71 resultados para Work Integrated Learning
em Instituto Politécnico do Porto, Portugal
Resumo:
The aim of this article is to show how it is possible to integrate stories and ICT in Content Language Integrated Learning (CLIL) for English as a foreign language (EFL) learning in bilingual schools. Two Units of Work are presented. One, for the second year of Primary, is based on a Science topic, Materials. The story used is The three little pigs and the computer program JClic. The other one is based on a Science and Arts topic for the sixth year of Primary, the story used is Charlottes Web and the computer program Atenex.
Resumo:
A vulgarizao do uso de dispositivos mveis promoveu a proliferao de aplicaes dos mais diversos mbitos para estes dispositivos no sendo a rea clnica uma excepo. Tanto a nvel profissional, como a nvel de ensino, as tecnologias mveis foram j h muito adoptadas nesta rea para as mais diversas finalidades. O trabalho aqui apresentado pretende essencialmente provar a real importncia desempenhada pelo mobile learning no contexto da aprendizagem clnica. Mais do que implementar um simples recurso educativo, pretendeu-se conceber um sistema integrado que respondesse a todas as necessidades do aluno quer durante o estudo nas suas diversas fases e locais, como tambm no prprio servio hospitalar onde se encontre a desempenhar funes como interno da especialidade. Aps uma exaustiva anlise das aplicaes mveis relevantes da rea mdica, verificou-se a inexistncia de uma ferramenta integradora de vrios mdulos de aprendizagem com um custo comportvel para a maioria dos alunos. Desta forma, idealizou-se uma aplicao capaz de superar esta lacuna que ser detalhada ao longo desta tese. Para o desenvolvimento deste trabalho contou-se com a preciosa colaborao dos possveis utilizadores finais desta ferramenta uma vez que a escolha dos mdulos a integrar foi essencialmente baseada nas suas opinies. Ainda no mbito desta tese, encontra-se a avaliao do prottipo por parte dos alunos. Esta avaliao pretende validar a efectiva importncia de uma ferramenta desta natureza para um aluno de medicina assim como o impacto que o prottipo teve na sua opinio acerca do conceito de mobile learning na aprendizagem clnica. Com vista a uma futura implementao de um recurso educativo deste mbito, foram tambm recolhidos os pontos negativos e positivos mais relevantes para o aluno. Em suma, este trabalho valida a importncia do papel que as aplicaes de aprendizagem para dispositivos mveis podem desempenhar para um aluno de medicina tanto nos seus locais de estudo, como no servio onde se possa encontrar.
Resumo:
Com a implementao do Plano Tecnolgico da Educao e consequente apetrechamento das Escolas com recursos tecnolgicos avanados, surge agora a necessidade de criar condies favorveis para a efetiva integrao das TIC no currculo, nomeadamente na rea das Artes. Decorrente das caractersticas singulares desta rea curricular, so muitas as ferramentas digitais que podemos utilizar em contexto educativo mobilizando-as para experincias de aprendizagem baseadas em projetos que integrem as tecnologias. Este o caso do EVTux, uma distribuio livre de Linux que permite a criao efetiva de projetos de cinema de animao em contexto educativo com recurso s tecnologias, caso que agora se apresenta como exemplo neste artigo e que atualmente faz parte de uma sntese do trabalho que se integra no projeto europeu TACCLE2 no qual participamos.
Resumo:
The central place hospitals occupy in health systems transforms them into prime target of healthcare reforms. This study aims to identify current trends in organizational structure change in public hospitals and explore the role of accounting in attempts to develop controls over professionals within public hospitals. The analytical framework we proposed crosses the concept of new professionalism (Evetts, 2010), with the concept of accounting logic for controlling professionals (Broadbent and Laughlin, 1995). Looking for a more holistic overview, we developed a qualitative and exploratory study. The data were collected trough semi-structured interviews with doctors of a clinical hospital unit. Content analysis suggests that, although we cannot say that there is a complete and generalized integration of accounting information in the clinical decisions, important improvement has been made in that area. Despite the extensive literature developed on this topic, there is any empirical studies of authors are aware that allow us to realize how real doctors in reals day-to-day work integrated these trends of change in theirs clinical decisions.
