1000 resultados para Ensenyament -- Treball en equip -- Estudi de casos
Resumo:
Collage is a pattern-based visual design authoring tool for the creation of collaborative learning scripts computationally modelled with IMS Learning Design (LD). The pattern-based visual approach aims to provide teachers with design ideas that are based on broadly accepted practices. Besides, it seeks hiding the LD notation so that teachers can easily create their own designs. The use of visual representations supports both the understanding of the design ideas and the usability of the authoring tool. This paper presents a multicase study comprising three different cases that evaluate the approach from different perspectives. The first case includes workshops where teachers use Collage. A second case implies the design of a scenario proposed by a third-party using related approaches. The third case analyzes a situation where students follow a design created with Collage. The cross-case analysis provides a global understanding of the possibilities and limitations of the pattern-based visual design approach.
Resumo:
This paper describes a Computer-Supported Collaborative Learning (CSCL) case study in engineering education carried out within the context of a network management course. The case study shows that the use of two computing tools developed by the authors and based on Free- and Open-Source Software (FOSS) provide significant educational benefits over traditional engineering pedagogical approaches in terms of both concepts and engineering competencies acquisition. First, the Collage authoring tool guides and supports the course teacher in the process of authoring computer-interpretable representations (using the IMS Learning Design standard notation) of effective collaborative pedagogical designs. Besides, the Gridcole system supports the enactment of that design by guiding the students throughout the prescribed sequence of learning activities. The paper introduces the goals and context of the case study, elaborates onhow Collage and Gridcole were employed, describes the applied evaluation methodology, anddiscusses the most significant findings derived from the case study.
Resumo:
Two important challenges that teachers are currently facing are the sharing and the collaborative authoring of their learning design solutions, such as didactical units and learning materials. On the one hand, there are tools that can be used for the creation of design solutions and only some of them facilitate the co-edition. However, they do not incorporate mechanisms that support the sharing of the designs between teachers. On the other hand, there are tools that serve as repositories of educational resources but they do not enable the authoring of the designs. In this paper we present LdShake, a web tool whose novelty is focused on the combined support for the social sharing and co-edition of learning design solutions within communities of teachers. Teachers can create and share learning designs with other teachers using different access rights so that they can read, comment or co-edit the designs. Therefore, each design solution is associated to a group of teachers able to work on its definition, and another group that can only see the design. The tool is generic in that it allows the creation of designs based on any pedagogical approach. However, it can be particularized in instances providing pre-formatted designs structured according to a specific didactic method (such as Problem-Based Learning, PBL). A particularized LdShake instance has been used in the context of Human Biology studies where teams of teachers are required to work together in the design of PBL solutions. A controlled user study, that compares the use of a generic LdShake and a Moodle system, configured to enable the creation and sharing of designs, has been also carried out. The combined results of the real and controlled studies show that the social structure, and the commenting, co-edition and publishing features of LdShake provide a useful, effective and usable approach for facilitating teachers' teamwork.
Resumo:
Designs of CSCL (Computer Supported Collaborative Learning)activities should be flexible, effective and customizable toparticular learning situations. On the other hand, structureddesigns aim to create favourable conditions for learning. Thus,this paper proposes the collection of representative and broadlyaccepted (best practices) structuring techniques in collaborative learning. With the aim of establishing a conceptual common ground among collaborative learning practitioners and softwaredevelopers, and reusing the expertise that best practicesrepresent, the paper also proposes the formulation of these techniques as patterns: the so-called CLFPs (CollaborativeLearning Flow Patterns). To formalize these patterns, we havechosen the educational modelling language IMS Learning Design (IMS-LD). IMS-LD has the capability to specify many of the collaborative characteristics of the CLFPs. Nevertheless, the language bears limited capability for describing the services that mediate interactions within a learning activity and the specification of temporal or rotated roles. This analysis isdiscussed in the paper, as well as our approaches towards thedevelopment of a system capable of integrating tools using IMSLDscripts and a CLFP-based Learning Design authoring tool.
Resumo:
Collaborative activities, in which students actively interact with each other, have proved to provide significant learning benefits. In Computer-Supported Collaborative Learning (CSCL), these collaborative activities are assisted by technologies. However, the use of computers does not guarantee collaboration, as free collaboration does not necessary lead to fruitful learning. Therefore, practitioners need to design CSCL scripts that structure the collaborative settings so that they promote learning. However, not all teachers have the technical and pedagogical background needed to design such scripts. With the aim of assisting teachers in designing effective CSCL scripts, we propose a model to support the selection of reusable good practices (formulated as patterns) so that they can be used as a starting point for their own designs. This model is based on a pattern ontology that computationally represents the knowledge captured on a pattern language for the design of CSCL scripts. A preliminary evaluation of the proposed approach is provided with two examples based on a set of meaningful interrelated patters computationally represented with the pattern ontology, and a paper prototyping experience carried out with two teaches. The results offer interesting insights towards the implementation of the pattern ontology in software tools.
