50 resultados para Index Terms|Digital Learning Objects|Interactivity


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Presents a developing laboratory within History of Culture, subject taught in the Library and Archive Studies at UNESP (Marilia). The project is based upon the foundations of research line Information and Technology: students from the second under graduation year participate in the improving of 27 entries in Portuguese language Wikipedia. The aim is to capacitate for scientific reading and writing in digital media, habilitate for the information identification and recuperation and for the interpretation and understanding of formal and contents aspects and its reorganization. It includes activities of search, selection, remix and republishing of texts, images, audio and videos in the convergence of diverse hypertext information sources, supported by tutors with strategic abilities in digital environments. In this sense it was adhered to the international Wikipedia Foundation University Campus Ambassadors project. It’s also aimed to induce sharing and collaboration behaviors with the purpose of creating necessary habits for the informational empowerment in Brazil. As methodology is to optimize the work of individuals already trained in wiki culture and to create in within the subject information sharing programs with a more specialized bias, giving greater credibility to the digital environment. The environment syntaxes helps in the learning of the complementary skills of reading and writing and offers itself as an open repository from which information can be reused. It is, thus, an empowerment strategy in the search of autonomy and self reliance considering intersemiotic knowledge in the edition, visualization and understanding of information in the social web. A second step of a verifying research on the environment’s credibility after the consolidation and dissemination of the entries improvement work is proposed.

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With the development of Digital TV, the equipments are becoming more and more modernized in order to popular- ize the information that soon might reach all Brazilian families. That way, we open a space for discussion about the many directions that the usability applied on ISDB-Tb interactivity (Brazilian System of Digital Television) can take. This paper approaches the questions connected to the concept of usability and also the subjects related to the life cycle of some technologies (existence time, obsolescence) Also talks with the definition of interactivityon Digital Television since it is responsible for the emergence of a new contingent of interacting people which goes from the computer and portable equipments users to the passive TV viewers. It’s possible to conclude that the Human-Digital TV Interaction (HDTVI) comprehends the synergy between three actants on Digital TV: the col- lective (or not) TV viewer; the interface and the issuer who can be represented by an Artificial Intelligence (AI) service.

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Objective: The aim of this study was to develop an educational oral health digital game for 5-to-7-year-old children. Method: The game, called “Dr. Trata Dente”, was based on the approach to three different oral health-related topics: a) bacterial plaque and the main diseases caused by it; b) oral hygiene methods for bacterial plaque control; c) dental caries and preventive measures for this disease. These topics were discussed in sequential order in three different stages of the game. Dr. Trata Dente is represented by the figure of a little super-hero dentist, who talks to the children about oral health during the game. The game is sub-divided according to its propositions to the children, into an association game, a memory game and a coloring game. After its development, the game was evaluated by three professionals of each of the following areas: Dentistry, Pedagogy and Psychology (n=9), who verified the suitability of the concepts presented in the game as regards oral health, linguistic abilities worked with the children, fulfillment of the intended didactic criteria, and the playful aspect of the game. Results: According to the dentists, the dental concepts presented in the game are adequate. According to the pedagogues, the choice of a super-hero was correct and the given explanations are well elaborated, organized and have accessible language, although long. For the psychologists, the game has a potential positive effect on the children’s learning, but there should be more interaction of the character with the children. After this evaluation, changes were made in the game according to the professionals’ suggestions. Conclusion: It was concluded that in spite of the suggested alterations, the game is suitable for teaching oral health by means of children’s play.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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This paper presents proposals for the use of interactivity in the telejournalism in an open television broadcaster and the consequences of this use. The issues raised here go beyond technical issues and also addresses issues of theoretical field. The fundamental purpose of this paper is to present interactive possibilities in television journalism as a way of providing this television format tools to keep up with technological changes in the field of production and sharing news. However, by using these tools, the television news is enabling reversal of two important hypotheses that describe the analog television journalism: Scheduling Hypothesis and the Spiral of Silence. To reach your main goal we used a theoretical framework relevant to the issues addressed here and a survey of some interactive applications for digital television developed specifically for TV newscast. From this instrument, we selected two sets of interactive features that can be employed, in general, newscasts, and how these features relate to the hypotheses of Scheduling and Spiral of Silence.