51 resultados para Clinical learning environment


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Educação - FFC

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O jogo de empresas Mercado Virtual foi desenvolvido para mediar o processo ensino-aprendizagem na área de tomada decisão e gestão de empresas e tem um banco de dados que armazena as decisões dos alunos. Os dados nele armazenados foram analisados em relação ao balanceamento de capacidade, objetivo de lucro e uso de recursos financeiros da empresa e foram encontradas incoerências entre os conteúdos pertinentes ao modelo e as decisões dos alunos. Elas foram classificadas como lacunas de aprendizado. Com o objetivo de analisar se as mesmas se repetem entre alunos do Programa de Mestrado Engenharia de Produção da UNESP de Bauru e Mestrado Integrado em Engenharia Industrial e Gestão da Uminho de Guimarães, Portugal, foram realizados dois experimentos, um em cada grupo. Para realizá-los utilizou-se o jogo Mercado Virtual e uma planilha de dimensionamento da empresa nos dois locais. A Sala de Estudos, os indicadores e o questionário de pesquisa da opinião foram utilizados somente em Portugal. Os resultados mostraram que o jogo é capaz de evidenciar as diferenças de domínio de conteúdo nos dois grupos e, também, que estas diferenças estão associadas aos projetos dos cursos. Sendo uma pesquisa exploratória, os experimentos foram realizados considerando-se somente os controles do jogo. Por isso, propõe-se a realização de pesquisas adicionais combinando controle sobre algumas das variáveis relacionadas do uso do jogo e atuação sobre aprendizagem dos alunos na forma de entrevistas e pesquisas não estruturadas. Conforme previsto, a pesquisa mostrou que os jogos podem ser utilizados com objetivos de aprendizagem mais amplos, considerando-se a avaliação indireta e cruzada sobre as decisões tomadas pelos alunos, como é o caso dos indicadores. Outra contribuição importante da pesquisa refere-se ao uso de jogos de empresas sob condições pouco controladas, ou seja, não houve...

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This article aims to contribute to the process of inclusion of students with disabilities in regular schools by reporting the results of a survey that aimed to verify whether Learning Objects (LO) are efficient tools in constructing teaching and learning of subject content within the inclusive education context. Participant, tutor and trainer experiences of a distance learning Ministry of Education (MEC) course on Assistive Technology were analyzed. The course was offered to public schools teachers from all over the country. The course activities were recorded in a Virtual Learning Environment (VLE) called TelEduc, along with group reports of course participants. Three categories were selected for data analysis: a) interactivity and feedback from the team trainer; b) applicability of the content covered in the course, and c) new learning. The results showed that LO can promote the learning of subject content. Having been designed as educational resources to support teaching and learning, they can enhance educational inclusion of people with disabilities. As for the process of distance formation for teachers, the course contributed to consolidating sound and efficient training of participants by providing: a closer encounter with the world of technology, the possibility of integration of technology in the classroom; conducting theoretical and practical studies, appreciation of diversity and all students' potential; innovations in strategies and learning resources and reflective action.

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The pedagogical context can become a mediator between teaching and learning process. In a research conducted to obtain a Master’s degree, I could see how intentional organized environment refl ects in the knowledge appropriation and internalization historically produced. The objective of this study is to raise hypothesis about the favoring of the potentiating context of learning in the development of the individual with the Attention Defi cit Hyperactivity Disorder (ADHD) as well as on the organization of pedagogic environment to mediate the actions of teaching and reading learning. It is the concern to meet children with behavior considered inappropriate for the classroom environment and failure before situations that involve them. The hypothesis is that when the teaching and learning environment provides motivation to the student and awakens in him the desire to produce knowledge and take ownership of it, it is possible that it may have a potentiating development of learning. As theoretical support, I used texts from Luria (1987, 1994), Vygotsky (1994), Vigotskii, Luria and Leontiev (1998), Beaton (2005),Graeff and Vaz (2008), Pastura, Mattos and Araujo (2005). The bibliographic research was the methodology used for the study.

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This research aims to investigate the possible causes for the dropout of participants under instruction in distance courses. Data gathered from the Specialization Course in Specialized Educational Support Services - SES, sponsored by the Department for Continuing Education, Literacy and Diversity of the Ministry of Education - SECAD / MEC - and the Open University of Brazil – OUB, will be analyzed. The objective of the course is to graduate teachers who work in classrooms equipped with multifunctional resources in regular schools to give specialized educational support for students with special educational needs marked by disabilities, global development disorders and high abilities/highly gifted students. In order to analyze dropout data in the first semester of the ongoing course, a sample of 1349 participants enrolled in the distance course was considered; 216 of these had their enrollment cancelled on request or because they stopped accessing the Virtual Learning Environment - VLE / Teleduc Platform showing no interest in the course. However, the information below aims to present and discuss only the tabulated data of the 98 participants who requested to have their enrollment officially cancelled by submitting the online dropout term. The findings showed the main reasons for dropping out were personal problems, lack of time to commit to an ongoing distance course, difficulty using ICT and the tools available in the VLE. The research also highlighted the importance of developing digital inclusion initiatives as well as on-site supporting poles as a way to soften the barriers of technological accessibility and the dropout rate in this kind of courses.

