94 resultados para learning by playing
em Instituto Politécnico do Porto, Portugal
Resumo:
In an increasingly competitive and globalized world, companies need effective training methodologies and tools for their employees. However, selecting the most suitable ones is not an easy task. It depends on the requirements of the target group (namely time restrictions), on the specificities of the contents, etc. This is typically the case for training in Lean, the waste elimination manufacturing philosophy. This paper presents and compares two different approaches to lean training methodologies and tools: a simulation game based on a single realistic manufacturing platform, involving production and assembly operations that allows learning by playing; and a digital game that helps understand lean tools. This paper shows that both tools have advantages in terms of trainee motivation and knowledge acquisition. Furthermore, they can be used in a complementary way, reinforcing the acquired knowledge.
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In this paper we describe a casestudy of an experiment on how reflexivity and technology can enhance learning, by using ePorfolios as a training environment to develop translation skills. Translation is today a multiskilled job and translators need to assure their clients a good performance and quality, both in language and in technology domains. In order to accomplish it, for the translator all the tasks and processes he develops appear as crucial, being pretranslation and posttranslation processes equally important as the translation itself, namely as far as autonomy, reflexive and critical skills are concerned. Finally, the need and relevance for collaborative tasks and networks amongst virtual translation communities, led us to the decision of implementing ePortfolios as a tool to develop the requested skills and extend the use of Internet in translation, namely in terminology management phases, for the completion of each task, by helping students in the management of the projects deadlines, improving their knowledge on the construction and management of translation resources and deepening their awareness about the concepts related to the development and usability of ePorfolios.
Resumo:
More than ever, the economic globalization is creating the need to increase business competitiveness. Lean manufacturing is a management philosophy oriented to the elimination of activities that do not create any type of value and are thus considered a waste. One of the main differences from other management philosophies is the shop-floor focus and the operators' involvement. Therefore, the training of all organization levels is crucial for the success of lean manufacturing. Universities should also participate actively in this process by developing students' lean management skills and promoting a better and faster integration of students into their future organizations. This paper proposes a single realistic manufacturing platform, involving production and assembly operations, to learn by playing many of the lean tools such as VSM, 5S, SMED, poke-yoke, line balance, TPM, Mizusumashi, plant layout, and JIT/kanban. This simulation game was built in tight cooperation with experienced lean companies under the international program “Lean Learning Academy,”http://www.leanlearningacademy.eu/ and its main aim is to make bachelor and master courses in applied sciences more attractive by integrating classic lectures with a simulated production environment that could result in more motivated students and higher study yields. The simulation game results show that our approach is efficient in providing a realistic platform for the effective learning of lean principles, tools, and mindset, which can be easily included in course classes of less than two hours.
Resumo:
A survey was conducted among students of the Accounting and Administration undergraduate degree at ISCAP – IPP (School of Accounting and Administration of Polytechnic Institute of Porto) in order to understand their perception value of their course Business Simulation (BS). This course is provided in a business environment where students can learn by doing through the management of a company as they were in the real life, but risk-free. The learning tasks are provided in an action-oriented format to maximize the learning process. Students learn by doing a set of tasks every session and have also to produce reports and presentations during the course. BS is part of the undergraduate degree of Accounting and Administration at ISCAP – IPP since the beginning of 2003. The questionnaire we used captured the students’ perception about general and specific skills and competencies considered important for managers and accountants in the real life, about the methodology used in the course, which is totally different from the traditional form, and also about the adequacy of the course included as part of the undergraduate degree. The results showed that students’ perception is highly positive and almost all of them think they improve the skills needed for a job during the course. These results are consistent with [1] Adler and Milne’s research in which the authors found that students agree with the use of action-oriented learning tasks in order to provide them the needed attitudes, skills, and knowledge. The improvement of group skills is the most important issue for students, which can be understandable as BS is the only course from the degree in Accounting and Administration they really have to work in groups.
