33 resultados para Learning experiences

em Consorci de Serveis Universitaris de Catalunya (CSUC), Spain


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In this paper we look at how a web-based social software can be used to make qualitative data analysis of online peer-to-peer learning experiences. Specifically, we propose to use Cohere, a web-based social sense-making tool, to observe, track, annotate and visualize discussion group activities in online courses. We define a specific methodology for data observation and structuring, and present results of the analysis of peer interactions conducted in discussion forum in a real case study of a P2PU course. Finally we discuss how network visualization and analysis can be used to gather a better understanding of the peer-to-peer learning experience. To do so, we provide preliminary insights on the social, dialogical and conceptual connections that have been generated within one online discussion group.

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This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.

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User retention is a major goal for higher education institutions running their teaching and learning programmes online. This is the first investigation into how the senses of presence and flow, together with perceptions about two central elements of the virtual education environment (didactic resource quality and instructor attitude), facilitate the user¿s intention to continue e-learning. We use data collected from a large sample survey of current users in a pure e-learning environment along with objective data about their performance. The results provide support to the theoretical model. The paper further offers practical suggestions for institutions and instructors who aim to provide effective e-learning experiences.

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This paper presents practical experiences using Open educational Resources (OER) for basic and elementary education (K12), educational research and research training on two inter-institutional projects with the collaboration of thirteen higher education institutions and with the support of the Corporación de Universidades para el Desarrollo del Internet (CUDI) and by the Consejo Nacional de Ciencia y Tecnología (CONACYT) of Mexico and hosted by the Tecnológico de Monterrey. The first initiative is titled "Knowledge Hub for K-12 Education" with the main goal of enrich a catalog of Open Educational Resources for basic and elementary education (K-12) for Mexico and Spanish speaking countries in Latin-America. The main goal of the second initiative is to build a collection of Open Educational Resources for Mobile Learning to address the issue of educational research and research training.

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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.

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El projecte del grup de treball en el portafoli d’aprenentatge de l'estudiant de la UPC (GtPoE) ha tingut una durada d'un any i s'ha realitzat a la Universitat Politècnica de Catalunya. Els objectius del projecte, que majoritàriament s’han assolit, han estat essencialment: (1) formació d'un grup d’interès per impulsar el portafoli i portafoli electrònic com a eines d'avaluació vàlides en el context nou de l'EEES, format per professors de la UPC i d’altres universitats que s’han volgut incorporar; (2) posta a punt i ús d’una plataforma intranet i web per a la coordinació del grup i exposició de materials; (3) realització de seminaris específics amb ponents expert en aquesta matèria per assolir les bases de la metodologia; (4) assaig per part de professors del grup de treball, d’experiències del portafoli de l’estudiant en assignatures tant obligatories com optatives en diversos centres de la UPC, i la introducció del portafoli de la carrera (o carpeta de competències) en l’EPSC; (5) adquirir documentació i referències bibliogràfiques sobre aquesta eina del portafoli i altres tècniques d’innovació docent; i (6), participar en congressos i jornades per explicar els resultats del projecte. Actualment, al final d’aquest projecte, el grup té 26 membres i la voluntat de continuar desenvolupant la tasca d’inserció del portafoli en els nous plans d’estudis. Així com també es treballa coordinadament amb els altres grups d’interès que s’han format al voltant de l’ICE de la UPC a l'entorn de la innovació docent, al mateix temps que es participa en les activitats que desenvolupa la RED E-Portfolio a nivell estatal amb objectius similars coordinada per professors de la UOC.

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Este Proyecto Fin de Carrera, pertenece al área de 'Competencias profesionales' y tiene como objetivo el análisis de diversas experiencias de enseñanza-aprendizaje y de evaluación de competencias transversales, haciendo hincapié en la competencia de la comunicación escrita, dentro de la formación de currículos TIC. El análisis se centra en los planes de estudios del Grado en Ingeniería Informática de 10 universidades españolas representativas (públicas, privadas y a distancia) como representación de la "nueva" formación de currículos TIC en nuestra sociedad.

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Análisis de experiencias de enseñanza-aprendizaje de la competencia comunicativaescrita a nivel de Ingeniería Informática.

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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.

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E-learning arises in all educative contexts and levels with the use of information and communication technologies and massive access to internet connected computers. On the other hand, the fast development of social networking tools and web 2.0 technologies are producing an evolution of e-learning towards what is called a learning 2.0 paradigm. In this short paper weshall present the main technologies and pedagogical issues related to that new way of learning and how we can use them to improve the acquisition of competences and new knowledge.

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Peer-reviewed

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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.

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This thesis seeks to answer the question: how do the participation experiences of young girl immigrant contribute to citizenship learning? Citizenship learning in youth comes from different contexts(family, school, friends and leisure and ambiguous) –where participation experiences take place–, combined with interpersonal relationships and personal dispositions (BiestaLawy& Kelly, 2009). So that, I want to know which are the young girl immigrants’ contextsand relationships and which kind of learning comes from each one. In addition, being young, girl and immigrant, are categories to take into account to understand their learnings.