29 resultados para Sciences Teaching
Resumo:
The Polytechnic Institute of Oporto (IPP), which has a solid history of online education and innovation through the use of technology, has been particularly interested and focused on Massive Open Online Courses (MOOC) developments. The aim of this paper is to present the whole process from initial discussions to completion of the “Mathematics Without Limits” MOOC Project that exists in IPP and also to contribute for a change in the way as teaching and learning Mathematics is seen and practiced nowadays. In 2013, IPP developed its own platform, which gave us the opportunity to explore new educational techniques as a pedagogical resource as well as to enhance students’ motivation, through a set of interactive materials at their disposal, totally adapted to their needs. Students lack of motivation is mainly justified by their weak Math preparation, poor consolidated basis on the subject and different backgrounds of the students. To tackle this issue and based on our Math online courses teaching experience, we decided to create short duration MOOC, expecting to aid retention of students and also to reverse the path of students giving up on Math by giving them a friendly way of managing their own learning commitment. We also think that this MOOC will be a good approach to level out some math skills among freshmen.
Resumo:
Everyday accounting and management teachers face the challenge of creating learning environments that motivate students. This chapter describes the Business Simulation (BS) experience that has taken place at the Polytechnic Institute of Porto, Institute of Accounting and Administration (IPP/ISCAP). The chapter presents students’ perceptions about the course and the teaching/learning approach. The results show that pedagogical methods used (competency-oriented), generic competencies (cooperation and group work), and interpersonal skills (organisational and communication skills) are relevant for future accounting professionals. In addition, positive remarks and possible constraints based on observation, staff meetings, and past research are reported. The chapter concludes with some recommendations from the project implementation.
Resumo:
This paper presents the creation and development of technological schools directly linked to the business community and to higher public education. Establishing themselves as the key interface between the two sectors they make a signigicant contribution by having a greater competitive edge when faced with increasing competition in the tradional markets. The development of new business strategies supported by references of excellence, quality and competitiveness also provides a good link between the estalishment of partnerships aiming at the qualification of education boards at a medium level between the technological school and higher education with a technological foundation. We present a case study as an example depicting the success of Escola Tecnológica de Vale de Cambra.
Resumo:
Video poker machines, a former symbol of fraud and gambling in Brazil, are now being converted into computer-based educational tools for Brazilian public primary schools and also for governmental and non-governmental institutions dealing with communities of poverty and social exclusion, in an attempt to reduce poverty risks (decrease money spent on gambling) and promote social inclusion (increase access and motivation to education). Thousands of illegal gambling machines are seized by federal authorities, in Brazil, every year, and usually destroyed at the end of the criminal apprehension process. This paper describes a project developed by the University of Southern Santa Catarina, Brazil, responsible for the conversion process of gambling machines, and the social inclusion opportunities derived from it. All project members worked on a volunteer basis, seeking to promote social inclusion of Brazilian young boys and girls, namely through digital inclusion. So far, the project has been able to convert over 200 gambling machines and install them in over 40 public primary schools, thus directly benefiting more than 12,000 schoolchildren. The initial motivation behind this project was technology based, however the different options arising from the conversion process of the gambling machines have also motivated a rather innovative and unique experience in allowing schoolchildren and young people with special (educational) needs to access to computer-based pedagogical applications. The availability of these converted machines also helps to place Information and Communication Technologies (ICT) in the very daily educational environment of these children and youngsters, thus serving social and cultural inclusion aspects, by establishing a dialogue with the community and their technological expectations, and also directly contributing to their digital literacy.
Resumo:
This paper discusses the changes brought by the communication revolution in teaching and learning in the scope of LSP. Its aim is to provide an insight on how teaching which was bi-dimensional, turned into a multidimensional system, gathering other complementary resources that have transformed, in a incredibly short time, the ways we receive share and store information, for instance as professionals, and keep in touch with our peers. The increasing rise of electronic publications, the incredible boom of social and professional networks, search engines, blogs, list servs, forums, e-mail blasts, Facebook pages, YouTube contents, Tweets and Apps, have twisted the way information is conveyed. Classes ceased to be predictable and have been empowered by digital platforms, innumerous and different data repositories (TILDE, IATE, LINGUEE, and so many other terminological data banks) that have definitely transformed the academic world in general and tertiary education in particular. There is a bulk of information to be digested by students, who are no longer passive but instead responsible and active for their academic outcomes. The question is whether they possess the tools to select only what is accurate and important for a certain subject or assignment, due to that overflow? Due to the reduction of the number of course years in most degrees, after the implementation of Bologna and the shrinking of the curricula contents, have students the possibility of developing critical thinking? Both teaching and learning rely on digital resources to improve the speed of the spreading of knowledge. But have those changes been effective to promote really communication? Furthermore, with the increasing Apps that have already been developed and will continue to appear for learning foreign languages, for translation among others, will the students feel the need of learning them once they have those Apps. These are some the questions we would like to discuss in our paper.
