134 resultados para EDUCATIONAL TECHNOLOGY
Resumo:
La Universitat de Girona, i més concretament el Departament d’Informàtica i Matemàtica Aplicada, ja fa uns anys que ha posat en marxa el Projecte Avaluació Continuada i Millora de l’Ensenyament, també anomenat ACME. Aquest projecte és una plataforma d'e-learning, és a dir, un sistema d’aprenentatge a través de la xarxa que potencia la col•laboració digital i el bescanvi d’informació entre alumne i professor. El creixement que ha experimentat la plataforma, ha estat possible gràcies al disseny modular de l’aplicació, on cada nova funcionalitat que estava essent desenvolupada evolucionava de manera independent a la resta de la plataforma i sense comprometre’n el funcionament. Per afegir un nou mòdul a l’ACME, s’utilitzen els mòduls de base que confereixen l'estructura a la plataforma i les eines per incorporar nous mòduls, amb el que la implantació d’aquests a la plataforma és d’elevada senzillesa. Actualment, la majoria de les assignatures de primer del Grau d’Informàtica ja disposen d’exercicis adaptats a la plataforma, el que dóna una uniformitat en les eines i plataformes que utilitzen els alumnes en la seva formació. Però no hi són totes les assignatures, falta incloure l’assignatura de Lògica a la plataforma. D’aquesta manera, tant els alumnes com els professors de l’assignatura, podran treure profit dels beneficis esmentats que aporta l’ACME. Concretament, a l’assignatura de Lògica es disposava d’uns aplicatius a la plataforma Moodle de la Universitat de Girona on es guiava a l’alumne en la resolució dels exercicis. Aquest mètode és molt interessant com a mètode pedagògic per a l’aprenentatge inicial de l’assignatura, però no representa un repte real on els alumnes hagin d’aplicar els seus coneixements per a la seva realització. Els alumnes també disposaven d’un dossier on se’ls proposava uns exercicis molt complets, i a les pàgines finals d’aquest se’ls donava la solució. Aleshores, de manera voluntària els alumnes realitzaven els exercicis i comprovaven amb la solució si havien aprés a resoldre’ls. Per tant, tant els responsables de l'assignatura de Lògica com els responsables de la plataforma ACME van veure que es podrien desenvolupar eines a l'ACME per tal de corregir de forma automàtica els exercicis de l'assignatura. Incorporar l’assignatura de Lògica a l’ACME permet que els alumnes es vegin més involucrats a fer exercicis durant els curs de manera continuada, gràcies als terminis d’entrega, i facilita als professors la seva tasca deslliurant-los de les correccions i oferint-los-hi eines de seguiment
Resumo:
The explosive growth of Internet during the last years has been reflected in the ever-increasing amount of the diversity and heterogeneity of user preferences, types and features of devices and access networks. Usually the heterogeneity in the context of the users which request Web contents is not taken into account by the servers that deliver them implying that these contents will not always suit their needs. In the particular case of e-learning platforms this issue is especially critical due to the fact that it puts at stake the knowledge acquired by their users. In the following paper we present a system that aims to provide the dotLRN e-learning platform with the capability to adapt to its users context. By integrating dotLRN with a multi-agent hypermedia system, online courses being undertaken by students as well as their learning environment are adapted in real time
Resumo:
Learning object economies are marketplaces for the sharing and reuse of learning objects (LO). There are many motivations for stimulating the development of the LO economy. The main reason is the possibility of providing the right content, at the right time, to the right learner according to adequate quality standards in the context of a lifelong learning process; in fact, this is also the main objective of education. However, some barriers to the development of a LO economy, such as the granularity and editability of LO, must be overcome. Furthermore, some enablers, such as learning design generation and standards usage, must be promoted in order to enhance LO economy. For this article, we introduced the integration of distributed learning object repositories (DLOR) as sources of LO that could be placed in adaptive learning designs to assist teachers’ design work. Two main issues presented as a result: how to access distributed LO, and where to place the LO in the learning design. To address these issues, we introduced two processes: LORSE, a distributed LO searching process, and LOOK, a micro context-based positioning process, respectively. Using these processes, the teachers were able to reuse LO from different sources to semi-automatically generate an adaptive learning design without leaving their virtual environment. A layered evaluation yielded good results for the process of placing learning objects from controlled learning object repositories into a learning design, and permitting educators to define different open issues that must be covered when they use uncontrolled learning object repositories for this purpose. We verified the satisfaction users had with our solution
Resumo:
This paper describes a pilot study centred on the technology-enhanced self-development of competences in lifelong learning education carried out in the challenging context of the Association of Participants Àgora. The pilot study shows that the use of the TENCompetence infrastructure, i.e. in this case the Personal Development Planner tool, provides various kinds of benefits for adult participants with low educational profiles and who are traditionally excluded from the use of innovative learning technologies and the knowledge society. The selforganized training supported by the PDP tool aims at allowing the learners to create and control their own learning plans based on their interests and educational background including informal and non-formal experiences. In this sense, the pilot participants had the opportunity to develop and improve their competences in English language (basic and advanced levels) and ICT competence profiles which are mostly related to functional and communicative skills. Besides, the use of the PDP functionalities, such as the self-assessment, the planning and the self-regulating elements allowed the participants to develop reflective skills. Pilot results also provide indications for future developments in the field of technology support for self-organized learners. The paper introduces the context and the pilot scenario, indicates the evaluation methodology applied and discusses the most significant findings derived from the pilot study.