Resumo:
This paper proposes a novel agent-based approach to Meta-Heuristics self-configuration. Meta-heuristics are algorithms with parameters which need to be set up as efficient as possible in order to unsure its performance. A learning module for self-parameterization of Meta-heuristics (MH) in a Multi-Agent System (MAS) for resolution of scheduling problems is proposed in this work. The learning module is based on Case-based Reasoning (CBR) and two different integration approaches are proposed. A computational study is made for comparing the two CBR integration perspectives. Finally, some conclusions are reached and future work outlined.
Resumo:
Orientao: Doutora Maria Alexandra Pacheco Ribeiro da Costa
Resumo:
O ensino bilingue torna-se cada vez mais relevante no contexto Europeu. O Content and Language Integrated Learning (CLIL) apresenta-se como uma metodologia importante como podemos observar no European Profile for Language Teacher Education. Aps realizar uma reviso de literatura cujo contedo versa sobretudo acerca os princpios orientados pelos preconizadores desta abordagem metodolgica, nomeadamente Coyle (2010), Marsh (2010), Mehisto (2008), entre outros, e no sentido de tentarmos aferir a sua viabilidade, realizmos um Projeto de Investigao no qual implementmos esta abordagem pedaggica, ensinando a disciplina de cincias a grupo de alunos do Pr-escolar. Assim, neste estudo de caso, com contornos da metodologia de investigao-ao, tivemos como principal objetivo verificar a aplicabilidade do CLIL na Educao Prescolar. Com a implementao deste projeto, conseguimos perceber que a metodologia CLIL uma abordagem metodolgica eficaz, sendo que, nos permitiu concluir que mesmo na Educao Pr-escolar possvel ensinarmos uma disciplina atravs de uma segunda lngua.
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:
This article describes the main research results in a new methodology, in which the stages and strategies of the technology integration process are identified and described. A set of principles and recommendations are therefore presented. The MIPO model described in this paper is a result of the effort made regarding the understanding of the main success features of good practices, in the web environment, integrated in the information systems/information technology context. The initial model has been created, based on experiences and literature review. After that, it was tested in the information and technology system units at higher school and also adapted as a result of four cycles of an actionresearch work combined with a case study research. The information, concepts and procedures presented here give support to teachers and instructors, instructional designers and planning teams anyone who wants to develop effective blearning instructions.
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.
Resumo:
The great majority of the courses on science and technology areas where lab work is a fundamental part of the apprenticeship was not until recently available to be taught at distance. This reality is changing with the dissemination of remote laboratories. Supported by resources based on new information and communication technologies, it is now possible to remotely control a wide variety of real laboratories. However, most of them are designed specifically to this purpose, are inflexible and only on its functionality they resemble the real ones. In this paper, an alternative remote lab infrastructure devoted to the study of electronics is presented. Its main characteristics are, from a teacher's perspective, reusability and simplicity of use, and from a students' point of view, an exact replication of the real lab, enabling them to complement or finish at home the work started at class. The remote laboratory is integrated in the Learning Management System in use at the school, and therefore, may be combined with other web experiments and e-learning strategies, while safeguarding security access issues.
