118 resultados para online-yhteisö


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Peer-reviewed

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Peer-reviewed

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This article presents an analysis on local participatory experiences in Catalonia,both online and in-person. The analysis is based on a database set up by theauthors. The article carries out an explanatory analysis of local participatoryinitiatives (on- and offline) taking into account political variables (not usually con-sidered in this kind of analysis) and also classical socio-economic variables thatcharacterize municipalities. Hence, we add a quantitative analysis to the numerouscase studies on local e-participation experiences. We have chosen Catalonia becauseit is one of the European regions with more initiatives and a considerable localgovernment support for citizen participation initiatives since the 1980s. Thearticle offers a characterization of these experiences and an explanatory analysis,considering: (i) the institutional context in which these experiences are embedded,(ii) the citizen participation processes and mechanisms online and (iii) a set ofexplanatory variables composed of the population size and the province to whichthe municipality belongs, the political tendency of the mayor, the electoral absten-tion rate, age, income, level of education, broadband connection and users of theInternet in the municipality. The model that we present is explanatory for munici-palities with more than 20,000 inhabitants but it is not for fewer than 20,000inhabitants. Actually, the majority of these latter municipalities have not developedany participatory activities. Among all the variables, population size is the mostinfluential variable and affects the influence of other variables, such as the politicalparty of the mayor, the local abstention rate and the province.

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Proyecto que incluye memoria, código fuente y binario (war desplegable en servidor de aplicaciones Java) del proyecto de "Juego online de preguntas y respuestas" creado como videojuego educativo de PFC para Ingeniería de Informática.

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Desenvolupament d'una aplicació web per al club de tenis Les Argelagues, que requereix d'alguna solució tecnològica que permeti dur a terme les tasques de gestió online de les seves pistes de pàdel i tenis.

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Implementació d'un servei que cerqui per Internet tota la informació que una empresa pugui requerir per fer-se una idea aproximada del que es diu d'ella a Internet -la seva reputació- i on es diu -llocs web-, per poder consultar aquesta informació de forma ràpida i clara.

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El éxito del comercio electrónico, el manejo de nuevas plataformas para llevar a cabo campañas de marketing online, la aparición de influenciadores como los blogs y las redes sociales o los nuevos formatos de publicidad de moda en la red son algunos de los puntos que se analizarán en esta disertación.

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Juego online basado en el conocido juego de preguntas y respuestas, que puede ser instalado en un servidor y atender peticiónes de multitud de jugadores. Incluye un chat y un visualizador de fotografías.

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The purpose of this paper is to show the perceptions of the academic staff of classical languages (ancient Greek and Latin) concerning use of online activities during their courses. The study was carried out in three countries: Greece (three major Universities), Spain (University of Barcelona) and the United States (University of California, Berkeley) with the participation of thirty-three academic instructors. Depending on the level of use and acceptance of the ICT and following G. Moore¿s classification, we separated the participating academics in three groups: the conservatives, the mainstream and the early adopters. The fact that the smallest group is the third clearly shows the necessity for teachers¿ preparation and training before introducing innovative projects in the classroom. Since the starting point for the application of innovation in the classroom is the teacher, policy makers should focus on helping them become conscious of changes in teaching methods and include their opinion during the design of innovative projects.

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The purpose of this paper is to show the perceptions of the academic staff of classical languages (ancient Greek and Latin) concerning use of online activities during their courses. The study was carried out in three countries: Greece (three major Universities), Spain (University of Barcelona) and the United States (University of California, Berkeley) with the participation of thirty-three academic instructors. Depending on the level of use and acceptance of the ICT and following G. Moore¿s classification, we separated the participating academics in three groups: the conservatives, the mainstream and the early adopters. The fact that the smallest group is the third clearly shows the necessity for teachers¿ preparation and training before introducing innovative projects in the classroom. Since the starting point for the application of innovation in the classroom is the teacher, policy makers should focus on helping them become conscious of changes in teaching methods and include their opinion during the design of innovative projects.

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Changes in written communications brought about by technology have led to a revolution in the concepts of literacy and, as a result, in students’ educational needs. However, teenagers appear to use technologies that involve new channels and text genres in the digital environment much more than in their everyday life than in an academic environment, because there is still too much distance between what schools offer students and their own reality. This article shows part of the findings of ethnographic and qualitative research in the line of new studies on teenagers’ critical literacy and vernacular writing practices in the asynchronous communication spaces online. The idea is to offer data and ideas to help overcome the current inertia and distance between some educational activities and young people’s communicative needs