Resumo:
The change of paradigm imposed by the Bologna process, in which the student will be responsible for their own learning, and the presence of a new generation of students with higher technological skills, represent a huge challenge for higher education institutions. The use of new Web Social concepts in teaching process, supported by applications commonly called Web 2.0, with which these new students feel at ease, can bring benefits in terms of motivation and the frequency and quality of students' involvement in academic activities. An e-learning platform with web-based applications as a complement can significantly contribute to the development of different skills in higher education students, covering areas which are usually in deficit.
Resumo:
Teaching robotics to students at the beginning of their studies has become a huge challenge. Simulation environments can be an effective solution to that challenge where students can interact with simulated robots and have the first contact with robotic constraints. From our previous experience with simulation environments it was possible to observe that students with lower background knowledge in robotics where able to deal with a limited number of constraints, implement a simulated robotic platform and study several sensors. The question is: after this first phase what should be the best approach? Should the student start developing their own hardware? Hardware development is a very important part of an engineer's education but it can also be a difficult phase that could lead to discouragement and loss of motivation in some students. Considering the previous constraints and first year engineering students’ high abandonment rate it is important to develop teaching strategies to deal with this problem in a feasible way. The solution that we propose is the integration of a low-cost standard robotic platform WowWee Rovio as an intermediate solution between the simulation phase and the stage where the students can develop their own robots. This approach will allow the students to keep working in robotic areas such as: cooperative behaviour, perception, navigation and data fusion. The propose approach proved to be a motivation step not only for the students but also for the teachers. Students and teachers were able to reach an agreement between the level of demand imposed by the teachers and satisfaction/motivation of the students.
Resumo:
Everyday accounting and management teachers face the challenge of creating learning environments that motivate students. This chapter describes the Business Simulation (BS) experience that has taken place at the Polytechnic Institute of Porto, Institute of Accounting and Administration (IPP/ISCAP). The chapter presents students’ perceptions about the course and the teaching/learning approach. The results show that pedagogical methods used (competency-oriented), generic competencies (cooperation and group work), and interpersonal skills (organisational and communication skills) are relevant for future accounting professionals. In addition, positive remarks and possible constraints based on observation, staff meetings, and past research are reported. The chapter concludes with some recommendations from the project implementation
Resumo:
O presente estudo partiu do problema “Como promover aprendizagens da Matemática e do Estudo do Meio numa perspetiva interdisciplinar, explorando o mundo real?”. Neste sentido, tem como objetivos: selecionar recursos e atividades que se revelem motivadoras para os alunos; demonstrar a relevância da inter-relação de diferentes conceitos e a importância da sua ligação com as vivências dos alunos; ativar o envolvimento dos alunos para a aprendizagem da Matemática através do Estudo do meio e de situações do mundo real; estimular a perceção do aluno da presença da Matemática nos conteúdos de Estudo do Meio; fomentar a compreensão da relação dos conteúdos de Matemática e estudo do Meio. Com este propósito formularam-se as seguintes questões: (1) Que tipo de atividades se poderão proporcionar de forma a motivar os alunos para os conteúdos do Estudo do Meio e da Matemática? (2) De que forma a exploração das situações/conceções do quotidiano poderá promover o envolvimento dos alunos na aprendizagem da Matemática e do Estudo do Meio? (3) De que forma o Ensino Experimental das Ciências numa perspetiva interdisciplinar pode contribuir para desenvolver tanto as competências conceptuais (fatores do ambiente: temperatura e humidade/OTD/números racionais), como capacidades de pensamento crítico e tomada de decisão inerente? Tendo em vista os objetivos do estudo, desenvolveram-se, com uma turma do 2º ano de escolaridade, quatro situações formativas, que envolveram as disciplinas de Matemática e Estudo do Meio. O domínio de conteúdos preponderante na área de Estudo do Meio foi À descoberta do Ambiente Natural, enquanto na Matemática os domínios predominantes foram Organização e tratamento de dados e Números e operações. Foram realizadas diversas atividades experimentais, onde os alunos tiveram um papel ativo na construção dos seus conhecimentos. A investigação segue uma metodologia qualitativa, centrando-se num estudo de caso, onde se caracteriza uma experiência interdisciplinar que envolveu as disciplinas de Matemática e Estudo do Meio. Os dados foram recolhidos pela professora investigadora através de gravações de vídeo e áudio, fotografias, trabalhos dos alunos e de registos da professora investigadora. Os resultados demonstraram como os alunos mobilizaram e apropriaram os conteúdos de Matemática e Estudo do Meio. Os dados, através da análise de conteúdo, parecem iv sugerir que houve uma evolução no desempenho dos alunos a vários níveis, nomeadamente: no trabalho cooperativo, no envolvimento da tarefa, nas interações estabelecidas e na motivação para a aprendizagem da Matemática e Estudo do Meio.
