31 resultados para Computer based training
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Alguns jogos têm como objectivo a competição, outros a aprendizagem, uns jogam-se em grupo, outros individualmente. No entanto, todos têm um factor comum, ou seja, a experiência que se retira do momento é única. Seja esta experiência positiva ou negativa vai servir de aprendizagem nem que seja apenas das regras e mecânicas do dispositivo. Os Serious Games simulam situações ou processos do mundo real que são elaborados com o propósito de resolver um problema. Muitas vezes estes sacrificam o divertimento e o entretenimento com o objectivo de alcançar um tipo de progresso desejado para o jogador. Tal como no passado, e tendo em conta o desenvolvimento exponencial da tecnologia, os Serious Games podem agora ter um papel fundamental no desenvolvimento de novas terapias e ferramentas de saúde. É precisamente a olhar para o presente, e com os olhos no futuro dos Serious Games aplicados à saúde, que foi desenvolvida esta investigação. Como complemento, é também apresentado o projecto Typlife. Destinado a jovens com diabetes, é um projecto académico que tem como objectivo o desenvolvimento de uma aplicação para smartphone para o controlo da diabetes, enquanto envolve o utilizador numa experiência interactiva de recompensas pelas boas práticas no dia-a-dia.
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ABSTRACT This study was conducted to assess mental health knowledge, attitude and practices among health care workers in Belize before and immediately after a competency based training program in mental health. A baseline Knowledge, Attitudes and Practices (KAP) survey was given to health personnel, mainly nurses, working primary and secondary care. The intervention was a 13-week face-to-face training course for health care professionals with the objective of increasing their competency in mental health and reducing stigma. After the training a post intervention KAP survey was conducted among the original respondents. 88 health care workers completed the baseline survey and 61 of those respondents completed the post-intervention questionnaire. The results showed that the level of knowledge of the participants had improved by the training intervention and that in general, the intervention was effective in correcting some misconceptions about mental illness and reducing stigmatizing attitudes among the participants.
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During the recent years human society evolved from the “industrial society age” and transitioned into the “knowledge society age”. This means that knowledge media support migrated from “pen and paper” to computer-based Information Systems. Due to this fact Ergonomics has assumed an increasing importance, as a science/technology that deals with the problem of adapting the work to the man, namely in terms of Usability. This paper presents some relevant Ergonomics, Usability and User-centred design concepts regarding Information Systems.
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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.
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This working paper explores the use of interactive learning tools, such as business simulations, to facilitate the active learning process in accounting classes. Although business simulations were firstly introduced in the United States in the 1950s, the vast majority of accounting professors still use traditional teaching methods, based in end-of-chapter exercises and written cases. Moreover, the current students’ generation brings new challenges to the classroom related with their video, game, internet and mobile culture. Thus, a survey and an experimentation were conducted to understand, on one hand, if accounting professors are willing to adjust their teaching methods with the adoption of interactive learning tools and, on the other hand, if the adoption of interactive learning tools in accounting classes yield better academic results and levels of satisfaction among students. Students using more interactive learning approaches scored significantly higher means than others that did not. Accounting professors are clearly willing to try, at least once, the use of an accounting simulator in classes.
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Dissertation presented at Faculdade de Ciências e Tecnologia of Universidade Nova de Lisboa to obtain the Master degree in Electrical and Computer Engineering
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Project submitted as part requirement for the degree of Masters in English teaching,
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Dissertação para obtenção do Grau de Mestre em Engenharia Eletrotécnica e de Computadores
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A survey to assess training needs in TQM was developed in several European countries, within the framework of a Leonardo’s project named IMVOCED. Beyond a comparison of the results in each country, a global analysis was performed to design a TQM programme to be delivered by WBL (Work Based Learning). Differences were found between countries, and the Portuguese results also revealed that different approaches to TQM training should be adopted according to the organisation’s dimension. Based on this evidence, two different strategies for TQM training by WBL are proposed and discussed.
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15th International Conference on Mixed Design of Integrated Circuits and Systems, pp. 177 – 180, Poznan, Polónia
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Thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the subject of Electrical and Computer Engineering
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Dissertation presented at the Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa to obtain the Master degree in Electrical and Computer Engineering.
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Dissertation presented at Faculty of Sciences and Technology of the New University of Lisbon to attain the Master degree in Electrical and Computer Science Engineering
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This chapter appears in Encyclopaedia of Human Resources Information Systems: Challenges in e-HRM edited by Torres-Coronas, T. and Arias-Oliva, M. Copyright 2009, IGI Global, www.igi-global.com. Posted by permission of the publisher. URL:http://www.igi-pub.com/reference/details.asp?id=7737
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Dissertação apresentada para obtenção do Grau de Mestre em Engenharia Informática pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia