24 resultados para computer-based teaching


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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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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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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 - Objectives: We attempted to show how the implementation of the key elements of the World Health Organization Patient Safety Curriculum Guide Multi-professional Edition in an undergraduate curriculum affected the knowledge, skills, and attitudes towards patient safety in a graduate entry Portuguese Medical School. Methods: After receiving formal recognition by the WHO as a Complementary Test Site and approval of the organizational ethics committee , the validated pre-course questionnaires measuring the knowledge, skills, and attitudes to patient safety were administered to the 2nd and3rd year students pursuing a four-year course (N = 46). The key modules of the curriculum were implemented over the academic year by employing a variety of learning strategies including expert lecturers, small group problem-based teaching sessions, and Simulation Laboratory sessions. The identical questionnaires were then administered and the impact was measured. The Curriculum Guide was evaluated as a health education tool in this context. Results: A significant number of the respondents, 47 % (n = 22), reported having received some form of prior patient safety training. The effect on Patient Safety Knowledge was assessed by using the percentage of correct pre- and post-course answers to construct 2 × 2 contingency tables and by applying Fishers’ test (two-tailed). No significant differences were detected (p < 0.05). To assess the effect of the intervention on Patient Safety skills and attitudes, the mean and standard deviation were calculated for the pre and post-course responses, and independent samples were subjected to Mann-Whitney’s test. The attitudinal survey indicated a very high baseline incidence of desirable attitudes and skills toward patient safety. Significant changes were detected (p < 0.05) regarding what should happen if an error is made (p = 0.016), the role of healthcare organizations in error reporting (p = 0.006), and the extent of medical error (p = 0.005). Conclusions: The implementation of selected modules of the WHO Patient Safety Curriculum was associated with a number of positive changes regarding patient safety skills and attitudes, with a baseline incidence of highly desirable patient safety attitudes, but no measureable change on the patient safety knowledge, at the University of Algarve Medical School. The significance of these results is discussed along with implications and suggestions for future research.

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Project submitted as part requirement for the degree of Masters in English teaching,

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática

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15th International Conference on Mixed Design of Integrated Circuits and Systems, pp. 177 – 180, Poznan, Polónia

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Paper presented at the 8th European Conference on Knowledge Management, Barcelona, 6-7 Sep. 2008 URL: http://www.academic-conferences.org/eckm/eckm2007/eckm07-home.htm

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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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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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Dissertação apresentada para obtenção do Grau de Mestre em Engenharia Informática pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia

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work presented in the context of the European Master’s program in Computational Logic, as the partial requirement for obtaining Master of Science degree in Computational Logic