Resumo:
L'Observatori de Neologia, dirigit per la Dra. M. Teresa Cabré, neix com a grup de recerca l'any 1988 a la Universitat de Barcelona i des de 1994 s'incorpora com a projecte a l'Institut Universitari de Lingüística Aplicada de la Universitat Pompeu Fabra. L'Observatori de Neologia analitza el fenomen de l'aparició de paraules noves o neologismes en l'ús, tant pel que fa al català com al castellà. Actualment compta amb una base de dades de més de 82.000 ocurrències per al català i de més de 60.000 ocurrències per al castellà procedents de textos escrits i orals de mitjans de comunicació.Aquest volum recull la metodologia establerta des de l’inici del projecte pels membres fundadors de l’Observatori de Neologia - tot i que revisada i actualitzada al llarg dels anys. Aquesta metodologia guia tots els treballs de detecció, selecció, tractament i emmagatzemament de les dades que es duen a terme a l’Observatori.
Resumo:
L'illa d'Eivissa, considerada com a una unitat, ha estat una de les arees productores de ceritrnica més importants de la Mediterrama occidental, especialment des d' epoca púnica fins a epoca tardorromana. Els estudis arqueometrics perrneten obtenir dades sobre la tecnologia de producció d' aquestes ceritrniques que enriqueixen els coneixements que actualment en tenim d' elles. A més, aquests estudis ens permeten caracteritzar-les composicionalment. El present artiele mostra com aquesta caracterització no pot aportar dades de la composició de la ceritrnica eivissenca com a una unitat, sino que aporta dades sobre una diversitat de produccions dins d'Eivissa, permetent així conduir l' atribució de procedencia de la cerlunica a unitats menors que la propia illa. D' aquesta manera, el coneixement arqueologic que es té de la ceritrnica eivissenca es veu enriquit amb noves possibilitats que milloren sensiblement el nostre coneixement de les interrelacions socials i economiques que les ceritrniques reflecteixen.
Resumo:
En aquest article es presenta el procés metodològic, com també les tècniques d'anàlisi de dades, que s'ha utilitzat en l'anàisi dels grups socials mitjançant la informació d'una gran enquesta sobre hàbits i condicions de vida. L'anàlisi dels grups socials des d'una perspectiva globalitzadora i estructuradora de les condicions de vida, tenint en compte com aquests sorgeixen mitjançant I 'associació i la coherència entre múltiples característiques. Les tècniques d'anàlisi de dades que s'han utilitzat han estat l'anàlisi de correspondències múltiples i l'anàlisi de classificació.
Resumo:
L’estudi que es presenta a continuació pretén indagar en una part concreta i en auge constant del món educatiu: l’atenció a la diversitat mitjançant l’estructura cooperativa d’aprenentatge. L’estudi ha estat realitzat a partir d’un estudi de cas, l’objectiu del qual és analitzar, comprendre i plantejar pràctiques educatives dirigides a promoure la inclusió satisfactòria de tot l’alumnat; siguin quines siguin les seves característiques individuals vers l’aprenentatge. Els resultats observats mostren l'existència d'un fort vincle entre la millora de la cohesió del grup i la capacitat de rebre i donar ajudes per part de l'alumnat.
Resumo:
Projecte per a la gestió de documents de treball (anomenats informes) en un entorn docent.
Resumo:
The orchestration of collaborative learning processes in face-to-facephysical settings, such as classrooms, requires teachers to coordinate students indicating them who belong to each group, which collaboration areas areassigned to each group, and how they should distribute the resources or roles within the group. In this paper we present an Orchestration Signal system,composed of wearable Personal Signal devices and an Orchestration Signal manager. Teachers can configure color signals in the manager so that they are transmitted to the wearable devices to indicate different orchestration aspects.In particular, the paper describes how the system has been used to carry out a Jigsaw collaborative learning flow in a classroom where students received signals indicating which documents they should read, in which group they were and in which area of the classroom they were expected to collaborate. The evaluation results show that the proposed system facilitates a dynamic, visual and flexible orchestration.
Resumo:
This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.
Resumo:
Este trabajo final de carrera (TFC) se centra en el factor humano del equipo de proyectos informáticos y todos los elementos que intervienen tanto en la construcción o, si existe, en la configuración de un equipo para un proyecto determinado, como en la gestión del líder de proyectos informáticos, y, finalmente en el trabajo en equipo. El presente estudio es una guía intensiva sobre todo lo que afecta al equipo desde que se presenta el proyecto hasta que se culmina. Son muchos los factores que pueden alterar negativa o ayudar positivamente el funcionamiento del equipo; conocerlos es básico y necesario para obtener los resultados deseados.