Resumo:
Sendo uma forma natural de interao homem-mquina, o reconhecimento de gestos implica uma forte componente de investigao em reas como a viso por computador e a aprendizagem computacional. O reconhecimento gestual uma rea com aplicaes muito diversas, fornecendo aos utilizadores uma forma mais natural e mais simples de comunicar com sistemas baseados em computador, sem a necessidade de utilizao de dispositivos extras. Assim, o objectivo principal da investigao na rea de reconhecimento de gestos aplicada interaco homemmquina o da criao de sistemas, que possam identificar gestos especficos e uslos para transmitir informaes ou para controlar dispositivos. Para isso as interfaces baseados em viso para o reconhecimento de gestos, necessitam de detectar a mo de forma rpida e robusta e de serem capazes de efetuar o reconhecimento de gestos em tempo real. Hoje em dia, os sistemas de reconhecimento de gestos baseados em viso so capazes de trabalhar com solues especficas, construdos para resolver um determinado problema e configurados para trabalhar de uma forma particular. Este projeto de investigao estudou e implementou solues, suficientemente genricas, com o recurso a algoritmos de aprendizagem computacional, permitindo a sua aplicao num conjunto alargado de sistemas de interface homem-mquina, para reconhecimento de gestos em tempo real. A soluo proposta, Gesture Learning Module Architecture (GeLMA), permite de forma simples definir um conjunto de comandos que pode ser baseado em gestos estticos e dinmicos e que pode ser facilmente integrado e configurado para ser utilizado numa srie de aplicaes. um sistema de baixo custo e fcil de treinar e usar, e uma vez que construdo unicamente com bibliotecas de cdigo. As experincias realizadas permitiram mostrar que o sistema atingiu uma preciso de 99,2% em termos de reconhecimento de gestos estticos e uma preciso mdia de 93,7% em termos de reconhecimento de gestos dinmicos. Para validar a soluo proposta, foram implementados dois sistemas completos. O primeiro um sistema em tempo real capaz de ajudar um rbitro a arbitrar um jogo de futebol robtico. A soluo proposta combina um sistema de reconhecimento de gestos baseada em viso com a definio de uma linguagem formal, o CommLang Referee, qual demos a designao de Referee Command Language Interface System (ReCLIS). O sistema identifica os comandos baseados num conjunto de gestos estticos e dinmicos executados pelo rbitro, sendo este posteriormente enviado para um interface de computador que transmite a respectiva informao para os robs. O segundo um sistema em tempo real capaz de interpretar um subconjunto da Linguagem Gestual Portuguesa. As experincias demonstraram que o sistema foi capaz de reconhecer as vogais em tempo real de forma fivel. Embora a soluo implementada apenas tenha sido treinada para reconhecer as cinco vogais, o sistema facilmente extensvel para reconhecer o resto do alfabeto. As experincias tambm permitiram mostrar que a base dos sistemas de interao baseados em viso pode ser a mesma para todas as aplicaes e, deste modo facilitar a sua implementao. A soluo proposta tem ainda a vantagem de ser suficientemente genrica e uma base slida para o desenvolvimento de sistemas baseados em reconhecimento gestual que podem ser facilmente integrados com qualquer aplicao de interface homem-mquina. A linguagem formal de definio da interface pode ser redefinida e o sistema pode ser facilmente configurado e treinado com um conjunto de gestos diferentes de forma a serem integrados na soluo final.
Resumo:
Lifelong learning (LLL) has received increasing attention in recent years. It implies that learning should take place at all stages of the life cycle and it should be life-wide, that is embedded in all life contexts from the school to the work place, the home and the community (Green, 2002, p.613). The learning society, is the vision of a society where there are recognized opportunities for learning for every person, wherever they are and however old they happen to be. Globalization and the rise of new information technologies are some of the driving forces that cause depreciation of specialised competences. This happens very quickly in terms of economic value; consequently, workers of all skills levels, during their working life, must have the opportunity to update their technical skills and enhance general skills to keep pace with continuous technological change and new job requirements (Fahr, 2005, p. 75). It is in this context that LLL tops the policy agenda of international bodies, national governments and non-governmental organizations, in the field of education and training, to justify the need for LLL opportunities for the population as they face contemporary employability challenges. It is in this context that the requirement and interest to analyse the behaviour patterns of adult learners has developed over the last few years
Resumo:
Paper to be presented in ESREA 2007 ADC Network Seminar - Changing Relationships between the State, Civil Society and the Citizen: Implications for adult education and adult learning, 14 -16 June 2007 - University of Minho - Campus de Gualtar, Braga (Portugal).
Resumo:
Electricity markets are complex environments, involving a large number of different entities, playing in a dynamic scene to obtain the best advantages and profits. MASCEM is a multi-agent electricity market simulator to model market players and simulate their operation in the market. Market players are entities with specific characteristics and objectives, making their decisions and interacting with other players. MASCEM is integrated with ALBidS, a system that provides several dynamic strategies for agents behavior. This paper presents a method that aims at enhancing ALBidS competence in endowing market players with adequate strategic bidding capabilities, allowing them to obtain the higher possible gains out of the market. This method uses a reinforcement learning algorithm to learn from experience how to choose the best from a set of possible actions. These actions are defined accordingly to the most probable points of bidding success. With the purpose of accelerating the convergence process, a simulated annealing based algorithm is included.