226 resultados para bi-learning
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First International Seminar on Higher EducationRankings and e-Learning. Proceedings
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This paper presents SiMR, a simulator of the Rudimentary Machine designed to be used in a first course of computer architecture of Software Engineering and Computer Engineering programmes. The Rudimentary Machine contains all the basic elements in a RISC computer, and SiMR allows editing, assembling and executing programmes for this processor. SiMR is used at the Universitat Oberta de Catalunya as one of the most important resources in the Virtual Computing Architecture and Organisation Laboratory, since students work at home with the simulator and reports containing their work are automatically generated to be evaluated by lecturers. The results obtained from a survey show that most of the students consider SiMR as a highly necessary or even an indispensable resource to learn the basic concepts about computer architecture.
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In this paper, we present the experimental results and evaluation of the SmartBox stimulation device in P2P e-learning system which is based on JXTA-Overlay. We also show the design and implementation of the SmartBox environment that is used for stimulating the learners motivation to increase the learning efficiency. The SmartBox is integrated with our P2P system as a useful tool for monitoring and controlling learners¿ activity. We found by experimental results that the SmartBox is an effective way to increase the learner¿s concentration. We also investigated the relation between learner¿s body movement, concentration, and amount of study. From the experimental results, we conclude that the use of SmartBox is an effective way to stimulate the learners in order to continue studying while maintaining the concentration.
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A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.
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El proyecto ¿Propuesta de un ambiente e-learning para el fortalecimiento de las habilidades de alfabetización visual e informacional: caso Licenciatura en Electrónica ¿ UPN¿ fortalece la investigación alrededor de ambientes e-learning de la Universitat Oberta de Catalunya (UOC). Con la investigación se buscó Determinar las estrategias organizativas, pedagógicas y tecnológicas a implementar en el diseño y desarrollo de un entorno e-learning que promueva las habilidades de alfabetización visual e informacional en estudiantes de primer semestre de la Licenciatura en Electrónica de la Universidad Pedagógica Nacional de Colombia. La investigación realizada fue de tipo cualitativo a través de un estudio de caso.
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Vivim, cada cop més, en un món tecnològic, on la vida diària es comparteix a les xarxes socials quasi sense adonar-nos-en. En aquest context, es generen quantitats ingents d'informació que, un cop tractades, poden ésser útils en estudis ben diversos com són la detecció de terratrèmols o la detecció prematura d'una epidèmia. En relació a aquest últim, el virus de la grip és un greu problema de salut pública ja que es destinen part dels recursos sanitaris durant un període de temps considerable i disminueix la productivitat laboral dels afectats que la pateixen. Davant d'aquesta situació, es planteja la realització d'un sistema de Business Intelligence que analitzi les dades extretes dels tweets de la plataforma Twitter en relació a les hospitalitzacions produïdes a un hospital de Catalunya, per tal de tenir un anàlisi predictiu de l'aparició d'un brot d'aquestes característiques. El treball va més enllà al emprar una tecnologia no convencional per la implementació del sistema BI. S'escull la dupla Elasticsearch i Kibana per tal d'aconseguir un sistema robust, distribuït, escalable i, sobretot, totalment personalitzable. Després d'un estudi d'aquestes dos solucions, incloent els plugins de monitoratge i càrrega de dades, s'ha elaborat un data warehouse complet i un quadre de comandament introductori. Es deixa, per futures línies de treball, l'anàlisi profund de les dades i la conseqüent extracció d'uns resultats que ens ajudin a predir amb una major antelació l'aparició d'un nou brot del virus de la grip.
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Realització d'un sistema de Business Intelligence que analitzi les dades extretes dels tweets de la plataforma Twitter en relació a les hospitalitzacions produïdes a un hospital de Catalunya, per tal de tenir una anàlisi predictiva de l'aparició d'un brot de grip. El treball va més enllà a l'emprar una tecnologia no convencional per la implementació del sistema BI. S'escull la dupla ElasticSearch i Kibana per tal d'aconseguir un sistema robust, distribuït, escalable i, sobretot, totalment personalitzable. Després d'un estudi d'aquestes dos solucions, incloent els plugins de monitoratge i càrrega de dades, s'ha elaborat un data warehouse complet i un quadre de comandament introductori.
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Trabajo de investigación que realiza un estudio clasificatorio de las asignaturas matriculadas en la carrera de Administración y Dirección de Empresas de la UOC en relación a su resultado. Se proponen diferentes métodos y modelos de comprensión del entorno en el que se realiza el estudio.
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Semantic Web technology is able to provide the required computational semantics for interoperability of learning resources across different Learning Management Systems (LMS) and Learning Object Repositories (LOR). The EU research project LUISA (Learning Content Management System Using Innovative Semantic Web Services Architecture) addresses the development of a reference semantic architecture for the major challenges in the search, interchange and delivery of learning objects in a service-oriented context. One of the key issues, highlighted in this paper, is Digital Rights Management (DRM) interoperability. A Semantic Web approach to copyright management has been followed, which places a Copyright Ontology as the key component for interoperability among existing DRM systems and other licensing schemes like Creative Commons. Moreover, Semantic Web tools like reasoners, rule engines and semantic queries facilitate the implementation of an interoperable copyright management component in the LUISA architecture.
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Awareness is required for supporting all forms of cooperation. In Computer Supported Collaborative Learning (CSCL), awareness can be used for enhancing collaborative opportunities across physical distances and in computer-mediated environments. Shared Knowledge Awareness (SKA) intends to increase the perception about the shared knowledge, students have in a collaborative learning scenario and also concerns the understanding that this group has about it. However, it is very difficult to produce accurate awareness indicators based on informal message exchange among the participants. Therefore, we propose a semantic system for cooperation that makes use of formal methods for knowledge representation based on semantic web technologies. From these semantics-enhanced repository and messages, it could be easier to compute more accurate awareness.