3 resultados para Computação Algébrica
em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal
Resumo:
A todos os alunos deve ser proporcionada uma aprendizagem da álgebra que promova o desenvolvimento da linguagem e do pensamento algébrico, no entanto este é um dos temas da matemática relativamente ao qual os alunos continuam a apresentar muitas dificuldades. Este estudo tem como objetivo compreender como os alunos de 8.º ano aprendem álgebra e, em particular, como desenvolvem o seu pensamento algébrico. Tendo em conta a complexidade deste objetivo, houve a necessidade de centrar o estudo em duas questões: (a) Que dificuldades manifestam os alunos na aprendizagem da álgebra? (b) De que forma a atividade matemática do aluno pode influenciar a aprendizagem da álgebra e o desenvolvimento do pensamento algébrico? A investigação seguiu uma metodologia qualitativa, no paradigma interpretativo, e incide no trabalho desenvolvido pelos alunos de uma turma de 8.º ano da qual a investigadora é professora. A recolha de dados baseou-se na observação direta dos comportamentos dos alunos, que foram registados através de anotações, da gravação de áudio e vídeo de algumas aulas e, ainda, em documentos produzidos pelos alunos. Procurou-se evidenciar os momentos onde ocorreram as principais aprendizagens e o desenvolvimento do pensamento algébrico. A experiência decorre ao longo do desenvolvimento dos tópicos de Funções e Equações e baseia-se na aplicação de um diversificado número de tarefas. As propostas de trabalho escolhidas pretendem proporcionar aos alunos experiências significativas para a aprendizagem da álgebra, promover o trabalho em grupo e a discussão na turma. Os resultados mostram que é necessário compreender as dificuldades que os alunos apresentam na álgebra, para lhes poder proporcionar uma aprendizagem contextualizada e com significado. Ao longo deste estudo foram muitas as dificuldades apresentadas pelos discentes, mas também se verificaram aprendizagens algébricas significativas que contribuíram para o desenvolvimento da linguagem e do pensamento algébrico nos mesmos.
Resumo:
This project aimed to create a communication and interaction channel between Madeira Airport and its passengers. We used the pre-existent touch enabled screens at the terminal since their potential was not being utilised to their full capacity. To achieve our goal, we have followed an agile strategy to create a testable prototype and take advantages of its results. The developed prototype is based on a plugin architecture turning it into a maintainable and highly customisable system. The collected usage data suggests that we have achieved the initially defined goals. There is no doubt that this new interaction channel is an improvement regarding the provided services and, supported by the usage data, there is an opportunity to explore additional developments to the channel.
Resumo:
As digital systems move away from traditional desktop setups, new interaction paradigms are emerging that better integrate with users’ realworld surroundings, and better support users’ individual needs. While promising, these modern interaction paradigms also present new challenges, such as a lack of paradigm-specific tools to systematically evaluate and fully understand their use. This dissertation tackles this issue by framing empirical studies of three novel digital systems in embodied cognition – an exciting new perspective in cognitive science where the body and its interactions with the physical world take a central role in human cognition. This is achieved by first, focusing the design of all these systems on a contemporary interaction paradigm that emphasizes physical interaction on tangible interaction, a contemporary interaction paradigm; and second, by comprehensively studying user performance in these systems through a set of novel performance metrics grounded on epistemic actions, a relatively well established and studied construct in the literature on embodied cognition. The first system presented in this dissertation is an augmented Four-in-a-row board game. Three different versions of the game were developed, based on three different interaction paradigms (tangible, touch and mouse), and a repeated measures study involving 36 participants measured the occurrence of three simple epistemic actions across these three interfaces. The results highlight the relevance of epistemic actions in such a task and suggest that the different interaction paradigms afford instantiation of these actions in different ways. Additionally, the tangible version of the system supports the most rapid execution of these actions, providing novel quantitative insights into the real benefits of tangible systems. The second system presented in this dissertation is a tangible tabletop scheduling application. Two studies with single and paired users provide several insights into the impact of epistemic actions on the user experience when these are performed outside of a system’s sensing boundaries. These insights are clustered by the form, size and location of ideal interface areas for such offline epistemic actions to occur, as well as how can physical tokens be designed to better support them. Finally, and based on the results obtained to this point, the last study presented in this dissertation directly addresses the lack of empirical tools to formally evaluate tangible interaction. It presents a video-coding framework grounded on a systematic literature review of 78 papers, and evaluates its value as metric through a 60 participant study performed across three different research laboratories. The results highlight the usefulness and power of epistemic actions as a performance metric for tangible systems. In sum, through the use of such novel metrics in each of the three studies presented, this dissertation provides a better understanding of the real impact and benefits of designing and developing systems that feature tangible interaction.