31 resultados para educational objectives

em Instituto Politécnico do Porto, Portugal


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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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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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Project LIHE: the Portuguese Case. ESREA Fourth Access Network Conference – “Equity, Access and Participation: Research, Policy and Practice”. Edinburgh (Scotland), 11 – 13 December, 2003.

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Objectivo: Verificar o efeito de um programa de educação para a saúde em doentes portadores de DPOC. Metodologia: Estudo experimental (ensaio clínico) com 18 doentes portadores de DPOC seleccionados aleatoriamente através da consulta de Medicina Geral e Familiar. Depois de informar os objectivos do estudo e os aspectos éticos, os participantes realizaram uma avaliação da função pulmonar, capacidade de tolerância ao exercício, qualidade de vida, actividades de vida diária (AVD), dispneia e ansiedade e depressão. Posteriormente os indivíduos do grupo controlo receberam um manual informativo e os incluídos no grupo experimental além de receber o manual foram submetidos a 6 sessões de educação. Após 8 semanas todos os doentes foram reavaliados. O nível de significância utilizado nos testes estatísticos foi α=0.05 (intervalo de confiança de 95%). Resultados: A análise da diferença dos ganhos entre os grupos revelou-se estatisticamente significativa nas variáveis qualidade de vida (p<0,001), AVD (p<0,001) e depressão (p<0,001). Na capacidade de tolerância ao exercício ambos os grupos melhoraram significativamente mas a diferença de ganhos não foi estatisticamente significativa (p=0,289), tal como na variável ansiedade (p=0,960). Conclusão: Este estudo parece demonstrar que o programa de educação foi eficaz nas variáveis qualidade de vida, AVD e depressão.

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Objectivos: Avaliar o efeito de um programa sobre asma em estudantes Metodologia: Estudo quase-experimental numa amostra de 44 estudantes (12,48±0,698 anos). O grupo experimental (n= 23) foi sujeito a uma sessão de educação sobre asma e grupo controlo (n= 21) não. Ambos foram avaliados através de um questionário na baseline do estudo e reavaliados uma semana após relativamente a conhecimentos e procedimentos. Resultados: Obtiveram-se diferenças estatisticamente significativas entre grupos relativamente aos conhecimentos (p<0.001) e comportamentos (p<0.001) sendo estes mais elevados no grupo experimental. Conclusão: O programa teve efeitos positivos na mudança de comportamentos e conhecimentos

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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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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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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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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.

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Mestrado em Educação Pré-Escolar

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Mestrado em Educação Pré-Escolar

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Introdução: A atividade física (AF) parece ter um impacto positivo na saúde física e mental durante a gravidez, nascimento e puerpério, sendo que os programas de preparação para a parentalidade (PPP) poderão ser fundamentais para o seu suporte e estimulação. Objetivos: O objetivo do presente estudo foi avaliar a relação entre a preparação para a parentalidade no 3º trimestre de gravidez e os níveis de AF da gestante. Especificamente pretendeu-se verificar a relação entre as caraterísticas sociodemográficas das gestantes, os níveis de ansiedade e o PPP. Métodos: Efetuou-se um estudo transversal analítico onde se utilizaram duas amostras. Uma constituída por 42 gestantes que frequentaram o PPP no CHTS (GPP) e outra por 41 gestantes do HSJ que não frequentou (GNPP). A cada gestante foi pedido que preenchessem 3 questionários (caraterização sociodemográfica e saúde obstétrica, Questionário de Atividade Física para gestantes-PPAQ e Escala de ansiedade de Zung), administrados, individualmente, por um Fisioterapeuta. Resultados: Não se verificaram diferenças entre os grupos relativamente ao score da AF total (p=0,615), contudo, o GPP apresentou um número superior de gestantes que praticava desporto organizado durante a gravidez (p=0,016) comparativamente ao GNPP. Relativamente à intensidade da AF, verificou-se que o GPP apresentava uma prática maior de AF vigorosa (p=0,023). No que diz respeito ao tipo de AF, o GPP apresentou um número superior de gestantes a praticar AF desportiva (p<0,001) enquanto no GNPP se verificou uma maior AF ocupacional (p=0,002). Relativamente às caraterísticas sociodemográficas verificaram-se diferenças estatisticamente significativas entre os dois grupos relativamente à idade (p<0,001), paridade (p<0,001) e nível educacional (p<0,001). No que respeita aos níveis de ansiedade não se verificaram diferenças estatisticamente significativas entre os grupos (GPP vs GNPP p=0,916). Conclusão: No GPP um maior número de gestantes praticava atividade física desportiva e de intensidade vigorosa. Verificaram-se diferenças entre os dois grupos no que diz respeito à idade, paridade e nível educacional. Não se verificou associação entre o PPP e os níveis de ansiedade durante este período.

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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.