70 resultados para Virtual Environment
Resumo:
En esta comunicación se esclarecen funciones, roles, competencias y tareas del docente universitario en entornos virtuales de enseñanza y aprendizaje con el propósito de contribuir a mejorar el diseño de acciones formativas dirigidas a la capacitación del profesorado para este ejercicio Este resultado se obtiene del análisis de significativas referencias que tratan el tema y de la valoración del diseño de acciones formativas realizadas en universidades europeas que participan activamente de este propósito. El estudio constituye una acción del proyecto Elene-TT - elearning network for Teacher Training.
Resumo:
El esfuerzo por desarrollar metodologías de enseñanza-aprendizaje específicas para el entorno virtual no ha venido acompañado de un impulso similar para adaptar los mecanismos de coordinación del profesorado, en general, y la actividad de tutoría en particular, a las características de las universidades virtuales. Esta comunicación contribuye a elaborar modelos organizativos que faciliten un buen desarrollo de la acción tutorial en línea. Con este fin, se presentan los principales elementos para estructurar y coordinar la acción tutorial, y se explica el modelo concreto adoptado en la UOC. Finalmente se presenta una valoración de la experiencia que puede ser útil para otras instituciones.
Resumo:
Fascination is a project for design students, developed jointly by the Technical University of Catalonia (UPC) and the University of Technology Thonburi (KMUTT), which works with two groups of students, one group of participants in Spain and another group in Thailand where, hands-on activities, a range of technologies are used to prepare students for the lessons, through learning activities and content. This research paper presents the test of both a general model and a tool for measuring the participants’ experiences in a course that uses a blended learning methodology, with the aim of collecting empirical evidence to justify the effort of applying this methodology, based on the participants’ satisfaction. The procedure used in the conceptualization of the survey, the generation of topics, the collection of data, and the validation of the scale of various items are described here. The information, provided by the 26 people surveyed about the course and the virtual environment that was used, was analyzed to measure their perceptions and explore possible relations. Finally the conclusions of the research and the future work are presented.
Resumo:
Over the past year, the Open University of Catalonia library has been designing its new website with this question in mind. Our main concern has been how to integrate the library in the student day to day study routine to not to be only a satellite tool. We present the design of the website that, in a virtual library like ours, it is not only a website but the whole library itself. The central point of the web is my library, a space that associates the library resources with the student's curriculum and their course subjects. There the students can save the resources as favourites, comment or share them. They have also access to all the services the library offers them. The resources are imported from multiple tools such as Millennium, SFX, Metalib and Dspace to the Drupal CMS. Then the resources' metadata can be enriched with other contextual information from other sources, for example the course subjects. And finally they can be exported in standard, open data formats making them available for linked data applications.
Resumo:
This paper presents the distributed environment for virtual and/or real experiments for underwater robots (DEVRE). This environment is composed of a set of processes running on a local area network composed of three sites: 1) the onboard AUV computer; 2) a surface computer used as human-machine interface (HMI); and 3) a computer used for simulating the vehicle dynamics and representing the virtual world. The HMI can be transparently linked to the real sensors and actuators dealing with a real mission. It can also be linked with virtual sensors and virtual actuators, dealing with a virtual mission. The aim of DEVRE is to assist engineers during the software development and testing in the lab prior to real experiments
Resumo:
This paper attempts to shed light on the competencies a teacher must have inorder to teach in online university environments. We will relate a teacher trainingexperience, which was designed taking into account the methodological criteriaestablished in line with previous theoretical principles. The main objective of ouranalysis is to identify the achievements and difficulties of a specific formativeexperience, with the ultimate goal of assessing the suitability of this conceptualmethodologicalframework for the design of formative proposals aiming to contribute tothe development of teacher competencies for virtual environments.
