicate waste and increase efficiency. In addition to reporting on conducted surveys above, this research paper will present a theoretical investigation into usage of Intelligent Decision Support Systems within a digital plan of work framework. Furthermore this paper will present findings on the suitability to utilise advancements in intelligent decision-making system frameworks and Artificial Intelligence for a UK BIM Framework. This should form the foundations of decision-making for projects implemented at BIM level 2. The gap identified in this paper is that the current digital toolkit does not incorporate the intelligent characteristics available in other industries through advancements in technology and collation of vast amounts of data that a digital plan of work framework could have access to and begin to develop, learn and adapt for decision-making through the live interaction of project stakeholders.

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This paper illustrates how to design a visual experiment to measure color differences in gonioapparent materials and how to assess the merits of different advanced color-difference formulas trying to predict the results of such experiment. Successful color-difference formulas are necessary for industrial quality control and artificial color-vision applications. A color- difference formula must be accurate under a wide variety of experimental conditions including the use of challenging materials like, for example, gonioapparent samples. Improving the experimental design in a previous paper [Melgosaet al., Optics Express 22, 3458-3467 (2014)], we have tested 11 advanced color-difference formulas from visual assessments performed by a panel of 11 observers with normal colorvision using a set of 56 nearly achromatic colorpairs of automotive gonioapparent samples. Best predictions of our experimental results were found for the AUDI2000 color-difference formula, followed by color-difference formulas based on the color appearance model CIECAM02. Parameters in the original weighting function for lightness in the AUDI2000 formula were optimized obtaining small improvements. However, a power function from results provided by the AUDI2000 formula considerably improved results, producing values close to the inter-observer variability in our visual experiment. Additional research is required to obtain a modified AUDI2000 color-difference formula significantly better than the current one.