913 resultados para computer technology enhanced pedagogy
Resumo:
El crecimiento apresurado de la industria tecnológica en los últimos años a nivel mundial, ha generado un nuevo problema socio-ambiental: el manejo y control de los volúmenes de aparatos y componentes electrónicos obsoletos que crecen exponencialmente, específicamente los aparatos que provienen de sistemas de informática, volviéndose en una situación descontrolada y desatendida. Esta problemática empeora cada día por el desconocimiento, la imprudencia, las malas políticas adoptadas por el gobierno y el constante deseo de los consumidores por estar en contacto con los últimos modelos del mercado, reflejándose en un incremento acelerado en las ventas de aparatos electrónicos. Sin embargo, muchos se preguntaran él porque proponemos una idea de negocio caracterizada por lo social y lo ambiental, pues dicha idea viene de la experiencia que se ha tenido durante 7 años en el mercado de tecnología en computación y periféricos, que ha logrado una relación directa con empresas y personas; observando así, las verdaderas preocupaciones de los clientes y a su vez un aumento acelerado en los desechos tecnológicos. De esta manera y siguiendo con el espíritu emprendedor que nos ha caracterizado desde pequeños, hemos llegado a pensar en una idea de negocio interesante y viable, que nos permita incursionar ante competidores importantes y sobresaliendo con una idea innovadora que no se maneja de lleno en dicho sector. Para lograrlo, aprovecharemos los conocimientos y la experiencia que hemos acumulado a través de los años con el contacto directo con los clientes, quienes consideramos son el motor del negocio y llevándonos a concluir con el transcurrir del tiempo, que en Colombia no existe una cultura para desechar los elementos tecnológicos de una manera ecológica y saludable con el medio ambiente. Gracias a la oportunidad latente que muestra el mercado en el sector de reciclaje de desechos tecnológicos, nuestro equipo de trabajo se muestra inquieto ante la oportunidad de negocio encontrada, debido a que en Colombia existen pocas organizaciones que se especialicen en el proceso de reciclaje y reutilización adecuada de dichos desechos. Por esta razón, se confirma la oportunidad para generar un completo plan de negocio que gire en torno al manejo de e-waste y cuidado del medio ambiente, mediante la implementación de productos y servicios especializados para la recolección de dichos desechos electrónicos tanto para los consumidores como para las empresas.
Resumo:
ArtInTec es una organización creativa que ofrece servicios complementarios de apoyo pedagógico mediante instalaciones artísticas que integran arte y tecnología, unión que permite abarcar tres conceptos fundamentales: interactividad, lograda a través de herramientas tecnológicas convencionales y no convencionales; experiencias cognitivas significativas, mediante la generación de procesos de aprendizaje innovadores que permitan la construcción de saberes de trascendencia, y desarrollo de contenidos de diferentes temáticas que fortalezcan el aprendizaje. En su primera etapa, ArtInTec estará enfocada en el diseño, producción, comercialización, divulgación y venta de servicios transversales de apoyo pedagógico que impliquen la intermediación del arte y la tecnología, partiendo del concepto de instalación artística como género del arte contemporáneo que utiliza directamente el espacio de exposición como escenario para ser transitado por el espectador, logrando así una experiencia interactiva. Los tres servicios comparten características que se constituyen como columna vertebral de su naturaleza: tienen un objetivo altamente pedagógico, las temáticas son desarrolladas previo consenso entre la institución y ArtInTec, su componente artístico es el hilo conductor de la experiencia y se desarrollan en las instalaciones de la institución contratante. A continuación se enuncia cada uno de los servicios ofrecidos: a. Taller asistido por nuevas tecnologías. b. Instalación interactiva en gran formato. c. Instalación interactiva para dispositivos móviles.
