936 resultados para education software
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To date, hospitality management educators have struggled to modify generic software or adapt vendor-designed industry systems as a means of bringing hospitality information systems to the classroom. Specially- designed computer-based courseware can enhance learning while extending the boundaries of the traditional hospitality classroom. The author discusses the relevance of this software to the hospitality curriculum.
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This study examined the motivation of college and university faculty to implement service-learning into their traditional courses. The benefits derived by faculty, as well as those issues of maintenance, including supports and/or obstacles, were also investigated in relation to their impact on motivation. The focus was on generating theory from the emerging data. ^ Data were collected from interviews with 17 faculty teaching courses that included a component of service-learning. A maximum variation sampling of participants from six South Florida colleges and universities was utilized. Faculty participants represented a wide range of academic disciplines, faculty ranks, years of experience in teaching and using service-learning as well as gender and ethnic diversity. For data triangulation, a focus group with eight additional college faculty was conducted and documents, including course syllabi and institutional service-learning handbooks, collected during the interviews were examined. The interviews were transcribed and coded using traditional methods as well as with the assistance of the computerized assisted qualitative data analysis software, Atlas.ti. The data were organized into five major categories with themes and sub-themes emerging for each. ^ While intrinsic or personal factors along with extrinsic factors all serve to influence faculty motivation, the study's findings revealed that the primary factors influencing faculty motivation to adopt service-learning were those that were intrinsic or personal in nature. These factors included: (a) past experiences, (b) personal characteristics including the value of serving, (c) involvement with community service, (d) interactions and relationships with peers, (e) benefits to students, (f) benefits to teaching, and (g) perceived career benefits. Implications and recommendations from the study encompass suggestions for administrators in higher education institutions for supporting and encouraging faculty adoption of service-learning including a well developed infrastructure as well as incentives, particularly during the initial implementation period, rewards providing recognition for the academic nature of service-learning and support for the development of peer relationships among service-learning faculty. ^
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Soft skills and teamwork practices were identi ed as the main de ciencies of recent graduates in computer courses. This issue led to a realization of a qualitative research aimed at investigating the challenges faced by professors of those courses in conducting, monitoring and assessing collaborative software development projects. Di erent challenges were reported by teachers, including di culties in the assessment of students both in the collective and individual levels. In this context, a quantitative research was conducted with the aim to map soft skill of students to a set of indicators that can be extracted from software repositories using data mining techniques. These indicators are aimed at measuring soft skills, such as teamwork, leadership, problem solving and the pace of communication. Then, a peer assessment approach was applied in a collaborative software development course of the software engineering major at the Federal University of Rio Grande do Norte (UFRN). This research presents a correlation study between the students' soft skills scores and indicators based on mining software repositories. This study contributes: (i) in the presentation of professors' perception of the di culties and opportunities for improving management and monitoring practices in collaborative software development projects; (ii) in investigating relationships between soft skills and activities performed by students using software repositories; (iii) in encouraging the development of soft skills and the use of software repositories among software engineering students; (iv) in contributing to the state of the art of three important areas of software engineering, namely software engineering education, educational data mining and human aspects of software engineering.
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Soft skills and teamwork practices were identi ed as the main de ciencies of recent graduates in computer courses. This issue led to a realization of a qualitative research aimed at investigating the challenges faced by professors of those courses in conducting, monitoring and assessing collaborative software development projects. Di erent challenges were reported by teachers, including di culties in the assessment of students both in the collective and individual levels. In this context, a quantitative research was conducted with the aim to map soft skill of students to a set of indicators that can be extracted from software repositories using data mining techniques. These indicators are aimed at measuring soft skills, such as teamwork, leadership, problem solving and the pace of communication. Then, a peer assessment approach was applied in a collaborative software development course of the software engineering major at the Federal University of Rio Grande do Norte (UFRN). This research presents a correlation study between the students' soft skills scores and indicators based on mining software repositories. This study contributes: (i) in the presentation of professors' perception of the di culties and opportunities for improving management and monitoring practices in collaborative software development projects; (ii) in investigating relationships between soft skills and activities performed by students using software repositories; (iii) in encouraging the development of soft skills and the use of software repositories among software engineering students; (iv) in contributing to the state of the art of three important areas of software engineering, namely software engineering education, educational data mining and human aspects of software engineering.
