895 resultados para educational media


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En México, se legisló en octubre del 2011 la universalización de la educación media superior. En este contexto el artículo aborda los retos que presenta esta decisión desde la perspectiva de la oferta educativa en sus diferentes modalidades pero también los sentidos del bachillerato para los estudiantes, el nuevo público rural y los problemas de abandono escolar. Discute el tema de la diversificación necesaria y la desigualdad que la acompaña. Caracteriza la Reforma de la Educación Media Superior y la instauración del Sistema Nacional de Bachillerato desde un enfoque administrativo de la gestión y termina apuntando aspectos que habría que fortalecer desde una perspectiva pedagógica y de los sujetos. El escrito se sustenta por un lado en documentos oficiales y en datos del Instituto Nacional para la Evaluación de la Educación y por el otro en hallazgos de la línea de investigación cualitativa "Jóvenes y bachillerato"

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El presente trabajo pretende reflexionar sobre los desafíos que la sociedad atravesada por las tecnologías le presenta a las prácticas educativas. Para esto nos introduciremos en el contexto uruguayo y en el Plan CEIBAL específicamente, como ejemplo de una política educativa que busca acompasar la educación con la realidad actual. Como futuros docentes de Historia, nos interesa profundizar en la educación en y con las tecnologías como alternativa didáctica para superar las dificultades pedagógicas que se plantean a partir de los obstáculos historiográficos que presenta la Edad Media

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En este artículo analizamos el papel de la escuela en la producción y reproducción de la desigualdad social, a partir de una investigación realizada en veinticuatro escuelas medias de Ciudad de Buenos Aires y las provincias de Buenos Aires, Neuquén y Salta. Centrándonos en entrevistas a directivos de las escuelas. Tomaremos como ejes de análisis la percepción de los nuevos sectores sociales que se incorporan a la escuela secundaria y el cambio de funciones educativas y la definición de horizontes para la acción escolar. Buscaremos identificar cómo aparece la desigualdad social, y debatiremos si ella no es, a su turno, producida también desde la escuela media.

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El presente trabajo pretende reflexionar sobre los desafíos que la sociedad atravesada por las tecnologías le presenta a las prácticas educativas. Para esto nos introduciremos en el contexto uruguayo y en el Plan CEIBAL específicamente, como ejemplo de una política educativa que busca acompasar la educación con la realidad actual. Como futuros docentes de Historia, nos interesa profundizar en la educación en y con las tecnologías como alternativa didáctica para superar las dificultades pedagógicas que se plantean a partir de los obstáculos historiográficos que presenta la Edad Media

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En México, se legisló en octubre del 2011 la universalización de la educación media superior. En este contexto el artículo aborda los retos que presenta esta decisión desde la perspectiva de la oferta educativa en sus diferentes modalidades pero también los sentidos del bachillerato para los estudiantes, el nuevo público rural y los problemas de abandono escolar. Discute el tema de la diversificación necesaria y la desigualdad que la acompaña. Caracteriza la Reforma de la Educación Media Superior y la instauración del Sistema Nacional de Bachillerato desde un enfoque administrativo de la gestión y termina apuntando aspectos que habría que fortalecer desde una perspectiva pedagógica y de los sujetos. El escrito se sustenta por un lado en documentos oficiales y en datos del Instituto Nacional para la Evaluación de la Educación y por el otro en hallazgos de la línea de investigación cualitativa "Jóvenes y bachillerato"

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En este artículo analizamos el papel de la escuela en la producción y reproducción de la desigualdad social, a partir de una investigación realizada en veinticuatro escuelas medias de Ciudad de Buenos Aires y las provincias de Buenos Aires, Neuquén y Salta. Centrándonos en entrevistas a directivos de las escuelas. Tomaremos como ejes de análisis la percepción de los nuevos sectores sociales que se incorporan a la escuela secundaria y el cambio de funciones educativas y la definición de horizontes para la acción escolar. Buscaremos identificar cómo aparece la desigualdad social, y debatiremos si ella no es, a su turno, producida también desde la escuela media.

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The multimedia development that has taken place within the university classrooms in recent years has caused a revolution at psychological level within the collectivity of students and teachers inside and outside the classrooms. The slide show applications have become a key supporting element for university professors, who, in many cases, rely blindly in the use of them for teaching. Additionally, ill-conceived slides, poorly structured and with a vast amount of multimedia content, can be the basis of a faulty communication between teacher and student, which is overwhelmed by the appearance and presentation, neglecting their content. The same applies to web pages. This paper focuses on the study and analysis of the impact caused in the process of teaching and learning by the slide show presentations and web pages, and its positive and negative influence on the student’s learning process, paying particular attention to the consequences on the level of attention within the classroom, and on the study outside the classroom. The study is performed by means of a qualitative analysis of student surveys conducted during the last 8 school Civil Engineering School at the Polytechnic University of Madrid. It presents some of the weaknesses of multimedia material, including the difficulties for students to study them, because of the many distractions they face and the need for incentives web pages offer, or the insignificant content and shallowness of the studies due to wrongly formulated presentations.