Resumo:
This paper introduces Collage, a high-level IMS-LD compliant authoring tool that is specialized for CSCL (Computer-Supported Collaborative Learning). Nowadays CSCL is a key trend in elearning since it highlights the importance of social interactions as an essential element of learning. CSCL is an interdisciplinary domain, which demands participatory design techniques that allow teachers to get directly involved in design activities. Developing CSCL designs using LD is a difficult task for teachers since LD is a complex technical specification and modelling collaborative characteristics can be tricky. Collage helps teachers in the process of creating their own potentially effective collaborative Learning Designs by reusing and customizing patterns, according to the requirements of a particular learning situation. These patterns, called Collaborative Learning Flow Patterns (CLFPs), represent best practices that are repetitively used by practitioners when structuring the flow of (collaborative) learning activities. An example of an LD that can be created using Collage is illustrated in the paper. Preliminary evaluation results show that teachers, with experience in CL but without LD knowledge, can successfully design real collaborative learning experiences using Collage.
Resumo:
The identification and integration of reusable and customizable CSCL (Computer Supported Collaborative Learning) may benefit from the capture of best practices in collaborative learning structuring. The authors have proposed CLFPs (Collaborative Learning Flow Patterns) as a way of collecting these best practices. To facilitate the process of CLFPs by software systems, the paper proposes to specify these patterns using IMS Learning Design (IMS-LD). Thus, teachers without technical knowledge can particularize and integrate CSCL tools. Nevertheless, the support of IMS-LD for describing collaborative learning activities has some deficiencies: the collaborative tools that can be defined in these activities are limited. Thus, this paper proposes and discusses an extension to IMS-LD that enables to specify several characteristics of the use of tools that mediate collaboration. In order to obtain a Unit of Learning based on a CLFP, a three stage process is also proposed. A CLFP-based Unit of Learning example is used to illustrate the process and the need of the proposed extension.
Resumo:
The use of virtual learning environments it’s more and more frequent in all education levels. However, this increasing use of such environments also implies that the different stages now used in the processes of teaching-learning need to be considered. Student users in a virtual learning environment are faced, not only to the problems related to acquire the knowledge of their course, but also to technological problems as information overloading, getting used to web surfing, computer use, etc. One way to minimize the impact caused by heterogeneity existing in virtual learning environments is to adapt several aspects to the specific characteristics from the user and his context. From this point of view, this work shows a model for an integral user that has been used to generate a virtual course that can interoperate between ELearning platforms. This course has been created using the SCORM reference model and the IMSLD specification
Resumo:
Standards and specifícations to manage accessibility issues in e-learning
Resumo:
Currently there are many standards that deal with accessibility issues regarding users’ models, learning scenarios, interaction preferences, devices capabilities, metadata for specifying the delivery of any resource to meet users’ needs, and software accessibility and usability. It is difficult to understand the existing relationships between these standards, as each one represents a different viewpoint and thus has its own sets of goals and scope. This paper gives an overview on existing standards addressing accessibility, usability and adaptation issues in e-learning, and discusses their application to cope with the objectives of the A2UN@ project, which focuses on attending the accessibility and adaptation needs for ALL in Higher Education
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The article describes the structure, characteristics and features of programmes used to create teaching exercises, also known as "exercise generators". A description and an analysis are given of the main commercial programmes with these characteristics.
Resumo:
En este artículo se presenta una simulación de una trampa óptica, es decir, un haz de luz muy focalizado capaz de atrapar partículas dieléctricas alrededor de la zona focal. El programa ha sido diseñado para su utilización en la docencia a nivel de último año del grado de Física o Máster. La aplicación incluye un sistema de seguimiento que permite conocer (trazar) la interacción del estudiante con el programa. Esta herramienta permitirá al profesor analizar el trabajo realizado por el alumno así como también detectar la presencia de errores comunes.
Resumo:
Informes recientes sobre las necesidades de aprendizaje en la sociedad de la información han puesto el énfasis, con contadas excepciones, en la importancia de las Tecnologías de la Información y la Comunicación para dar respuesta a los antiguos y recientes problemas de la educación. En general, estos informes, y otros estudios, trabajos y propuestas relacionadas con la necesidad, el imperativo o la conveniencia de aplicar las novísimas Tecnologías de la Información y la Comunicación a la educación (enseñanza o aprendizaje), suelen hacer caso omiso de la realidad que circunda a este ámbito. El glamour que desprenden las Tecnologías de la Información y la Comunicación minimizan o esconden una materialidad que se resiste a desaparecer o transformarse.
Resumo:
Aquest article ha estat concebut en dues parts diferenciades, la primera és una aproximació conceptual a l'ús de mitjans en l'ensenyament superior, la segona inclou una analisi crítica de l'ús i de les possibilitats d'aquests mitjans; aquesta analisi es porta a terme des de la perspectiva teórica plantejada anteriorment i amb una dimensió practica i normativa explícita.
Resumo:
El director de personal d'una empresa va rebre un informe en que se li suggeria que un important problema de formació podria ser resolt amb l'ajut d'un sistema TEL. Es va plantajar el tema en una reunió de l'equip directiu, pero cap deis assistents no tenia una noció precisa del que significava aixo. Al director de formació li encarregaren d'estudiar la qüestió. Afortunadament, aquells dies se celebraven en una ciutat europea una conferencia i una exhibició sobre TEL, i va decidir d'anar-hi. Després de visitar molts stands, assistir a demostracions i establir diversos contactes, tingué la impressió que era més rellevant la qualitat deis grafics que no pas el contingut de formació; molts deis paquets d'EA0 no eran sinó reculls d'exercicis i molt rarament semblava que s'hi haguessin tingut en compte els principis d'aprenentatge més elementals.
Resumo:
M'han sol-licitat una breu presentació del treball que realitzem al grup 1 més 0, que jo coordino. Tractaré de resumir-ne les línies d'investigació en la brevetat de l'espai que m'han destinat. Com que el treball que es presenta és obra de diverses persones, hem inclas les seves adreces electròniques com a referéncies.