46 resultados para learning environment


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SCAP’s Information Systems Department is composed of about twenty teachers who have, for several years, been using an e-learning environment (Moodle) combined with traditional assessment. A new e-assessment strategy was implemented recently in order to evaluate a practical topic, the use of spreadsheets to solve management problems. This topic is common to several courses of different undergraduate degree programs. Being e-assessment an outstanding task regarding theoretical topics, it becomes even more challenging when the topics under evaluation are practical. In order to understand the implications of this new type of assessment from the viewpoint of the students, questionnaires and interviews were undertaken. In this paper the analysis of the questionnaires are presented and discussed.

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Nowadays, with the use of technology and the Internet, education is undergoing significant changes, contemplating new ways of teaching and learning. One of the widely methods of teaching used to promote knowledge, consists in the use of virtual environments available in various formats, taking as example the teaching-learning platforms, which are available online. The Internet access and use of Laptops have created the technological conditions for teachers and students can benefit from the diversity of online information, communication, collaboration and sharing with others. The integration of Internet services in the teaching practices can provide thematic, social and digital enrichment for the agents involved. In this paper we will talk about the advantages of LMS (Learning Management Systems) such as Moodle, to support the presential lectures in higher education. We also will analyse its implications for student support and online interaction, leading educational agents to a mixing of different learning environments, where they can combine face-to-face instruction with computer-mediated instruction, blended-learning, and increases the options for better quality and quantity of human interaction in a learning environment. We also will present some tools traditionally used in online assessment and that are part of the functionalities of Moodle. These tools can provide interesting alternatives to promote a more significant learning and contribute to the development of flexible and customized models of an evaluation which we want to be more efficient.

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Multiple-Choice items are used in many different kinds of tests in several areas of knowledge. They can be considered an interesting tool to the self-assessing or as an alternative or complementary instrument to the traditional methods for assessing knowledge. The objectivity and accuracy of the multiple-choice tests is an important reason to think about. They are especially useful when the number of students to evaluate is too large. Moodle (Modular Object-Oriented Dynamic Learning Environment) is an Open Source course management system centered around learners' needs and designed to support collaborative approaches to teaching and learning. Moodle offers to the users a rich interface, context-specific help buttons, and a wide variety of tools such as discussion forums, wikis, chat, surveys, quizzes, glossaries, journals, grade books and more, that allow them to learn and collaborate in a truly interactive space. Come together the interactivity of the Moodle platform and the objectivity of this kind of tests one can easily build manifold random tests. The proposal of this paper is to relate our journey in the construction of these tests and share our experience in the use of the Moodle platform to create, take advantage and improve the multiple-choices tests in the Mathematic area.

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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In order to provide a more flexible learning environment in physics, the developed projectile launch apparatus enables students to determine the acceleration of gravity and the dependence of a set of parameters in the projectile movement. This apparatus is remotely operated and accessed via web, by first scheduling an access time slot. This machine has a number of configuration parameters that support different learning scenarios with different complexities.

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Learning computer programming requires solving programming exercises. In computer programming courses teachers need to assess and give feedback to a large number of exercises. These tasks are time consuming and error-prone since there are many aspects relating to good programming that should be considered. In this context automatic assessment tools can play an important role helping teachers in grading tasks as well to assist students with automatic feedback. In spite of its usefulness, these tools lack integration mechanisms with other eLearning systems such as Learning Management Systems, Learning Objects Repositories or Integrated Development Environments. In this paper we provide a survey on programming evaluation systems. The survey gathers information on interoperability features of these systems, categorizing and comparing them regarding content and communication standardization. This work may prove useful to instructors and computer science educators when they have to choose an assessment system to be integrated in their e-Learning environment.