Resumo:
The Kasparov-World match was initiated by Microsoft with sponsorship from the bank First USA. The concept was that Garry Kasparov as White would play the rest of the world on the Web: one ply would be played per day and the World Team was to vote for its move. The Kasparov-World game was a success from many points of view. It certainly gave thousands the feeling of facing the world’s best player across the board and did much for the future of the game. Described by Kasparov as “phenomenal ... the most complex in chess history”, it is probably a worthy ‘Greatest Game’ candidate. Computer technology has given chess a new mode of play and taken it to new heights: the experiment deserves to be repeated. We look forward to another game and experience of this quality although it will be difficult to surpass the event we have just enjoyed. We salute and thank all those who contributed - sponsors, moderator, coaches, unofficial analysts, organisers, technologists, voters and our new friends.
Resumo:
A ferroelectric liquid crystal spatial light modulator is used to generate up to 24 independently controllable traps in a holographic optical tweezers system using time-multiplexed Fresnel zone plates. For use in biological applications, helical zone plates are used to generate Laguerre-Gaussian laser modes. The high speed switching of the ferroelectric device together with recent advances in computer technology enable fast, smooth movement of traps that can be independently controlled in real time. This is demonstrated by the trapping and manipulation of yeast cells and fungal spores. (c) 2006 Optical Society of America.
Resumo:
The physical pendulum treated with a Hamiltonian formulation is a natural topic for study in a course in advanced classical mechanics. For the past three years, we have been offering a series of problem sets studying this system numerically in our third-year undergraduate courses in mechanics. The problem sets investigate the physics of the pendulum in ways not easily accessible without computer technology and explore various algorithms for solving mechanics problems. Our computational physics is based on Mathematica with some C communicating with Mathematica, although nothing in this paper is dependent on that choice. We have nonetheless found this system, and particularly its graphics, to be a good one for use with undergraduates.
Resumo:
Background: Advances in nutritional assessment are continuing to embrace developments in computer technology. The online Food4Me food frequency questionnaire (FFQ) was created as an electronic system for the collection of nutrient intake data. To ensure its accuracy in assessing both nutrient and food group intake, further validation against data obtained using a reliable, but independent, instrument and assessment of its reproducibility are required. Objective: The aim was to assess the reproducibility and validity of the Food4Me FFQ against a 4-day weighed food record (WFR). Methods: Reproducibility of the Food4Me FFQ was assessed using test-retest methodology by asking participants to complete the FFQ on 2 occasions 4 weeks apart. To assess the validity of the Food4Me FFQ against the 4-day WFR, half the participants were also asked to complete a 4-day WFR 1 week after the first administration of the Food4Me FFQ. Level of agreement between nutrient and food group intakes estimated by the repeated Food4Me FFQ and the Food4Me FFQ and 4-day WFR were evaluated using Bland-Altman methodology and classification into quartiles of daily intake. Crude unadjusted correlation coefficients were also calculated for nutrient and food group intakes. Results: In total, 100 people participated in the assessment of reproducibility (mean age 32, SD 12 years), and 49 of these (mean age 27, SD 8 years) also took part in the assessment of validity. Crude unadjusted correlations for repeated Food4Me FFQ ranged from .65 (vitamin D) to .90 (alcohol). The mean cross-classification into “exact agreement plus adjacent” was 92% for both nutrient and food group intakes, and Bland-Altman plots showed good agreement for energy-adjusted macronutrient intakes. Agreement between the Food4Me FFQ and 4-day WFR varied, with crude unadjusted correlations ranging from .23 (vitamin D) to .65 (protein, % total energy) for nutrient intakes and .11 (soups, sauces and miscellaneous foods) to .73 (yogurts) for food group intake. The mean cross-classification into “exact agreement plus adjacent” was 80% and 78% for nutrient and food group intake, respectively. There were no significant differences between energy intakes estimated using the Food4Me FFQ and 4-day WFR, and Bland-Altman plots showed good agreement for both energy and energy-controlled nutrient intakes. Conclusions: The results demonstrate that the online Food4Me FFQ is reproducible for assessing nutrient and food group intake and has moderate agreement with the 4-day WFR for assessing energy and energy-adjusted nutrient intakes. The Food4Me FFQ is a suitable online tool for assessing dietary intake in healthy adults.
