88 resultados para pedagogical lexicography


Relevância:

10.00% 10.00%

Publicador:

Resumo:

It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experi- ment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

E-Learning frameworks are conceptual tools to organize networks of elearning services. Most frameworks cover areas that go beyond the scope of e-learning, from course to financial management, and neglects the typical activities in everyday life of teachers and students at schools such as the creation, delivery, resolution and evaluation of assignments. This paper presents the Ensemble framework - an e-learning framework exclusively focused on the teaching-learning process through the coordination of pedagogical services. The framework presents an abstract data, integration and evaluation model based on content and communications specifications. These specifications must base the implementation of networks in specialized domains with complex evaluations. In this paper we specialize the framework for two domains with complex evaluation: computer programming and computer-aided design (CAD). For each domain we highlight two Ensemble hotspots: data and evaluations procedures. In the former we formally describe the exercise and present possible extensions. In the latter, we describe the automatic evaluation procedures.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mestrado em Educação Pré-Escolar

Relevância:

10.00% 10.00%

Publicador:

Resumo:

O relatório de estágio de qualificação profissional desenvolveu-se no âmbito da Unidade Curricular (UC) de Prática Pedagógica Supervisionada, inserida no Mestrado em Educação Pré- Escolar, nos contextos de creche e pré-escolar. Esta integração implicou a mestranda numa atitude investigativa, traduzida no aprofundamento dos referenciais teóricos abordados na referida UC, que permitiu desenvolver uma atitude indagadora e reflexiva, de modo a aliar saberes teóricos à prática e mobilizá-los em contexto. Efetivando a sua prática pedagógica através da observação, recolha de dados, análise sistemática da ação e reflexão crítica permanente, apoiou-se na metodologia de investigaçãoação, que segundo Elliot (1991) constitui um processo reflexivo, que envolve a mudança de teorias e práticas, permitindo ligar a autoavaliação ao desenvolvimento profissional. A prática pedagógica revista neste documento parte da convicção da mestranda relativamente à importância da observação, na mesma perspetiva de Gonçalves (2006): “se soubermos observar, saberemos compreender, se soubermos compreender, saberemos intervir e se soubermos intervir, saberemos melhorar, estaremos a conferir ao exercício de observação e análise da relação educativa o seu verdadeiro estatuto de instrumento de desenvolvimento pessoal/profissional do formando” (p.72). Foi assim que a mestranda solidificou a construção da sua imagem de criança, encarando-a como ativa e competente, almejando que essa visão se refletisse nas suas planificações, que identificavam necessidades e interesses das crianças, e consequentemente na sua ação. A co construção de saberes e a cooperação assumiram particular relevância no processo de formação e desenvolvimento profissional, proporcionado pelos intervenientes no contexto educativo: par de formação, educadoras, supervisora, pais e comunidade.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mestrado em Educação Pré-Escolar

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mestrado em Educação Pré-Escolar

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mestrado em Ensino Precoce do Inglês

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mestrado em Ensino Precoce do Inglês

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação para obtenção do grau de Mestre em Música - Interpretação Artística. Especialidade: Piano

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Technology plays a double role in Education: it can act as a facilitator in the teaching/learning process and it can be the very subject of that process in Science & Engineering courses. This is especially true when students perform laboratory activities where they interact with equipment and objects under experimentation. In this context, technology can also play a facilitator role if it allows students to perform experiments in a remote fashion, through the Internet, in a so-called weblab or remote laboratory. No doubt, the Internet has been revolutionizing the educational process in many aspects, and it can be stated that remote laboratories are just an angle of that on-going revolution. As any other educational tool or resource, the i) pedagogical approach and the ii) technology used in the development of a remote laboratory can dictate its general success or its ephemeral existence. By pedagogical approach we consider the way remote experiments address the process by which students acquire experimental skills and link experimental results to theoretical concepts. In respect to technology, we discuss different specification and implementation alternatives, to show the case where the adoption of a family of standards would positively contribute to a larger acceptance and utilization of remote laboratories, and also to a wider collaboration in their development.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The goal of this paper is to discuss the benefits and challenges of yielding an inter-continental network of remote laboratories supported and used by both European and Latin American Institutions of Higher Education. Since remote experimentation, understood as the ability to carry out real-world experiments through a simple Web browser, is already a proven solution for the educational community as a supplement to on-site practical lab work (and in some cases, namely for distance learning courses, a replacement to that work), the purpose is not to discuss its technical, pedagogical, or economical strengths, but rather to raise and try to answer some questions about the underlying benefits and challenges of establishing a peer-to-peer network of remote labs. Ultimately, we regard such a network as a constructive mechanism to help students gain the working and social skills often valued by multinational/global companies, while also providing awareness of local cultural aspects.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The use of remote labs in undergraduate courses has been reported in literature several times since the mid 90's. Nevertheless, very few articles present results about the correspondent learning gains obtained by students, and in what conditions those systems can be more efficient, thus suggesting a lack of data concerning their pedagogical effectiveness. This paper addresses such a gap by presenting some initial findings concerning the use of a remote lab (VISIR), in a large undergraduate course on Physics, with over 550 students enrolled.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The use of remote labs in undergraduate courses has been reported in literature several times since the mid 90's. Nevertheless, very few articles present results about the learning gains obtained by students using them, especially with a large number of students, thus suggesting a lack of data concerning their pedagogical effectiveness. This paper addresses such a gap by presenting some preliminary results concerning the use of a remote laboratory, known as VISIR, in a large undergraduate course on Applied Physics, with over 500 students enrolled.