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Using a longitudinal database (1996-2003) at the plant level, this article aims to shed light on the proposition that most productive domestic firms self-select to export markets. Self-selection and learning by exporting are two non-mutually-exclusive theses that attempt to explain the high correlation between firms’ international trade involvement and their superior performance relative to domestic firms. In general, we find evidence of a self-selection to exports. However, there is significant heterogeneity of sales destinations, firm import status before exporting,and the specificities of the sectors firms belong to.
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Mestrado em Educação Pré-Escolar
Resumo:
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.
Resumo:
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.
Resumo:
Os videojogos são cada vez mais uma das maiores áreas da indústria de entretenimento, tendo esta vindo a expandir-se de ano para ano. Para além disso, os videojogos estão cada vez mais presentes no nosso dia-adia, quer através dos dispositivos móveis ou das novas consolas. Com base nesta premissa, é seguro de afirmar que o investimento neste campo trará mais ganhos do que perdas. Esta Dissertação tem como objetivo o estudo do estado da indústria dos videojogos, tendo como principal foco a conceção de um videojogo, a partir duma Framework Modular, desenvolvida também no âmbito desta Dissertação. Para isso, é feito um estudo sobre o estado da arte tecnológico, onde várias ferramentas de criação de videojogos foram estudadas e analisadas, de forma a perceber as forças e fraquezas de cada uma, e um estudo sobre a arte do negócio, ficando assim com uma ideia mais concreta dos vários pontos necessários para a criação de um videojogo. De seguida são discutidos os diferentes géneros de videojogos existentes e é conceptualizado um pequeno videojogo, tendo ainda em conta os diferentes tipos de interfaces que são mais utilizados na indústria dos videojogos, de forma a entender qual será a forma mais viável, conforme o género, e as diferentes mecânicas presentes no videojogo a criar. A Framework Modular é desenvolvida tendo em conta toda a análise previamente realizada, e o videojogo conceptualizado. Esta tem como grande objetivo uma elevada personalização e manutenibilidade, sendo que todos os módulos implementados podem ser substituídos por outros sem criar conflitos entre si. Finalmente, de forma a unir todos os temas analisados ao longo desta Dissertação, é ainda desenvolvido um Protótipo de forma a comprovar o bom funcionamento da Framework, aplicando todas as decisões previamente feitas.
Resumo:
The activity dependent brain repair mechanism has been widely adopted in many types of neurorehabilitation. The activity leads to target specific and non-specific beneficial effects in different brain regions, such as the releasing of neurotrophic factors, modulation of the cytokines and generation of new neurons in adult hood. However physical exercise program clinically are limited to some of the patients with preserved motor functions; while many patients suffered from paralysis cannot make such efforts. Here the authors proposed the employment of mirror neurons system in promoting brain rehabilitation by "observation based stimulation". Mirror neuron system has been considered as an important basis for action understanding and learning by mimicking others. During the action observation, mirror neuron system mediated the direct activation of the same group of motor neurons that are responsible for the observed action. The effect is clear, direct, specific and evolutionarily conserved. Moreover, recent evidences hinted for the beneficial effects on stroke patients after mirror neuron system activation therapy. Finally some music-relevant therapies were proposed to be related with mirror neuron system.
Resumo:
Background Musicians are frequently affected by playing-related musculoskeletal disorders (PRMD). Common solutions used by Western medicine to treat musculoskeletal pain include rehabilitation programs and drugs, but their results are sometimes disappointing. Objective To study the effects of self-administered exercises based on Tuina techniques on the pain intensity caused by PRMD of professional orchestra musicians, using numeric visual scale (NVS). Design, setting, participants and interventions We performed a prospective, controlled, single-blinded, randomized study with musicians suffering from PRMD. Participating musicians were randomly distributed into the experimental (n = 39) and the control (n = 30) groups. After an individual diagnostic assessment, specific Tuina self-administered exercises were developed and taught to the participants. Musicians were instructed to repeat the exercises every day for 3 weeks. Main outcome measures Pain intensity was measured by NVS before the intervention and after 1, 3, 5, 10, 15 and 20 d of treatment. The procedure was the same for the control group, however the Tuina exercises were executed in points away from the commonly-used acupuncture points. Results In the treatment group, but not the control group, pain intensity was significantly reduced on days 1, 3, 5, 10, 15 and 20. Conclusion The results obtained are consistent with the hypothesis that self-administered exercises based on Tuina techniques could help professional musicians controlling the pain caused by PRMD. Although our results are very promising, further studies are needed employing a larger sample size and double blinding designs.
