14 resultados para Educational productivity

em Instituto Politécnico do Porto, Portugal


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Despite a massive expansion of education in Portugal, since the 1970’s, educational attainment of the adult population in the country remains low. The numbers of working-age people in some form of continuing education are among the lowest, according to the OECD and EU-27 statistics. Technological Schools(TS), initially created in the 1990’s, under the umbrella of the Ministry of Economy in partnership with industry and industrial associations, aimed to prepare qualified staff for industries and services in the country, particularly in the engineering sector, through the provision of post secondary non-university programmes of studies, the CET (Technological Specialization Courses). Successful CET students are awarded a DET(Diploma of Technological Specialization), which corresponds to Vocational Qualification level IV of the EU, according to the latest alteration (2005) of the Education Systems Act (introduced in 1986). In this, CET’s are also clearly defined as one of the routes for access to Higher Education (HE), in Portugal. The PRILHE (Promoting Reflective and Independent Learning in Higher Education) multinational project, funded by the European Socrates Grundtvig Programme, aimed to identify the learning processes which enable adult students in higher education to become autonomous reflective learners and search best practices to support these learning processes. During this research, both quantitative and qualitative methods were used to determine how students organise their studies and develop their learning skills. The Portuguese partner in the project’ consortium used a two case studies approach, one with students of Higher Education Institutions and other with students of TS. This paper only applies to students of TS, as these have a predominant bias towards engineering. Results show that student motivation and professional teaching support contribute equally to the development of an autonomous and reflective approach to learning in adult students; this is essential for success in a knowledge economy, where lifelong learning is the key to continuous employment.

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The aim of this paper is presenting the modules of the Adaptive Educational Hypermedia System PCMAT, responsible for the recommendation of learning objects. PCMAT is an online collaborative learning platform with a constructivist approach, which assesses the user’s knowledge and presents contents and activities adapted to the characteristics and learning style of students of mathematics in basic schools. The recommendation module and search and retrieval module choose the most adequate learning object, based on the user's characteristics and performance, and in this way contribute to the system’s adaptability.

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The main objective of an Adaptive System is to adequate its relation with the user (content presentation, navigation, interface, etc.) according to a predefined but updatable model of the user that reflects his objectives, preferences, knowledge and competences [Brusilovsky, 2001], [De Bra, 2004]. For Educational Adaptive Systems, the emphasis is placed on the student knowledge in the domain application and learning style, to allow him to reach the learning objectives proposed for his training [Chepegin, 2004]. In Educational AHS, the User Model (UM), or Student Model, has increased relevance: when the student reaches the objectives of the course, the system must be able to readapt, for example, to his knowledge [Brusilovsky, 2001]. Learning Styles are understood as something that intent to define models of how given person learns. Generally it is understood that each person has a Learning Style different and preferred with the objective of achieving better results. Some case studies have proposed that teachers should assess the learning styles of their students and adapt their classroom and methods to best fit each student's learning style [Kolb, 2005], [Martins, 2008]. The learning process must take into consideration the individual cognitive and emotional parts of the student. In summary each Student is unique so the Student personal progress must be monitored and teaching shoul not be not generalized and repetitive [Jonassen, 1991], [Martins, 2008]. The aim of this paper is to present an Educational Adaptive Hypermedia Tool based on Progressive Assessment.

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This document is a survey in the research area of User Modeling (UM) for the specific field of Adaptive Learning. The aims of this document are: To define what it is a User Model; To present existing and well known User Models; To analyze the existent standards related with UM; To compare existing systems. In the scientific area of User Modeling (UM), numerous research and developed systems already seem to promise good results, but some experimentation and implementation are still necessary to conclude about the utility of the UM. That is, the experimentation and implementation of these systems are still very scarce to determine the utility of some of the referred applications. At present, the Student Modeling research goes in the direction to make possible reuse a student model in different systems. The standards are more and more relevant for this effect, allowing systems communicate and to share data, components and structures, at syntax and semantic level, even if most of them still only allow syntax integration.

