7 resultados para World in Your Library Institute
em Instituto Politécnico do Porto, Portugal
Resumo:
This essay sees “through” an object produced by Portuguese folklore: the moliceiro boat of Ria de Aveiro, whose most original characteristic is the group of four different panels painted on each boat. These unique panels have echoed national mythologies and have undergone influence from institutional channels of instruction and propaganda for much of the twentieth century. We will analyse how this boat expresses the inventory of a community’s identity, imagination, and practices.
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.
Resumo:
Dissertação apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do Grau de Mestre em Empreendedorismo e Internacionalização Orientação pela Professora Doutora: Ana Azevedo Manuela Patrício
Resumo:
This paper discusses the changes brought by the communication revolution in teaching and learning in the scope of LSP. Its aim is to provide an insight on how teaching which was bi-dimensional, turned into a multidimensional system, gathering other complementary resources that have transformed, in a incredibly short time, the ways we receive share and store information, for instance as professionals, and keep in touch with our peers. The increasing rise of electronic publications, the incredible boom of social and professional networks, search engines, blogs, list servs, forums, e-mail blasts, Facebook pages, YouTube contents, Tweets and Apps, have twisted the way information is conveyed. Classes ceased to be predictable and have been empowered by digital platforms, innumerous and different data repositories (TILDE, IATE, LINGUEE, and so many other terminological data banks) that have definitely transformed the academic world in general and tertiary education in particular. There is a bulk of information to be digested by students, who are no longer passive but instead responsible and active for their academic outcomes. The question is whether they possess the tools to select only what is accurate and important for a certain subject or assignment, due to that overflow? Due to the reduction of the number of course years in most degrees, after the implementation of Bologna and the shrinking of the curricula contents, have students the possibility of developing critical thinking? Both teaching and learning rely on digital resources to improve the speed of the spreading of knowledge. But have those changes been effective to promote really communication? Furthermore, with the increasing Apps that have already been developed and will continue to appear for learning foreign languages, for translation among others, will the students feel the need of learning them once they have those Apps. These are some the questions we would like to discuss in our paper.
Resumo:
This paper proposes the development of biologically inspired robots as the capstone project of the European Project Semester (EPS) framework. EPS is a one semester student centred international programme offered by a group of European engineering schools (EPS Providers) as part of their student exchange programme portfolio. EPS is organized around a central module (the EPS project) and a set of complementary supportive modules. Project proposals refer to open multidisciplinary real world problems. Its purpose is to expose students to problems of a greater dimension and complexity than those faced throughout the degree programme as well as to put them in contact with the socalled real world, in opposition to the academic world. Students are organized in teams, grouping individuals from diverse academic backgrounds and nationalities, and each team is fully responsible for conducting its project. EPS provides an integrated framework for undertaking capstone projects, which is focused on multicultural and multidisciplinary teamwork, communication, problem-solving, creativity, leadership, entrepreneurship, ethical reasoning and global contextual analysis. The design and development of biologically inspired robots allows the students to fulfil the previously described requirements and objectives and, as a result, we recommend the adoption of these projects within the EPS project capstone module for the benefit of engineering students.
Resumo:
Given the increasingly demanding labor market, today’s professional should act according to certain generic competencies, which allows him to perform as required by the contemporary world. In parallel, human resource management (HRM) current trends, highlight the importance that managing by competencies has in the organizational context, in the sense that it impels a more strategic and integrated HRM. The evidence of the theoretical and practical pertinence of this theme resulted in an exploratory study of a qualitative nature, which findings lead us to conclude that the most valued generic competencies by firms are flexibility, interpersonal relationship, adjustment to change and teamwork. Another finding is that HRM managing by competencies practices is characterized by informality. Managing by competencies is more frequent presence in processes as: recruitment, retention and in the employees’ development plans.
Resumo:
Este estudo tem como finalidade analisar a possibilidade de implementação e integração do sistema de gestão da responsabilidade social numa empresa de engenharia e construção, de acordo com a norma NP 4469-1 (2008). Um dos objetivos deste trabalho é explorar uma das atividades fundamentais para o crescimento da economia: a construção. Esta funciona como barómetro da economia nacional, ou seja, movimenta vários setores importantes na sua cadeia de produção, contribuindo na criação de riqueza como também de emprego. Como consequência das mudanças na economia nos últimos anos, o comércio nacional transformou-se em comércio globalizado, tendo como mercado não só um país mas o mundo inteiro. As empresas veem isso como um desafio, independentemente da sua dimensão. A redução de custos e a diferenciação não podem ser a única fonte de competitividade. A recente situação de instabilidade económica mundial impulsiona as empresas a inovarem na sua imagem para com os stakeholders e, assim, garantir o seu desenvolvimento e sustentabilidade financeira. A temática da Responsabilidade Social Empresarial (RSE) surgiu da necessidade de existir um espírito empresarial responsável, ao encontro do conceito de desenvolvimento sustentável (Baylis e Smith, 2005). Apesar da ampla divulgação da noção de responsabilidade social das empresas, não se verifica, no entanto, uma definição exata da mesma, pois o tema tem sido abordado de diversas formas e tem dividido opiniões ao longo dos anos. A responsabilidade social é, assim, um fruto da gestão das organizações e das profundas críticas sociais, legais, éticas e económicas, inspiradas nos parâmetros da obtenção de valor social (Parra, 2003). A sustentabilidade revela uma mudança de paradigma do mundo empresarial, na medida em que as empresas devem adotar práticas socialmente responsáveis, que integrem de forma voluntária as preocupações ambientais, sociais e económicas no desenvolvimento das suas atividades operacionais e das suas interações com as partes interessadas.