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Mode of access: Internet.

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The Australian media's interest in education, as in many Anglophone countries, is frequently dominated by concerns about boys in schools. In 2002, in a country region of the Australian State of Queensland, this concern was evident in a debate on the merits of single sex schooling that took place in a small local newspaper. The debate was fuelled by the inclusion in this newspaper of an advertising brochure for an elite private girls' school. The advertisement utilized the current concerns about boys in schools to advocate the benefits of girls' only schools. Drawing on research that suggests that boys are a problem in school, and utilising a peculiar mix of liberal feminism alongside a neo-liberal class politics, it implicitly denigrated the education provided by government co-educational schools. The local government high and primary school principals, incensed at this advertisement, contacted the paper to refute many of its claims and assumptions and to assert the benefits, to both boys and girls, of their particular schools. A letters to the editor debate then followed an article representing these government school principals' views. These letters were from two private school principals. This country newspaper thus became a medium through which various school principals engaged with the current boys' debate, and research associated with it, in order to market their schools. This paper examines this particular newspaper debate and argues that, in the absence of nuanced, research based, and thoughtful policy responses to gender issues, many school policies on gender are being shaped through and by the media in ways that elide the complexities of the issues involved.

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Our extensive research has indicated that high-school teachers are reluctant to make use of existing instructional educational software (Pollard, 2005). Even software developed in a partnership between a teacher and a software engineer is unlikely to be adopted by teachers outside the partnership (Pollard, 2005). In this paper we address these issues directly by adopting a reusable architectural design for instructional educational software which allows easy customisation of software to meet the specific needs of individual teachers. By doing this we will facilitate more teachers regularly using instructional technology within their classrooms. Our domain-specific software architecture, Interface-Activities-Model, was designed specifically to facilitate individual customisation by redefining and restructuring what constitutes an object so that they can be readily reused or extended as required. The key to this architecture is the way in which the software is broken into small generic encapsulated components with minimal domain specific behaviour. The domain specific behaviour is decoupled from the interface and encapsulated in objects which relate to the instructional material through tasks and activities. The domain model is also broken into two distinct models - Application State Model and Domainspecific Data Model. This decoupling and distribution of control gives the software designer enormous flexibility in modifying components without affecting other sections of the design. This paper sets the context of this architecture, describes it in detail, and applies it to an actual application developed to teach high-school mathematical concepts.

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Background: Oral anticoagulation (OAC) reduces stroke risk in patients with atrial fibrillation (AF); however it is still underutilized and sometimes refused by patients. Two inter-related studies were undertaken to understand the experiences and what influences this un- derutilisation of warfarin treatment in AF patients. These studies explored physician and patient experiences of AF and OAC treatment. The paper focuses on specific sub-themes from the study that explored patients’ experiences will be discussed. Aim: The study in question aimed to explore the experiences which influence patients’ decisions to accept, decline or discontinue OAC. Methods: Semi-structured individual interviews with patients were con- ducted. Three sub-groups of patients (n = 11) diagnosed with AF were interviewed; those who accepted, refused, and who discontinued war- farin. Interpretative phenomenological analysis (IPA) was used to examine the data. IPA is a qualitative method that focuses on how participants make sense of an experiences phenomenon Results: Three over-arching themes comprised patients’ experiences: (i)the initial consultation, (ii) life after the consultation, and (iii) patients’reflections. In the last theme, patients reflected on their perceptions ofaspirin and warfarin. Aspirin was perceived as a natural wonder-drugwhile warfarin was perceived as a dangerous drug usually given to peo-ple at the end of their life. Interestingly they perceive both drugs as‘old’. However, for aspirin it had a positive association, old meaningtried and tested. While for warfarin, old meant ‘has been around fortoo long’.Conclusion: Media had an important role in how patients’ perceptionsof these two drugs were influenced. Literature shows that framingtechniques, i.e. using certain words or phrases such as ‘rat poison’, areprocesses adopted by media to alter medical knowledge into lay per-son’s language. Patients in turn form negative cognitive schemas,between the word ‘poison’ and warfarin, leading to the negative per-ception of warfarin which could influence non-adherence to treatment.This qualitative research highlighted the potential influences of themedia on AF patient perceptions commencing OAC treatment. Theassociation between media stimuli and patient perceptions on OACshould be further explored. The influential power of lay-media couldalso be instrumental in disseminating appropriate educational materialto the public

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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.