200 resultados para material online


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Aquest petit treball pretén esdevenir una guia bàsica per aquells arqueòlegs que desconeixen l’aspecte conservatiu dels materials arqueològics. Així, en primer lloc analitzarem, a grans trets, la composició físicoquímica dels diferents objectes que podem trobar en una excavació i quins són els agents que més els malmeten. Després tractarem d’introduir alguns consells pràctics pel treball de camp.

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Es presenta un model de negoci de venda per Internet d’ aliments típics espanyols orientat principalment a les persones que han emigrat del nostre país. El motiu que dona lloc a aquest projecte no es altre que el constant increment de espanyols que decideixen buscar oportunitats fora del país, cosa que suposa una oportunitat de negoci. Per comprovar la sostenibilitat del projecte, es realitzarà un anàlisi de totes aquelles variables externes que pugin intervenir i afectar al desenvolupament de la activitat així com un estudi de mercat, un pla estratègic i un estudi financer que serveixi per assentar les bases d’un negoci que sens dubte està ple d’oportunitats.

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The domestic hot water cylinder incorporates encapsulated pcm placed in 57 vertical pipes. The use of PCM increases the thermal energy storage capacity of the cylinder and allows the use of low cost electricity during low peak periods. After experimental validation the numerical model developed in the project will be used to optimize the distribution of the pcm inside the water tank.

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Hem dissenyat un sistema de presentacions interactives que sincronitza diferents continguts multimèdia utilitzant el llenguatge SMIL. Aquests continguts són: un vídeo on un professor presenta una matèria, un seguit de transparències que il·lustren la seva presentació i una taula de continguts que en mostra un esquema i permet navegar-hi. També hem creat una aplicació que facilitarà l'edició d'aquestes presentacions.

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El proyecto está basado en un sistema que denominaremos Material Market a lo largo de todo el trabajo. La idea que subyace detrás de este Market es un sistema que gestiona la compra-venta de materiales por parte de los usuarios del sistema.

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Cuando una empresa se decide a realizar una iniciativa comercial en Internet, al igual que en el mundo físico, es necesario definir un diseño adecuado del sitio web que se ajuste a su idea de negocio y a su público objetivo. El presente trabajo trata de analizar como influye el diseño del establecimiento virtual en el desarrollo de la gestión comercial, incidiendo en los siguientes aspectos: diseño gráfico, usabilidad y accesibilidad. A partir de este análisis, se estudian los distintos grupos de consumidores con comportamientos homogéneos y se posicionan en función de sus actitudes. El análisis también permite definir la calidad del servicio prestado por este tipo de establecimientos, así como las principales dimensiones en que se despliega. En las conclusiones se citan aspectos en los que el gestor de una tienda online debe incidir para mejorar la calidad de su servicio.

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Este artículo analiza diferentes elementos que influyen en el comportamiento de compra del cliente de un supermercado online. Estos elementos están relacionados tanto con aspectos estéticos del sitio web, como con los procesos que tienen lugar en el momento de realizar la compra. A partir de este análisis, se estudian los distintos grupos de consumidores con comportamientos homogéneos y se posicionan en función de sus actitudes. El análisis también permite definir la calidad del servicio prestado por este tipo de establecimientos, así como las principales dimensiones en que se despliega. En las conclusiones se citan aspectos en los que el gestor de un supermercado online debe incidir para mejorar la calidad de su servicio.

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El trabajo se centra en el uso de contenidos digitales como objeto de aprendizaje en asignaturas de la Universidad de Lleida. El estudio se realizó en estudiantado el curso 2010-2011 a partir de un cuestionario. La finalidad era averiguar cuál es el formato que el estudiantado considera más útil durante el proceso de enseñanza-aprendizaje. Los resultados muestran que los estudiantes valoran positivamente los contenidos interactivos, pero prefieren disponer del texto para estudiar.

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Understanding how blogs can support collaborative learning is a vital concern for researchers and teachers. This paper explores how blogs may be used to support Secondary Education students’ collaborative interaction and how such an interaction process can promote the creation of a Community of Inquiry to enhance critical thinking and meaningful learning. We designed, implemented and evaluated a science case-based project in which fifteen secondary students participated. Students worked in the science blogging project during 4 months. We asked students to be collaboratively engaged in purposeful critical discourse and reflection in their blogs in order to solve collectively science challenges and construct meaning about topics related to Astronomy and Space Sciences. Through student comments posted in the blog, our findings showed that the blog environment afforded the construction of a Community of Inquiry and therefore the creation of an effective online collaborative learning community. In student blog comments, the three presences for collaborative learning took place: cognitive, social, and teaching presence. Moreover, our research found a positive correlation among the three presences –cognitive, social and teaching– of the Community of Inquiry model with the level of learning obtained by the students. We discuss a series of issues that instructors should consider when blogs are incorporated into teaching and learning. We claim that embedded scaffolds to help students to argue and reason their comments in the blog are required to foster blog-supported collaborative learning.

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This article explores how to enrich scaffolding processes among university students using specific Computer Supported Collaborative Learning –CSCL- software. A longitudinal case study was designed, in which eighteen students participated in a twelve-month learning project. During this period the students followed an instructional process, using the CSCL software to support and improve the students’ interaction processes, in particular the processes of giving and receiving assistance. Our research analyzed the evolution of the quality of the students’ interaction processes and the students’ learning results. The effects of the students’ participation in the CSCL environment have been described in terms of their development of affective, cognitive and metacognitive learning processes. Our results showed that the specific activities that students performed while working with the CSCL system triggered specific learning processes, which had a positive incidence on their learning results.

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Desenvolupament d'una botiga online basada en tecnología .NET.

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Online learning provides the opportunity to work on academic tasks at any time at the same time as doing other activities, such as using in web 2.0 tools. This study identifies factors that contribute to success in online learning from the students¿ perspective and their relationship with time patterns. A survey of learning outputs was used to find relationships between students¿ satisfaction, knowledge acquisition and knowledge transfer with time for working on academic tasks. In this study, 199 students from a university in Mexico completed the survey. Findings suggest that knowledge transfer has a significant association with the number of hours online per day, hours spent on social networks and the use made of e-learning during working hours. Learner satisfaction has a strong relationship with the time in years a learner has been using the Internet and the number of hours devoted to the course per week. The findings of this research will be helpful for faculty and instructional designers for implementing learning strategies.

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L'objectiu d'aquest treball final de carrera consisteix en la realització del disseny i implementació d'una botiga online com a plantilla per a qualsevol empresa que vulgui donar a conèixer els seus productes a internet.

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This paper proposes to reflect from a semiotic perspective on the transformation that brands have undergone since the rise of the Internet. After a brief theoretical introduction to digital communication and the semiotics of brands, the case of the Google brand is analyzed by applying concepts of generative and interpretive semiotics. The paper holds that the iconic and linguistic enunciations are secondary with respect to interaction. In digital media interaction — the interactive experience that the Internet user lives — is a fundamental component of the hypermedia cocktail and occupies a central position in the brand building process. The article concludes with some of the questions and special characteristics raised by so-called eBranding.

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In this paper we present experimental results comparing on-line drawings for control population (left and right hand) as well as Alzheimer disease patients. The drawings have been acquired by means of a digitizing tablet, which acquires time information angles and pressures. Experimental measures based on pressure and in-air movements appear to be significantly different for both groups, even when control population performs the tasks with the non-dominant hand.