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A educação é uma área bastante importante no desenvolvimento humano e tem vindo a adaptar-se às novas tecnologias. Tentam-se encontrar novas maneiras de ensinar de modo a obter um rendimento cada vez maior na aprendizagem das pessoas. Com o aparecimento de novas tecnologias como os computadores e a Internet, a concepção de aplicações digitais educativas cresceu e a necessidade de instruir cada vez melhor os alunos leva a que estas aplicações precisem de um interface que consiga leccionar de uma maneira rápida e eficiente. A combinação entre o ensino com o auxílio dessas novas tecnologias e a educação à distância deu origem ao e-Learning (ensino à distância). Através do ensino à distância, as possibilidades de aumento de conhecimento dos alunos aumentaram e a informação necessária tornou-se disponível a qualquer hora em qualquer lugar com acesso à Internet. Mas os cursos criados online tinham custos altos e levavam muito tempo a preparar o que gerou um problema para quem os criava. Para recuperar o investimento realizado decidiu-se dividir os conteúdos em módulos capazes de serem reaproveitados em diferentes contextos e diferentes tipos de utilizadores. Estes conteúdos modulares foram denominados Objectos de Aprendizagem. Nesta tese, é abordado o estudo dos Objectos de Aprendizagem e a sua evolução ao longo dos tempos em termos de interface com o utilizador. A concepção de um interface que seja natural e simples de utilizar nem sempre é fácil e independentemente do contexto em que se insere, requer algum conhecimento de regras que façam com que o utilizador que use determinada aplicação consiga trabalhar com um mínimo de desempenho. Na concepção de Objectos de Aprendizagem, áreas de complexidade elevada como a Medicina levam a que professores ou doutores sintam alguma dificuldade em criar um interface com conteúdos educativos capaz de ensinar com eficiência os alunos, devido ao facto de grande parte deles desconhecerem as técnicas e regras que levam ao desenvolvimento de um interface de uma aplicação. Através do estudo dessas regras e estilos de interacção torna-se mais fácil a criação de um bom interface e ao longo desta tese será estudado e proposto uma ferramenta que ajude tanto na criação de Objectos de Aprendizagem como na concepção do respectivo interface.

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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

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The TIMEMESH game, developed in the scope of the European Project SELEAG, is an educational game for learning history, culture and social relations. It is supported by an extensible, online, multi-language, multi-player, collaborative and social platform for sharing and acquiring knowledge of the history of European regions. The game has been already used, with remarkable success, in different European countries like Portugal, Spain, England, Slovenia, Estonia and Belgium.

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This paper describes how to extend the access to remote experiments from mobile devices, aiming to better engage digital native students who expect a more interactive and ubiquitous access mode. The extension is based on features of HTML5 and the jQuery Mobile framework, which allow accessing the experiments from different operating systems via the browser or native applications. As a result, users have a richer interaction mode with the experiments, which includes access from simple hand-held devices such as smartphones and PDAs. Extending the access to remote experiments, from simple devices, enables its use in other educational stages, such as high schools, where teachers struggle to engage students in STEM learning. By enabling students to use their everyday "technological companions", e.g. cellular phones, to access remote experiments, we seek to increase the educational value of this technology-enhanced learning resource.

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In this article the authors describe the application development RExMobile and the importance of remote experimentation via mobile devices, especially smartphones simple, beyond the space provided for this application in education. The article deals the creation, software and hardware that provide an interactive and dynamic way to attract more students to use these experiments remote, serving as support to teachers to science teaching from its initial series. The ease and availability of smartphones, even these students of basic education, permits the reach of new users and in different places. Thus, the practice of remote experimentation in mobile devices enables new spaces for access and interaction. Are used for developing software free or low cost, HTML5 and jQuery Mobile framework, that enable the creation of pages compatible with different mobile operating systems such as iOS, Android, Windows Phone, some Symbian, among others. Also are demonstrated patterns layouts that allow greater accessibility.

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As the variety of mobile devices connected to the Internet growts there is a correponding increase in the need to deliver content tailored to their heterogeneous characteristics. At the same time, we watch to the increase of e-learning in universities through the adoption of electronic platforms and standards. Not surprisingly, the concept of mLearning (Mobile Learning) appeared in recent years decreasing the limitation of learning location with the mobility of general portable devices. However, this large number and variety of Web-enabled devices poses several challenges for Web content creators who want to automatic get the delivery context and adapt the content to the client mobile devices. In this paper we analyze several approaches to defining delivery context and present an architecture for deliver uniform mLearning content to mobile devices denominated eduMCA - Educational Mobile Content Adaptation. With the eduMCA system the Web authors will not need to create specialized pages for each kind of device, since the content is automatically transformed to adapt to any mobile device capabilities from WAP to XHTML MP-compliant devices.

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The teaching-learning process is increasingly focused on the combination of the paradigms “learning by viewing” and “learning by doing.” In this context, educational resources, either expository or evaluative, play a pivotal role. Both types of resources are interdependent and their sequencing would create a richer educational experience to the end user. However, there is a lack of tools that support sequencing essentially due to the fact that existing specifications are complex. The Seqins is a sequencing tool of digital resources that has a fairly simple sequencing model. The tool communicates through the IMS LTI specification with a plethora of e-learning systems such as learning management systems, repositories, authoring and evaluation systems. In order to validate Seqins we integrate it in an e-learning Ensemble framework instance for the computer programming learning.

