200 resultados para Referência digital
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Many educators and educational institutions have yet to integrate web-based practices into their classrooms and curricula. As a result, it can be difficult to prototype and evaluate approaches to transforming classrooms from static endpoints to dynamic, content-creating nodes in the online information ecosystem. But many scholastic journalism programs have already embraced the capabilities of the Internet for virtual collaboration, dissemination, and reader participation. Because of this, scholastic journalism can act as a test-bed for integrating web-based sharing and collaboration practices into classrooms. Student Journalism 2.0 was a research project to integrate open copyright licenses into two scholastic journalism programs, to document outcomes, and to identify recommendations and remaining challenges for similar integrations. Video and audio recordings of two participating high school journalism programs informed the research. In describing the steps of our integration process, we note some important legal, technical, and social challenges. Legal worries such as uncertainty over copyright ownership could lead districts and administrators to disallow open licensing of student work. Publication platforms among journalism classrooms are far from standardized, making any integration of new technologies and practices difficult to achieve at scale. And teachers and students face challenges re-conceptualizing the role their class work can play online.
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In this paper we describe a browsing and searching personalization system for digitallibraries based on the use of ontologies for describing the relationships between all theelements which take part in a digital library scenario of use. The main goal of thisproject is to help the users of a digital library to improve their experience of use bymeans of two complementary strategies: first, by maintaining a complete history recordof his or her browsing and searching activities, which is part of a navigational userprofile which includes preferences and all the aspects related to community involvement; and second, by reusing all the knowledge which has been extracted from previous usage from other users with similar profiles. This can be accomplished in terms of narrowing and focusing the search results and browsing options through the use of a recommendation system which organizes such results in the most appropriatemanner, using ontologies and concepts drawn from the semantic web field. The complete integration of the experience of use of a digital library in the learning process is also pursued. Both the usage and information organization can be also exploited to extract useful knowledge from the way users interact with a digital library, knowledge that can be used to improve several design aspects of the library, ranging from internal organization aspects to human factors and user interfaces. Although this project is still on an early development stage, it is possible to identify all the desired functionalities and requirements that are necessary to fully integrate the use of a digital library in an e-learning environment.
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Peer-reviewed
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In order to develop applications for z;isual interpretation of medical images, the early detection and evaluation of microcalcifications in digital mammograms is verg important since their presence is oftenassociated with a high incidence of breast cancers. Accurate classification into benign and malignant groups would help improve diagnostic sensitivity as well as reduce the number of unnecessa y biopsies. The challenge here is the selection of the useful features to distinguish benign from malignant micro calcifications. Our purpose in this work is to analyse a microcalcification evaluation method based on a set of shapebased features extracted from the digitised mammography. The segmentation of the microcalcificationsis performed using a fixed-tolerance region growing method to extract boundaries of calcifications with manually selected seed pixels. Taking into account that shapes and sizes of clustered microcalcificationshave been associated with a high risk of carcinoma based on digerent subjective measures, such as whether or not the calcifications are irregular, linear, vermiform, branched, rounded or ring like, our efforts were addressed to obtain a feature set related to the shape. The identification of the pammeters concerning the malignant character of the microcalcifications was performed on a set of 146 mammograms with their real diagnosis known in advance from biopsies. This allowed identifying the following shape-based parameters as the relevant ones: Number of clusters, Number of holes, Area, Feret elongation, Roughness, and Elongation. Further experiments on a set of 70 new mammogmms showed that the performance of the classification scheme is close to the mean performance of three expert radiologists, which allows to consider the proposed method for assisting the diagnosis and encourages to continue the investigation in the senseof adding new features not only related to the shape
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Aquest treball final de carrera sorgeix doncs d'una idea molt ambiciosa: crear un sistema de processat de senyal digital que permetés, a temps real, convertir un timbre d'un instrument determinat a un altre, és a dir, a través d'un micròfon que capti el so d'un instrument, com ara el clarinet, analitzar i processar mitjançant programari d'ordinador aquest so d'entrada. Conseqüentment, convertir-lo per poder percebre'l a través dels altaveus com a so d'un altre instrument. D'aquesta manera, un músic amb habilitats per tocar el clarinet, mitjançant aquesta eina podria simular so de saxo, trompeta, etc., sense haver de recórrer a un sintetitzador ni a altres instruments MIDI.
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Peer Reviewed
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El informe que a continuación presentamos recoge 18 experiencias, proyectos, actividades,investigaciones o políticas más significativas que se realizan en Europa relacionadas con la alfabetización mediática en el contexto de los videojuegos (ludoliteracy). La ludoliteracy tiene como finalidad potenciar las capacidades y competencias analíticas, reflexivas y creativas alrededor del juego digital. Se trata, en conjunto, de propuestas que permiten al ciudadano (joven o adulto, profesional o usuario) y a la sociedad en general ser más conscientes de nuestros propios placeres, tener capacidad crítica y competencia creativa en el campo específico de los juegos digitales.El objetivo final del informe es ofrecer recomendaciones en un campo socialmente controvertido y económicamente situado a la cabeza de las industrias culturales pero institucionalmente emplazado en los márgenes de las políticas educativas estatales y europeas.
