38 resultados para technology-based learning strategies


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Learning is not a spectator’s sport. Students do not learn much by just sitting in class listening their teachers, memorizing pre-packaged assignments and spitting out answers. The teaching-learning process has been a constant target of studies, particularly in Higher Education, in consequence of the annual increase of new students. The concern with maintaining a desired quality level in the training of these students, conjugated with the will to widen the access to all of those who finish Secondary School Education, has triggered a greater intervention from the education specialists, in partnership with the teachers of all Higher Education areas, in the analysis of this problem. Considering the particular case of Engineering, it has been witnessed a rising concern with the active learning strategies and forms of assessment. Research has demonstrated that students learn more if they are actively engaged with the material they are studying. In this presentation we describe, present and discuss the techniques and the results of Peer Instruction method in an introductory Calculus courses of an Engineering Bach

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A comunicação e a relação terapêutica são reconhecidamente domínios de competência dos profissionais de saúde cujas funções impliquem o contacto com doentes (Corney, 2000; Grilo & Pedro, 2005; Pio Abreu, 1998). Além do seu papel determinante na adesão terapêutica, a qualidade da comunicação e da relação terapêutica estabelecida tem particular impacto no sofrimento da pessoa, tomado como constructo multidimensional (McIntyre, 2004). Tradicionalmente descurados na formação académica, estes temas tendem actualmente a ganhar expressão nos currículos, para o que contribuíram, no espaço europeu, as recomendações para a adequação a Bolonha (Lopes, 2004). Neste trabalho, descrevemos a metodologia de formação adoptada para estes domínios na licenciatura em Fisioterapia da ESTSP-IPP, a funcionar segundo o modelo pedagógico designado Problem-Based Learning (Walsh, 2005; Macedo, 2009). Além dos conhecimentos disseminados ao longo de toda a estrutura curricular, temas como a comunicação (Watzlawick, Bavelas & Jackson, 1967/1993), a escuta activa (Gordon & Edwards, 1997), a relação terapêutica (Rogers, 1957/1992, 1980, 1985), as competências e microcompetências/técnicas de atendimento e de observação (Ivey, 1983; Ivey & Downing, 1990; Ivey, Gluckstern & Ivey, 2006) ou as comunicações difíceis (Faulkner, Maguire & Regnard, 1994; Maguire, 2000) são alvo de formação mais intensiva ao longo de cerca de 16 semanas consecutivas do 1º ciclo de estudos, com recurso a diferentes tipologias de aula visando desenvolver, além dos conhecimentos, atitudes e habilidades nestes domínios.

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Esta tese pretende fazer um estudo sobre a influência que a evolução tecnológica tem, de forma direta e indireta, sobre a educação em turismo. Os fatores indiretos (fornecedores turísticos, agências…) acabam por ter o maior peso devido às constantes evoluções que sofrem para poderem dar um serviço cada vez melhor aos seus clientes. A ideia surgiu da necessidade de elaboração de um modelo para a reformulação do portal do Observatório Nacional de Educação em Turismo (ONET), cujo planeamento e parte da implementação decorreu numa parte mais prática da tese. Os pontos principais da reformulação do portal passaram pela modificação do seu design, elaboração de um repositório de objetos de aprendizagem e de uma rede social. A propósito do repositório, decidiu-se elaborar também um objeto de aprendizagem sobre o tema “A História do Turismo no Mundo”. Toda esta evolução tecnológica, que se tem verificado nos últimos anos, veio agilizar muitos procedimentos, sendo necessários profissionais qualificados. É aqui que entra o papel das escolas. Têm de se adaptar em termos de utilização das mais recentes tecnologias, nomeadamente software. Algumas empresas produtoras de software desenvolvem também simuladores que são utilizados nas escolas para um ensino semelhante ao que será a futura vida profissional.

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Serious games are games where the entertainment aspect is not the most relevant motivation or objective. TimeMesh is an online, multi-language, multiplayer, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions. As such it is a serious game with educational characteristics. This article evaluates the use of TimeMesh with students of 13 and 14 years-old. It shows that this game is already a significant learning tool about European citizenship.

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Practical sessions are the backbone of qualification in engineering education. It leads to a better understanding and allows mastering scientific concepts and theories. The lack of the availability of practical sessions at many universities and institutions owing to the cost and the unavailability of instructors the most of the time caused a significant decline in experimentation in engineering education over the last decades. Recently, with the progress of computer-based learning, remote laboratories have been proven to be the best alternative to the traditional ones, regarding to its low cost and ubiquity. Some universities have already started to deploy remote labs in their practical sessions. This contribution compiles diverse experiences based on the deployment of the remote laboratory, Virtual Instrument Systems in Reality (VISIR), on the practices of undergraduate engineering grades at various universities within the VISIR community. It aims to show the impact of its usage on engineering education concerning the assessments of students and teachers as well.

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The global warming due to high CO2 emission in the last years has made energy saving a global problem nowadays. However, manufacturing processes such as pultrusion necessarily needs heat for curing the resin. Then, the only option available is to apply all efforts to make the process even more efficient. Different heating systems have been used on pultrusion, however, the most widely used are the planar resistances. The main objective of this study is to develop another heating system and compares it with the former one. Thermography was used in spite of define the temperature profile along the die. FEA (finite element analysis) allows to understand how many energy is spend with the initial heating system. After this first approach, changes were done on the die in order to test the new heating system and to check possible quality problems on the product. Thus, this work allows to conclude that with the new heating system a significant reduction in the setup time is now possible and an energy reduction of about 57% was achieved.

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Manufacturing processes need permanently to innovate and optimize because any can be susceptible to continuous improvement. Innovation and commitment to the development of these new solutions resulting from existing expertise and the continuing need to increase productivity, flexibility and ensuring the necessary quality of the manufactured products. To increase flexibility, it is necessary to significantly reduce set-up times and lead time in order to ensure the delivery of products ever faster. This objective can be achieved through a normalization of the pultrusion line elements. Implicitly, there is an increase of productivity by this way. This work is intended to optimize the pultrusion process of structural profiles. We consider all elements of the system from the storehouse of the fibers (rack) to the pultrusion die. Particular attention was devoted to (a) the guidance system of the fibers and webs, (b) the resin container where the fibers are impregnated, (c) standard plates positioning of the fibers towards the entrance to the spinneret and also (d) reviewed the whole process of assembling and fixing the die as well as its the heating system. With the implementation of these new systems was achieved a significant saving of time set-up and were clearly reduced the unit costs of production. Quality assurance was also increased.

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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.