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In this paper we discuss the importance of a methodological perspective of solving problems as a sustaining process of teaching mathematics situated on the perspective of concept formation. Organizing a significant didactic situation for students imposes the need to study the interaction between them and the teacher and between them and their mathematical knowledge, learning environment in which the mere transmission of content gives way to contextualization, to historicizing and handling of topics from intuitive and everyday situations for the student. Thus, we understand mathematics as a fundamental language for the creation of theoretical thinking as a whole. We made use of documental analysis and classroom situations aiming at the use of instructional procedure related to the resolution of problems with the purpose of overcoming some representations about the process of teaching and learning mathematics which is strongly marked by imitative-repetitive algorithmic procedures. Considering mathematics as an investigation discipline, we point out renewal prospects for the curricula of this discipline, which are concrete in the movement of cultural action of the school itself as the cell generating discussion.

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This work includes an analysis about the distance learning Online. By bibliographic researches were was observed some Distance Learning peculiarities in Brazil, since its implementation until the present days. Was considered aspects of activities the teachers, main problems, advantages, needed resources for implementation the distance learning course and the approach on a virtual learning environment. (TelEduc) The text was written from books, articles and web pages related to Online distance learning in order to provide the reader an overview of this teaching modality increasingly growing in Brazil

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The current curriculum policy of the Secretary of Education in the State of Sao Paulo introduced into the education environment the Registrar of Teacher and Student - support material to ease the teacher's work and the student's learning, in order to address all the curriculum components created as strategy of learning. The resulting guidelines that aim to transform the everyday policies of educational institutions and the individuals who compose them, are incorporated into the school experience. These decisions, however, do not transfer into life outside the learning environment nor are they translated into the work of the teachers exactly as their creators intended. Thus, in order to better understand the curriculum policies introduced by the Registrar in schools, it is essential to comprehend the viewpoint of the teachers who themselves are both the targets and agents of curriculum policy, and later the Registrar. For that was made reflexive interviews with eigth teachers that teach in São Paulo metropolitan region, than we could see that they adapt their external determinations in their own reality

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This paper aims at discussing the characteristics of computer mediated language within a foreign language teaching and learning environment enabled by the use of synchronic writing resources – chat. The present research is based on (i) theoretical principles about the use of technologies and the teaching-learning of foreign languages in the scope of the Teletandem Brazil Project: Foreign languages for all – Projeto Teletandem Brasil: línguas estrangeiras para todos (TELLES, 2005); (ii) studies on the characteristics of the language within chat interactions; (iii) different theoretical perspectives on the relationship between spoken and written language, emphasizing the constitutive heterogeneity of writing perspective (CORRÊA, 1997, 1998, 2001); and (iv) some relevant concepts related to Prosodic Phonology field (NESPOR; VOGEL, 1986). Is being taken as research data, the written production of a Brazilian student (finishing a Licentiate in Literature) interacting with an American student (in Religious Studies) through Windows Live Messenger. The data were collected during a five-month period, during which the participants interacted through chat, totalizing 12 interactions in English and in Portuguese. During the analysis, a particular attention was given to the messages’ fragmentation, the use (or not) of punctuation signs and abbreviations within the Brazilian participant’s production, in order to discuss the representations she built of her writing, her interlocutor, herself and on the teaching-learning process of a foreign language.

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This paper discuss possibilities of use of 3D animation as a tool for teaching Chemistry support. The research proposes to investigate the conception process and development of educational animations to use in a Blended Learning environment in undergraduate chemistry. Associated with general chemistry teachers, were raised the demands and difficulties on the content transmission, and the most relevant topics, about "Atomic Theory" with propose to create appropriate animations to meeting needs of themes. Thinking about offering more dynamic materials, we elaborate animations in a format of "micro-documentary", with a length between 4 and 7 minutes. We use the narration aloud to the subject-matter understanding, leaving the external text as a complement of the animation. The conclusions are positives, students accepted well the format and they proved are able to remember, organize and systematize several information presented in animations. These skills don't ensure knowledge acquisition, but may be considered prerequisites to learning occur.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Pós-graduação em Educação - FFC

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In inclusive school there are many students and some with disabilities. One of the dimensions of human development of all people's is the sexuality, although there are erroneous beliefs about the relationship sexuality and disability. Teachers must be prepared to deal with the sexuality of their students with disabilities in school, and proposals of education in the form of distance education has been an alternative to the training. This article relate an educational proposal for teachers, linked to a part of the activities undertaken in the discipline "Human Development and Family" on a course of specialization in Special Education in Distance Education mode. Describes an educational object named "Game: challenges and actions in school" , that presented four situations on behaviors involving sexuality of students: question about sexuality, masturbation in the classroom, dating from students and discrimination an obese colleague. In each one, there was potential actions to the teachers choose and, consequently, its unfolding. The choice of actions would lead to the end of a "teacher profile", offering reflections. Teachers reported positive unsolicited comments about the content of the game. It is concluded that the proposal is an important educational tool used in the Virtual Learning Environment that can assist in teacher training courses in sexuality education.

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This article aims to discuss the use of business games for educational purposes taking into account evidence about the difficulty in managing financial resources. The use of business games is justified because the young generation tha are coming to the education system have grown up using business games, allowing a more motivating learning environment and stimulating investment and on how the concept to provide learning. Instead of pushing content well defined and wel-formatted for the student, promotes the use of games promote at the same time, a chalenge whose solution entails learning effort. Thus, the use of games affect educators, students and aducational institutions, requiring them new attitudes and patterns of thought about schooling. The elaboration of this article was based on experiences gained with the development and use of games for educational purposes, specifically the game "Mercado Virtual". Several articles have been published on research with indergraduates and postgraduate courses in business administration and engineering field. They have shown that the evaluation of the player, based on their decisions during the game, to detect specific aspects of learning. This exploratory research is based on data obteained in various experiments with the game Mercado Virtual.