Resumo:
Este estudo procura a valorização do ensino dirigido a alunos com Incapacidade Intelectual. Tem como objetivos conceber um recurso didático, integrando as ferramentas do Scratch, para alunos com Incapacidade Intelectual; averiguar a exequibilidade do uso desse recurso em ambiente natural de ensino e promover o envolvimento de alunos com Incapacidade Intelectual na realização de tarefas propostas na disciplina de Ciências da Natureza. Pretendemos dar resposta às seguintes questões de investigação: (1) A utilização do Scratch é adequada e exequível no trabalho quotidiano de alunos com Incapacidade Intelectual? (2) Em que medida o Scratch pode contribuir para um melhor envolvimento dos alunos com Incapacidade Intelectual na realização das tarefas propostas? Para este efeito, planificamos duas aulas. Na primeira, abordou-se o conteúdo a tratar – Poluição – e na segunda aula utilizou-se o Scratch, desafiando os alunos a desenvolverem diversas tarefas de forma mais ativa. O presente estudo segue uma abordagem metodológica de natureza qualitativa, centrando-se num estudo de caso, onde se aborda a importância do uso das Tecnologias de Informação e Comunicação, mais concretamente o software educativo Scratch, como sendo uma ferramenta potenciadora do envolvimento dos alunos. Este estudo foi aplicado a três alunos com Incapacidade Intelectual que tinham sido atribuídos à docente investigadora no presente ano letivo. Os dados foram recolhidos através da análise dos Programas Educativos Individuais dos alunos participantes; da entrevista realizada à docente de Educação Especial; de gravações áudio, de fotografias, de trabalhos realizados pelos alunos participantes e de notas de campo da investigadora. Foi centralidade do estudo a conceção de uma proposta didática e o desenvolvimento dos respetivos recursos, utilizando o software educativo Scratch. Quer a proposta didática quer os recursos a ela associados constituem em si mesmo parte dos resultados do trabalho desenvolvido. Os dados obtidos neste estudo permitem sustentar a ideia de que é possível trabalhar com alunos com Necessidades Educativas Especiais, nomeadamente Incapacidade Intelectual, recorrendo ao software educativo Scratch e que o uso desta ferramenta proporcionou um maior envolvimento e autonomia dos alunos nas tarefas propostas.
Resumo:
O estudo que apresentamos tem como objetivos de investigação contribuir para o desenvolvimento global das crianças com Necessidades Educativas Especiais, nomeadamente, portadoras de Dislexia, designadamente em aulas onde são lecionados conteúdos de Ciências da Natureza e de Matemática, e conceber um recurso didático apoiado nas TIC que seja adequado à utilização em sala de aula por alunos com dislexia. Neste sentido, o estudo foi orientado pelas seguintes questões de investigação: A utilização do Scratch é adequada e exequível no trabalho quotidiano de alunos portadores de Dislexia? e Em que medida o Scratch pode contribuir para um melhor envolvimento dos alunos portadores de Dislexia na realização das tarefas propostas? O presente trabalho segue uma metodologia de carácter qualitativo, centrando-se no estudo de caso. Tentou-se dar uma resposta à reduzida utilização do software Scratch no ensino das Ciências da Natureza e Matemática como instrumentos viáveis para uma aprendizagem de sucesso em alunos portadores de Dislexia. Este estudo foi aplicado a três alunos do 4º ano, com este diagnóstico, de um agrupamento de escolas do concelho de Viseu. Para dar resposta às questões de investigação supracitadas foram implementadas e projetadas duas atividades no software Scratch para serem desenvolvidas em duas situações formativas contextualizadas. O subdomínio que se pretendeu trabalhar foi “A importância da água para os seres vivos” articulando com o conteúdo dos volumes. Os dados foram recolhidos através da análise dos Programas Educativos Individuais de cada um dos alunos participantes, das entrevistas às docentes de Educação Especial, de gravações áudio, fotografias, trabalhos dos alunos e os registos da professora investigadora. Os resultados obtidos permitiram caracterizar o modo como os alunos, portadores de dislexia, se envolveram com o Scratch na aquisição de conhecimento. Permitiram ainda demonstrar aos professores que é possível construir atividades nesta ferramenta envolvendo conteúdos curriculares interdisciplinares.