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La Brecha Digital. Según la OECD, en su 'Understanding Digital Divide' 2001, el término de Brecha Digital se refiere a las diferencias entre los individuos, hogares, empresas y áreas geográficas en los diferentes niveles socioeconómicos en relación con sus posibilidades de acceso a la información y a la comunicación (TIC) y su uso con internet para una gran variedad de actividades.
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We adapt the Shout and Act algorithm to Digital Objects Preservation where agents explore file systems looking for digital objects to be preserved (victims). When they find something they “shout” so that agent mates can hear it. The louder the shout, the urgent or most important the finding is. Louder shouts can also refer to closeness. We perform several experiments to show that this system works very scalably, showing that heterogeneous teams of agents outperform homogeneous ones over a wide range of tasks complexity. The target at-risk documents are MS Office documents (including an RTF file) with Excel content or in Excel format. Thus, an interesting conclusion from the experiments is that fewer heterogeneous (varying skills) agents can equal the performance of many homogeneous (combined super-skilled) agents, implying significant performance increases with lower overall cost growth. Our results impact the design of Digital Objects Preservation teams: a properly designed combination of heterogeneous teams is cheaper and more scalable when confronted with uncertain maps of digital objects that need to be preserved. A cost pyramid is proposed for engineers to use for modeling the most effective agent combinations
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Avui en dia no es poden entendre els canvis socials sense pensar en les conseqüències derivades del nou paradigma digital de comunicació (Castells, 2003). Les Tecnologies de la Informació i la Comunicació (TIC) s’han convertit en eines d’ús quotidià que afecten a tots els àmbits de la vida, des de la gestió del sistema polític, la comunicació a les organitzacions i, també, les noves metodologies d’aprenentatge en les institucions educatives.
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The present article comes from a doctoral thesis that turns on digital learner portfolio, which is an innovating methodology from the perspective of European Higher Education Area. First, the educative concept of eportfolio is described in the sense of its procedure and its structure, by means of the technological support of a platform of virtual campus. Second, it is shown the pedagogical model of an eportfolio that adapts subjects with an instrumental character to one organization based on tasks and reflections. This design of virtual learning environment is based on a teaching- learning methodology sustained in the activity of the student, which tries to give support to the management of his or her own process of learning and assessment. Finally, the article illustrates the experience of implementation of the first digital learner portfolios in the University of Barcelona and the Autonomous University of Barcelona, with the objective of reflecting about the pedagogical consequences that this assessment model with technological support has in a traditional higher education institution.
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Digital learner portfolios are of growing importance in higher education as the sector seeks new teaching-learning-assessment methods which promote students" autonomy as managers of their own virtual learning environment. The purpose of this study was to analyse descriptively the undergraduate students" perceptions, attitudes and behaviour when using an eportfolio to support their learning and assessment in practice based courses at two traditional Spanish universities. The participants were 88 students, who were studying through a blended learning mode. Data were collected through questionnaires: a computer experience survey, another which examined the psychological, pedagogical and technological dimensions of eportfolios use. Further, an individual overall reflection was obtained from each student to help gain an understanding of their experiences of using the eportfolio. A mixed-method analysis was applied in order to study the impact of this technological innovation on students and their satisfaction. The results showed that the students had positive opinions and self-efficiency through the eportfolio as a tool to manage their learning and assessment during a semester, especially from the second month of use. However, the expected impact on their learning was not so significant. Nevertheless, the students emphasised that the eportfolio was valuable as a personal developmental learning tool.
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This paper describes a bibliographic analysis of the vision of Marshal McLuhan and the vision adopted by diverse current authors regarding the use of new interactive learning technologies. The paper also analyzes the transformation that will have to take place in the formal surroundings of education in order to improve their social function. The main points of view and contributions made by diverse authors are discussed. It is important that all actors involved in the educational process take in consideration these contributions in order to be ready for future changes.
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El Centre d'Innovació i Formació en Educació (CIFE) de la Universitat de Vic (UVic) promou la creació, a l'inici del curs 2010-2011, de dos grups d’Innovació. Un d’ells és el grup CIFE-GI “Incorporació de les TIC a la docència”, que està treballant en l’estudi i la utilització d’eines digitals en la docència, que integrin els vessants tecnològic, didàctic, metodològic i formatiu. Durant el curs 2010-2011, el grup ha treballat en la creació d’un Dipòsit Digital d’Activitats Docents (DDAD) amb la intenció que sigui un espai d’intercanvi entre els professors, i de transferència de les experiències portades a terme a les aules amb el suport de les TIC. Aquesta comunicació mostra els resultats de l’anàlisi de les dades registrades en el DDAD fins al juny del 2011, amb l’objectiu d’identificar la tipologia d’aquestes activitats.
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A digital game was created as a resource for cognitive learning and afterwards it was used in primary schools in order to survey its active users. The methods used to recollect data were observation, in-depth interviews and focus groups. The main target of this study is to collect points of view of different primary school teachers. Conclusions show us how the group of study members perceive the use of digital games in the classroom.