Resumo:
Com a crescente preocupação em dinamizar as exportações e potenciar os seus efeitos na economia, muitos trabalhos têm tentado encontrar fatores potenciadores do sucesso das empresas no mercado internacional (dimensão, produtividade pré exportadora, idade, fase do ciclo de produção, relacionamento prévio com o exterior, etc.). Temas como a seleção natural do mercado e a aprendizagem pela exportação, são transversais e incontornáveis nos trabalhos empíricos que abordam o estudo das exportações ao nível das empresas. No entanto, não nos devemos esquecer que uma das principais motivações das empresas, é a maximização do lucro. Com efeito, uma nova onda de trabalhos tem-se voltado para a o impacto que as exportações têm sobre a rentabilidade das empresas. Utilizando um modelo de efeitos fixos com dados em painel, aplicado a uma base de dados de empresas portuguesas, com espetro temporal entre 2008 e 2012, este trabalho encontra evidências e que as exportações são um fraco potenciador da rentabilidade das empresas. Do ponto de vista da organização do presente trabalho, no primeiro capítulo será apresentada uma breve revisão de literatura enquadradora do tema; no segundo capítulo será apresentada a base de dados, tratamento e a abordagem econométrica; por último será apresentada uma conclusão, com os resultados principais do trabalho e com algumas questões que poderão ser abordadas no futuro.
Resumo:
A utilização das Tecnologias da Informação e Comunicação (TIC) como ferramentas cognitivas foi o propósito deste projeto. A problemática da introdução das TIC na sala de aula numa perspetiva construtivista levou-nos ao nosso estudo empírico, onde utilizamos uma metodologia de investigação quantitativa e qualitativa numa triangulação que nos pareceu mais adequada a este estudo. Como método foi adotado o estudo de caso e utilizamos como fontes de recolha de dados o inquérito por questionário a professores e alunos e uma entrevista a um especialista na área das TIC. O resultado do estudo efetuado permitiu-nos verificar que da parte dos docentes existe uma necessidade de formação e informação na área das TIC como ferramentas cognitivas, mais partilha de boas práticas e também mais utilização de meios tecnológicos na sua ação de ensino e aprendizagem. Quanto aos alunos, pensamos que com a mudança de atitude dos professores, mudaremos também a sua forma de utilizar as TIC na sua aprendizagem. Na operacionalização do plano de ação, criamos três etapas de trabalho: a) Oficina de Formação, b) Informação e c) promoção de atividades online. Pensamos que com este plano daremos resposta à nossa questão de partida, e criaremos um ambiente de ensino/aprendizagem onde as TIC se transformem em ferramentas cognitivas de apoio à construção das aprendizagens significativas dos alunos.
Resumo:
Int’l J. of Information and Communication Technology Education, 3(2), 1-14, April-June 2007
Resumo:
People do not learn only in formal educational institutions, but also throughout their lives, from their experiences, conversations, observations of others, exploration of the Internet, meetings and conferences, and chance encounters etc. However this informal and non-formal learning can easily remain largely invisible, making it hard for peers and employers to recognize or act upon it. The TRAILER project aims to make this learning visible so that it can benefit both the individual and the organization. The proposed demonstration will show a software solution that (i) helps the learners to capture, organize and classify a wide range of ’informal’ learning taking place in their lives, and (ii) assists the organization in recognizing this learning and use it to help managing human resources (benefiting both parts). This software tool has recently been used in two phases of pilot studies, which have run in four different European countries.