23 resultados para Learning context
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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A Pesquisa Narrativa de Clandinin & Connelly (2000) compreende a experiência humana como histórias vividas e contadas. Nesta abordagem qualitativa de pesquisa, os participantes contam histórias e os pesquisadores as recontam e as reconstroem por meio de narrativas acerca das experiências. Tendo este arcabouço metodológico como orientador de nossos procedimentos de pesquisa, neste artigo investigamos nossa experiência compartilhada de aprendizagem in-tandem do português e do italiano - no caso, uma experiência de oito meses por meio de um tandem face-a-face. Neste período, vivenciamos e coletamos dados acerca de nosso processo de aprender a língua um do outro: anotações de campo, mensagens reflexivas de e-mail trocadas durante o período e o conteúdo anotado durante as aulas. Ao reviver nossas histórias vividas durante aquele período, por meio da narrativa aqui apresentada, ressaltamos os elementos de identidade no nosso tandem que acreditamos estarem relacionados à aprendizagem. Também individuamos os elementos desencadeadores de identidade específicos deste contexto de aprendizagem.
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Redes neurais pulsadas - redes que utilizam uma codificação temporal da informação - têm despontado como uma promissora abordagem dentro do paradigma conexionista, emergente da ciência cognitiva. Um desses novos modelos é a rede neural pulsada com função de base radial, que é capaz de armazenar informação nos tempos de atraso axonais dos neurônios. Um algoritmo de aprendizado foi aplicado com sucesso nesta rede pulsada, que se mostrou capaz de mapear uma seqüência de pulsos de entrada em uma seqüência de pulsos de saída. Mais recentemente, um método baseado no uso de campos receptivos gaussianos foi proposto para codificar dados constantes em uma seqüência de pulsos temporais. Este método tornou possível a essa rede lidar com dados computacionais. O processo de aprendizado desta nova rede não se encontra plenamente compreendido e investigações mais profundas são necessárias para situar este modelo dentro do contexto do aprendizado de máquinas e também para estabelecer as habilidades e limitações desta rede. Este trabalho apresenta uma investigação desse novo classificador e um estudo de sua capacidade de agrupar dados em três dimensões, particularmente procurando estabelecer seus domínios de aplicação e horizontes no campo da visão computacional.
Resumo:
This paper is a qualitative ethnographic study that aims to present reflections on negotiation events in teletandem interactions, a synchronous telecollaborative context of language learning, within the scope of the interaction strategies adopted by participants to achieve comprehensibility. The project Teletandem Brasil: foreign languages for all (Telles, 2006) matches up native or proficient speakers of a foreign language with Brazilian undergraduate students to learn each other's language, by communicating synchronically with application softwares like Skype, Oovoo or MSN. on this paper, based on the interpretive perspective of Hermeneutics, we analyze excerpts of teletandem interactions of partnerships established between students of a Brazilian university and American universities. The excerpts presented here have been taken from different moments of the research studies conducted at the teletandem laboratories of UNESP Assis and Sao Jose do Rio Preto and are part of the database of the works of Santos (2008) and Garcia (2010). In this article, in the data analysis, we highlight the focus on form and on lexicon as characteristics of the interactions and analyze how the negotiations happen in this learning context mediated by technology. Among results we may highlight the prevailing of external feedback as a trigger to negotiation moves, the occurrence of adjustment processes between participants to get adapted to each other's interaction behavior, as well as the evolution of this behavior as interactants get familiarized with the computer-mediated communication context, under the shape of changes in the participants choices regarding negotiation of meaning along their interaction experience.
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Pós-graduação em Educação - FFC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Pós-graduação em Estudos Linguísticos - IBILCE
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Digital data sets constitute rich sources of information, which can be extracted and evaluated applying computational tools, for example, those ones for Information Visualization. Web-based applications, such as social network environments, forums and virtual environments for Distance Learning, are good examples for such sources. The great amount of data has direct impact on processing and analysis tasks. This paper presents the computational tool Mapper, defined and implemented to use visual representations - maps, graphics and diagrams - for supporting the decision making process by analyzing data stored in Virtual Learning Environment TelEduc-Unesp. © 2012 IEEE.
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This paper presents a study about the role of grammar in on-line interactions conducted in Portuguese and in English, between Brazilian and English-speaking interactants, with the aim of teaching Portuguese as a foreign language (PFL). The interactions occurred by means of chat and the MSN Messenger, and generated audio and video data for language analysis. Grammar is dealt with from two perspectives, an inductive and a deductive approach, so as to investigate the relevance of systematization of grammar rules in the process of learning PFL in teletandem interactions.
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One of the most important characteristics of intelligent activity is the ability to change behaviour according to many forms of feedback. Through learning an agent can interact with its environment to improve its performance over time. However, most of the techniques known that involves learning are time expensive, i.e., once the agent is supposed to learn over time by experimentation, the task has to be executed many times. Hence, high fidelity simulators can save a lot of time. In this context, this paper describes the framework designed to allow a team of real RoboNova-I humanoids robots to be simulated under USARSim environment. Details about the complete process of modeling and programming the robot are given, as well as the learning methodology proposed to improve robot's performance. Due to the use of a high fidelity model, the learning algorithms can be widely explored in simulation before adapted to real robots. © 2008 Springer-Verlag Berlin Heidelberg.
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This article presents considerations about viability on reutilize existing web based e-Learning systems on Interactive Digital TV environment according to Digital TV standard adopted in Brazil. Considering the popularity of Moodle system in academic and corporative area, such system was chosen as a foundation for a survey into its properties to create a specification of an Application Programming Interface (API) for convergence to t-Learning characteristics that demands efforts in interface design area due the fact that computer and TV concepts are totally different. This work aims to present studies concerning user interface design during two stages: survey and detail of functionalities from an e-Learning system and how to adapt them for the Interactive TV regarding usability context and Information Architecture concepts.