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Existing adaptive educational hypermedia systems have been using learning resources sequencing approaches in order to enrich the learning experience. In this context, educational resources, either expository or evaluative, play a central role. However, there is a lack of tools that support sequencing essentially due to the fact that existing specifications are complex. This paper presents Seqins as a sequencing tool of digital educational resources. Seqins includes a simple and flexible sequencing model that will foster heterogeneous students to learn at different rhythms. The tool communicates through the IMS Learning Tools Interoperability specification with a plethora of e-learning systems such as learning management systems, repositories, authoring and automatic evaluation systems. In order to validate Seqins we integrate it in an e-learning Ensemble framework instance for the computer programming learning domain.

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Os jovens ao longo do seu percurso escolar têm aspirações e expetativas elevadas quanto ao valor de empregabilidade dos diplomas a que tiveram acesso em todos os graus de ensino. Contudo, no recente contexto de crise económica, essas aspirações e expetativas socialmente nutridas pela escola e pela família têm sido em grande medida frustradas pelas crescentes dificuldades que os jovens portugueses de hoje têm vivido nos seus processos de inserção profissional. A nível individual, um jovem que passe um longo período inativo tem grandes probabilidades de sofrer de baixa autoestima, exclusão social ou de um “wage scar”, isto é, de no futuro ter um rendimento abaixo do rendimento médio de pessoas com formação e experiência equivalentes além de desenvolverem uma atitude passiva e falta de participação social, o que no longo prazo acaba por ter implicações negativas para a sociedade como um todo. Conscientes desta realidade e sabendo que as incubadoras de negócios podem transmitir confiança à comunidade financeira e apoiar as startups, promovendo uma cultura de empreendedorismo e agindo como um catalisador para o desenvolvimento de estruturas de suporte de negócios mais amplas, partimos para o estudo da incubação de negócios com o intuito de traçar um plano estratégico para a Escola Superior de Estudos Industriais e de Gestão (ESEIG) que permitisse desenvolver a cultura empreendedora da sua comunidade e por esta via dar o seu contributo para a resolução da crise económica que o país atravessa. Começamos por fazer um enquadramento teórico da incubação de negócios e rapidamente percebemos que, sendo a ESEIG uma instituição de ensino superior, era importante incluir no estudo os conceitos de empreendedorismo e inovação e perceber ao nível teórico como funciona a relação Universidade-Empresa. De seguida, fomos para o “terreno” e percebemos que a solução para este desafio passaria por capacitar os alunos da ESEIG com as competências empresariais e empreendedoras necessárias para o desenvolvimento de qualquer empreendimento autonomamente. Faltava agora perceber qual a melhor forma de concretizar este ambicioso objetivo. Após um pouco mais de estudo, percebemos que, a paixão está no centro de empreendedorismo juntamente com outras dimensões afetivas e emocionais e pode estimular a criatividade e o reconhecimento de novos padrões de informação fundamental para a descoberta e exploração de oportunidades promissoras. Por sua vez, a alegria local (escolas, cidades, regiões, países) está associada a uma maior atividade empreendedora, o humor e sentimentos positivos, bem como a satisfação de vida geram efeitos benéficos, como melhor desempenho nas tarefas e produtividade, evolução na carreira e sucesso pessoal e maior propensão para assumir riscos. Percebemos então que é necessário desenvolver uma cultura de positividade, pelo que, sugerimos a implementação do novo quadro conceptual PROSPER (Positivity; Relationships; Outcomes; Strengths; Purpose; Engagement; Resilience) que tem o potencial de ser usado como uma ferramenta organizacional para a implementação dos sete principais componentes de bem-estar. Cientes de que o objetivo final é aumentar a intenção empreendedora dos estudantes, bem como o número efetivo de empreendedores, definimos como objetivos, promover o valor do empreendedorismo na criação de oportunidades e no desenvolvimento das competências dos estudantes (Engaging), fornecer aos estudantes oportunidades de aprendizagem empresarial (Empowering) e apoiar os estudantes na criação e no desenvolvimento de negócios (Equipping). Neste sentido, sugerimos diversas ações que materializam estes objetivos. Para finalizar, utilizamos um Lean Canvas com o intuito de concretizar a nossa proposta estratégica para ESEIG, que culmina com a criação do Empowering Lab ESEIG.