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Existent computer programming training environments help users to learn programming by solving problems from scratch. Nevertheless, initiating the resolution of a program can be frustrating and demotivating if the student does not know where and how to start. Skeleton programming facilitates a top-down design approach, where a partially functional system with complete high level structures is available, so the student needs only to progressively complete or update the code to meet the requirements of the problem. This paper presents CodeSkelGen - a program skeleton generator. CodeSkelGen generates skeleton or buggy Java programs from a complete annotated program solution provided by the teacher. The annotations are formally described within an annotation type and processed by an annotation processor. This processor is responsible for a set of actions ranging from the creation of dummy methods to the exchange of operator types included in the source code. The generator tool will be included in a learning environment that aims to assist teachers in the creation of programming exercises and to help students in their resolution.

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Measuring the quality of a b-learning environment is critical to determine the success of a b-learning course. There are a lot of materials related to the quality process, namely different approaches and perspectives but none of them is specific of the product of a b-learning context. In this paper we identify the indicators that should be analyzed in order to determine the quality of a b-learning course, since its success reflect not only the student’s perception, but also what should be taken into account. B-Learning environments are relatively new and combine educational characteristics with technological elements that support the learning process and the training delivery. Our main objective is to know what a high quality b-learning environment is in students’’ perception and what are the main quality dimensions of these courses, in the perspective of the products and services offered. After a literature review concerning the quality process and in particular the b-learning quality field, a structure that provides the main elements that should be evaluated by students when we are measuring the quality and the success of b-learning product/services was created. The structure obtained was applied to a case study of the Polytechnic Institute of Oporto. Results presented will help institutions to deliver services with more quality and improve their long-term competitiveness.

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A utilização de aplicações Web 2.0 no processo ensino/aprendizagem tem vindo a intensificar-se nos últimos tempos, mais por iniciativas individuais de docentes e estudantes do que por estratégia das Instituições de Ensino. Este artigo apresenta um projecto já em curso que consiste na implementação de uma plataforma de criação de ambientes de aprendizagem controlados pelos estudantes, integrando aplicações Web 2.0 e sistemas de gestão de conteúdos. A plataforma permitirá a utilização segura de conteúdos criados em aplicações Web 2.0, no processo de avaliação, possibilitando a sua publicação na infra-estrutura controlada pela Instituição de Ensino Superior, contribuindo assim para a adequação do binómio ensino/aprendizagem ao novo paradigma implicado no processo de Bolonha.

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Currently, the teaching-learning process in domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivery, and assessment of student exercises. The main goal of this chapter is to foster practice-based learning in complex domains. This objective is attained with an e-learning framework—called Ensemble—as a conceptual tool to organize and facilitate technical interoperability among services. The Ensemble framework is used on a specific domain: computer programming. Content issues are tacked with a standard format to describe programming exercises as learning objects. Communication is achieved with the extension of existing specifications for the interoperation with several systems typically found in an e-learning environment. In order to evaluate the acceptability of the proposed solution, an Ensemble instance was validated on a classroom experiment with encouraging results.

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O objectivo deste trabalho consistiu no desenvolvimento de um protótipo que possibilita a adaptação do conteúdo disponibilizado de acordo com as características pessoais e psicológicas do aluno, aplicado no ensino da Medicina, nomeadamente na componente de Desenho de Estudos da disciplina de Introdução à Medicina. Para o protótipo desenvolvido foi definida uma arquitectura constituída por três componentes: um Modelo de Aluno que engloba as características pessoais e psicológicas do aluno, um Modelo de Domínio constituído por um grafo de conceitos e um Modelo Pedagógico formado pelas regras de adaptação e mecanismos de interação utilizados para obter uma solução adaptativa. Os diferentes componentes desenvolvidos para este protótipo permitem que este apresente as seguintes funcionalidades: Acesso ao conceito adequado, tendo em consideração o nível de conhecimento do aluno; Visualização de conte udos adequados ao estilo de aprendizagem do aluno; Adaptação do percurso do aluno de acordo com os resultados obtidos; Atualização das preferências de aprendizagem, com base no comportamento demonstrado pelo aluno na interação com o sistema. A primeira versão da ferramenta j a foi implementada. No entanto ainda será realizada a avaliação do protótipo em ambiente de aprendizagem, com a maior brevidade possível.

