5 resultados para learning technology

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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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 Ciência da Computação - IBILCE

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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Pós-graduação em Psicologia do Desenvolvimento e Aprendizagem - FC

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Fieldbus communications networks are a fundamental part of modern industrial automation technique. This paperwork presents an application of project-based learning (PBL) paradigm to help electrical engineering students grasp the major concepts of fieldbus networks, while attending a one-term long, elective microcontroller course. © 2012 IEEE.