Resumo:
O presente estudo foi desenvolvido no âmbito do Mestrado de Didática da Matemática e Ciências da Natureza, no 1.º e 2.º Ciclos, no domínio da Geometria. Tem como principal objetivo compreender e analisar, através da implementação de uma sequência de tarefas de investigação e exploração, de que forma o processo de ensino e aprendizagem dos alunos, na área dos quadriláteros, com os recursos GeoGebra e o Geoplano, contribui para o desenvolvimento do raciocínio geométrico. Neste sentido, definiram-se as seguintes questões de investigação: (1) Qual a imagem concetual que os alunos possuem de cada um dos quadriláteros? (2) Que conhecimentos têm os alunos sobre as propriedades dos quadriláteros: quadrados, retângulos e losangos? (3) Quais os contributos do Geoplano e do GeoGebra na compreensão e identificação das propriedades dos quadriláteros? A metodologia adotada foi de natureza qualitativa, do tipo interpretativo, baseada em dois estudos de caso. Na recolha de dados, foram utilizados os seguintes instrumentos: observação, questionário, documentos produzidos pelos alunos, entrevistas informais, registos áudio e fotografias aos trabalhos realizados. Na análise dos dados, procurou-se descrever e interpretar os dados recolhidos, no âmbito do objeto do estudo. Os resultados mostraram que a sequência de tarefas e o modo como foram desenvolvidas foram fundamentais na compreensão dos conteúdos trabalhados. Regista-se também que os recursos utilizados motivaram os alunos e contribuíram para a interação, como também para a compreensão dos conceitos geométricos. Por outro lado, a utilização do GeoGebra e do Geoplano contribuíram para o desenvolvimento do raciocínio espacial e geométrico.
Resumo:
Distance learning - where students take courses (attend classes, get activities and other sort of learning materials) while being physically separated from their instructors, for larger part of the course duration - is far from being a “new event”. Since the middle of the nineteenth century, this has been done through Radio, Mail and TV, taking advantage of the full educational potential that these media resources had to offer at the time. However, in recent times we have, at our complete disposal, the “magic wonder” of communication and globalization - the Internet. Taking advantage of a whole new set of educational opportunities, with a more or less unselfish “look” to economic interests, focusing its concern on a larger and collective “welfare”, contributing to the development of a more “equitable” world, with regard to educational opportunities, the Massive Open Online Courses (MOOCs) were born and have become an important feature of the higher education in recent years. Many people have been talking about MOOCs as a potential educational revolution, which has arrived from North America, still growing and spreading, referring to its benefits and/or disadvantages. The Polytechnic Institute of Porto, also known as IPP, is a Higher Education Portuguese institution providing undergraduate and graduate studies, which has a solid history of online education and innovation through the use of technology, and it has been particularly interested and focused on MOOC developments, based on an open educational policy in order to try to implement some differentiated learning strategies to its actual students and as a way to attract future ones. Therefore, in July 2014, IPP launched the first Math MOOC on its own platform. This paper describes the requirements, the resulting design and implementation of a mathematics MOOC, which was essentially addressed to three target populations: - pre-college students or individuals wishing to update their Math skills or that need to prepare for the National Exam of Mathematics; - Higher Education students who have not attended in High School, this subject, and who feel the need to acquire basic knowledge about some of the topics covered; - High School Teachers who may use these resources with their students allowing them to develop teaching methodologies like "Flipped Classroom” (available at http://www.opened.ipp.pt/). The MOOC was developed in partnership with several professors from several schools from IPP, gathering different math competences and backgrounds to create and put to work different activities such video lectures and quizzes. We will also try to briefly discuss the advertising strategy being developed to promote this MOOC, since it is not offered through a main MOOC portal, such as Coursera or Udacity.