Resumo:
Teachers of the course Introduction to Mathematics for Engineers at the UOC, an online distance-learning university, have designed,developed and tested an online studymaterial. It includes basic pre-university mathematics, indications for correct follow-up of this content and recommendations for finding appropriate support and complementarymaterials. Many different resources are used,depending on the characteristics of thecontents: Flash sequences, interactive applets, WIRIS calculators and PDF files.During the last semester, the new study material has been tested with 119 students. The academic results and student satisfaction have allowed us to outline and prioritise future lines of action.
Resumo:
Peer-reviewed
Resumo:
Teachers of the course Introduction to Mathematics for Engineers at the UOC, an online distance-learning university, have designed and produced online study material which includes basic pre-university mathematics, instructions for correct follow-up of this content and recommendations for finding appropiate support and complementary materials.
Resumo:
The teaching of higher level mathematics for technical students in a virtual learningenvironment poses some difficulties, but also opportunities, now specific to that virtuality.On the other hand, resources and ways to do now manly available in VLEs might soon extend to all kinds of environments.In this short presentation we will discuss anexperience carried at Universitat Oberta deCatalunya (UOC) involving (an on line university), first, the translation of LaTeX written existent materials to a web based format(specifically, a combination of XHTML andMathML), and then the integration of a symbolic calculator software (WIRIS) running as a Java applet embedded in the materials, intending to achieve an evolution from memorising concepts and repetitive algorithms to understanding and experiment concepts and the use of those algorithms.
Resumo:
Aquest projecte és una part d’un projecte més ampli consistent en estudiar un format gràfic que permeti exportar una escena modelada en Blender i importar aquesta mateixa escena en un entorn interactiu basat en Visual C++ amb OpenGL. D’aquesta forma, disposem de la capacitat de modelat de Blender i de la interacció i visualització de la llibreria OpenGL. Aquest format ha de representar geometria i textures imprescindiblement, i si és possible, d’altres factors importants com il·luminació, visualització i moviment. La part del projecte explicada en aquesta memòria consisteix en estudiar el format gràfic més adient per representar els diferents factors de realisme de l’escena (geometria, textura, etc.) havent triat el format OBJ per la seva capacitat de representació i fàcil edició. Per a provar el format, s’ha dissenyat un diorama de pessebre utilitzant les capacitats de modelatge de Blender. Pel que respecta les figures, aspecte important per a considerar l’escena com a pessebre, s’ha utilitzat un escàner 3D que ha obtingut representacions de malla 3D, a partir de figures reals de pessebre, que posteriorment han estat texturades. S’ha generat un vídeo del diorama de pessebre que permet veure’n tots els detalls navegant amb el punt de vista per l’escena. Aquest vídeo s’ha exposat en la mostra de pessebres de la Associació Pessebrista de Sabadell el Nadal del 2008.
Resumo:
Implementarem un Entorn Virtual d’Aprenentatge (EVA) per a l'escola Arrels-Blanquerna de Badalona. Instal·larem un Moodle perquè els alumnes puguin reforçar els aprenentatges adquirits a les classes i realitzar activitats proporcionades pel docent. Farem servir les eines que proporciona GoogleApps per l’elaboració i modificació dels diferents documents que es facin servir, i per la comunicació a través de correu electrònic. Per últim, construirem una pàgina web amb el programari Joomla! que serà útil per penjar noticies relacionades amb el projecte eduCAT1x1 i com a punt d’enllaç amb les diferents plataformes.
Resumo:
La llegada de las tecnologías de la información, y su uso cada vez mayor y generalizado que se está haciendo de ellas, ha permitido para que una nueva situación aparezca que, a su vez, ha originado - de hecho, que ha precipitado - una serie de cambios de gran importancia en todos los niveles, pero especialmente en los niveles sociales, económicos y culturales. Este nueva escena ha tenido una gran influencia en el entorno pedagógico. De hecho, la aparición de nuevos modelos educativos como resultado de este cambio ha estado sucediendo de una manera continuada e ininterrumpida durante la década pasada. Estos cambios recientes en los sistemas actuales de enseñanza y de aprendizaje han significado un aumento y un cambio en el tipo de demandas hechas desde las bibliotecas y los centros de documentación.