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O presente relatório, realizado no âmbito do Mestrado em Educação Pré- Escolar e Ensino do 1.º Ciclo do Ensino Básico, pretende fundamentar a Prática Pedagógica Supervisionada desenvolvida em contexto de educação pré-escolar e ensino do 1.º CEB. Será apresentada a contextualização da prática e a importância do trabalho em díade pedagógica, os modelos e metodologias utilizadas em estágio, retratando todo o processo de desenvolvimento profissional e pessoal do mestrando. Os processos formativos basearam-se sempre na metodologia de investigação-ação, quer a formação do mestrando, quer a metodologia de investigação sobre a prática, que permitiu a construção de conhecimentos para a docência. Por este modo, a formação e a prática permitiram desenvolver experiências de ensino que visaram a compreensão das possibilidades de interdisciplinaridade entre as áreas de conteúdo, pela utilização de estratégias diversificadas, de modo a motivar e a envolver as crianças nas aprendizagens. De referir também que todas estas aprendizagens e experiências que foram proporcionadas às crianças, tiveram como base um quadro teórico e metodológico rigoroso. O educador/professor desempenha um papel fundamental na organização e gestão do currículo, e nas estratégias que seleciona. Para as crianças, é fundamental que exista estratégias de motivação e envolvimento, por parte do docente, para criar um ambiente educativo rico em experiências e aprendizagens significativas. Com este ambiente todos vão beneficiar de um ambiente educativo favorável.

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A utilização das Tecnologias da Informação e Comunicação (TIC) como ferramentas cognitivas foi o propósito deste projeto. A problemática da introdução das TIC na sala de aula numa perspetiva construtivista levou-nos ao nosso estudo empírico, onde utilizamos uma metodologia de investigação quantitativa e qualitativa numa triangulação que nos pareceu mais adequada a este estudo. Como método foi adotado o estudo de caso e utilizamos como fontes de recolha de dados o inquérito por questionário a professores e alunos e uma entrevista a um especialista na área das TIC. O resultado do estudo efetuado permitiu-nos verificar que da parte dos docentes existe uma necessidade de formação e informação na área das TIC como ferramentas cognitivas, mais partilha de boas práticas e também mais utilização de meios tecnológicos na sua ação de ensino e aprendizagem. Quanto aos alunos, pensamos que com a mudança de atitude dos professores, mudaremos também a sua forma de utilizar as TIC na sua aprendizagem. Na operacionalização do plano de ação, criamos três etapas de trabalho: a) Oficina de Formação, b) Informação e c) promoção de atividades online. Pensamos que com este plano daremos resposta à nossa questão de partida, e criaremos um ambiente de ensino/aprendizagem onde as TIC se transformem em ferramentas cognitivas de apoio à construção das aprendizagens significativas dos alunos.

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In this paper we describe a casestudy of an experiment on how reflexivity and technology can enhance learning, by using ePorfolios as a training environment to develop translation skills. Translation is today a multiskilled job and translators need to assure their clients a good performance and quality, both in language and in technology domains. In order to accomplish it, for the translator all the tasks and processes he develops appear as crucial, being pretranslation and posttranslation processes equally important as the translation itself, namely as far as autonomy, reflexive and critical skills are concerned. Finally, the need and relevance for collaborative tasks and networks amongst virtual translation communities, led us to the decision of implementing ePortfolios as a tool to develop the requested skills and extend the use of Internet in translation, namely in terminology management phases, for the completion of each task, by helping students in the management of the projects deadlines, improving their knowledge on the construction and management of translation resources and deepening their awareness about the concepts related to the development and usability of ePorfolios.

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23rd SPACE AGM and Conference from 9 to 12 May 2012 Conference theme: The Role of Professional Higher Education: Responsibility and Reflection Venue: Mikkeli University of Applied Sciences, Mikkeli, Finland