Resumo:
Prior literature showed that Felder and Silverman learning styles model (FSLSM) was widely adopted to cater to individual styles of learners whether in traditional or Technology Enhanced Learning (TEL). In order to infer this model, the Index of Learning Styles (ILS) instrument was proposed. This research aims to analyse the soundness of this instrument in an Arabic sample. Data were integrated from different courses and years. A total of 259 engineering students participated voluntarily in the study. The reliability was analysed by applying internal construct reliability, inter-scale correlation, and total item correlation. The construct validity was also considered by running factor analysis. The overall results indicated that the reliability and validity of perception and input dimensions were moderately supported, whereas processing and understanding dimensions showed low internal-construct consistency and their items were weakly loaded in the associated constructs. Generally, the instrument needs further effort to improve its soundness. However, considering the consistency of the produced results of engineering students irrespective of cross-cultural differences, it can be adopted to diagnose learning styles.
Resumo:
Learning from anywhere anytime is a contemporary phenomenon in the field of education that is thought to be flexible, time and cost saving. The phenomenon is evident in the way computer technology mediates knowledge processes among learners. Computer technology is however, in some instances, faulted. There are studies that highlight drawbacks of computer technology use in learning. In this study we aimed at conducting a SWOT analysis on ubiquitous computing and computer-mediated social interaction and their affect on education. Students and teachers were interviewed on the mentioned concepts using focus group interviews. Our contribution in this study is, identifying what teachers and students perceive to be the strength, weaknesses, opportunities and threats of ubiquitous computing and computer-mediated social interaction in education. We also relate the findings with literature and present a common understanding on the SWOT of these concepts. Results show positive perceptions. Respondents revealed that ubiquitous computing and computer-mediated social interaction are important in their education due to advantages such as flexibility, efficiency in terms of cost and time, ability to acquire computer skills. Nevertheless disadvantages where also mentioned for example health effects, privacy and security issues, noise in the learning environment, to mention but a few. This paper gives suggestions on how to overcome threats mentioned.
Resumo:
This study examines the question of how language teachers in a highly technologyfriendly university environment view machine translation and the implications that this has for the personal learning environments of students. It brings an activity-theory perspective to the question, examining the ways that the introduction of new tools can disrupt the relationship between different elements in an activity system. This perspective opens up for an investigation of the ways that new tools have the potential to fundamentally alter traditional learning activities. In questionnaires and group discussions, respondents showed general agreement that although use of machine translation by students could be considered cheating, students are bound to use it anyway, and suggested that teachers focus on the kinds of skills students would need when using machine translation and design assignments and exams to practice and assess these skills. The results of the empirical study are used to reflect upon questions of what the roles of teachers and students are in a context where many of the skills that a person needs to be able to interact in a foreign language increasingly can be outsourced to laptops and smartphones.
Resumo:
This study examines the question of how language teachers in a highly technology-friendly university environment view machine translation and the implications that this has for the personal learning environments of students. It brings an activity-theory perspective to the question, examining the ways that the introduction of new tools can disrupt the relationship between different elements in an activity system. This perspective opens up for an investigation of the ways that new tools have the potential to fundamentally alter traditional learning activities. In questionnaires and group discussions, respondents showed general agreement that although use of machine translation by students could be considered cheating, students are bound to use it anyway, and suggested that teachers focus on the kinds of skills students would need when using machine translation and design assignments and exams to practice and assess these skills. The results of the empirical study are used to reflect upon questions of what the roles of teachers and students are in a context where many of the skills that a person needs to be able to interact in a foreign language increasingly can be outsourced to laptops and smartphones.
Resumo:
Computer technology enables the creation of detailed documentation about the processes that create or affect entities (data, objects, etc.). Such documentation of the past can be used to answer various kinds of questions regarding the processes that led to the creation or modification of a particular entity. The answer to such questions is known as an entity's provenance. In this paper, we derive a number of principles for documenting the past, grounded in work from philosophy and history, which allow for provenance questions to be answered within a computational context. These principles lead us to argue that an interaction-based model is particularly suited for representing high quality documentation of the past.