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Gifted pupils differ from their age-mates with respect to development potential, actual competencies, self-regulatory capabilities, and learning styles in one or more domains of competence. The question is how to design and develop education that fits and further supports such characteristics and competencies of gifted pupils. Analysis of various types of educational interventions for gifted pupils reflects positive cognitive or intellectual effects and differentiated social comparison or group-related effects on these pupils. Systemic preventive combination of such interventions could make these more effective and sustainable. The systemic design is characterised by three conditional dimensions: differentiation of learning materials and procedures, integration by and use of ICT support, and strategies to improve development and learning. The relationships to diagnostic, instructional, managerial, and systemic learning aspects are expressed in guidelines to develop or transform education. The guidelines imply the facilitation of learning arrangements that provide flexible self-regulation for gifted pupils. A three-year pilot in Dutch nursery and primary school is conducted to develop and implement the design in collaboration with teachers. The results constitute prototypes of structured competence domains and supportive software. These support the screening of entry characteristics of all four-year old pupils and assignment of adequate play and learning processes and activities throughout the school career. Gifted and other pupils are supported to work at their actual achievement or competency levels since their start in nursery school, in self-regulated learning arrangements either in or out of class. Each pupil can choose other pupils to collaborate with in small groups, at self-chosen tasks or activities, while being coached by the teacher. Formative evaluation of the school development process shows that the systemic prevention guidelines seem to improve learning and social progress of gifted pupils, including their self-regulation. Further development and implementation steps are discussed.
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The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical effectiveness. The RAGE project, which is a Horizon 2020 funded research project on serious games, addresses these issues by making available reusable software components that aim to support the pedagogical qualities of serious games. In order to easily deploy and integrate these game components in a multitude of game engines, platforms and programming languages, RAGE has developed and validated a hybrid component-based software architecture that preserves component portability and interoperability. While a first set of software components is being developed, this paper presents selected examples to explain the overall system’s concept and its practical benefits. First, the Emotion Detection component uses the learners’ webcams for capturing their emotional states from facial expressions. Second, the Performance Statistics component is an add-on for learning analytics data processing, which allows instructors to track and inspect learners’ progress without bothering about the required statistics computations. Third, a set of language processing components accommodate the analysis of textual inputs of learners, facilitating comprehension assessment and prediction. Fourth, the Shared Data Storage component provides a technical solution for data storage - e.g. for player data or game world data - across multiple software components. The presented components are exemplary for the anticipated RAGE library, which will include up to forty reusable software components for serious gaming, addressing diverse pedagogical dimensions.
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E-Learning-Aktivitäten von Hochschulen haben häufig eine einseitige Ausrichtung auf die Unterstützung von Lehrveranstaltungen durch Technologien, insbesondere Lernmanagementsysteme. Dabei geraten die Studierenden als Zielgruppe nur mittelbar in den Blick. Diese Beobachtung nehmen die Autorinnen und Autoren des Bandes zum Anlass, das Lern-Erleben und die unterschiedlichen Phasen des Studiums aus Perspektive der Studierenden zu betrachten. Untersucht wird zudem, welche Unterstützungsangebote Hochschulen in welchen Phasen idealerweise bereitstellen. Die Autorinnen und Autoren formulieren detailliert, wie Hochschulen das studentische Lernen mit Hilfe von Social Software unterstützen können. Diese Empfehlungen basieren auf den Ergebnissen empirischer Untersuchungen sowie auf Fallstudien nationaler und internationaler Beispiele guter Praxis, die ausführlich präsentiert werden. Mit diesem Band möchten die Autorinnen und Autoren denjenigen, die in Bildungseinrichtungen des tertiären Sektors (aber auch in anderen Sektoren) tätig sind, konkrete Anregungen liefern, Unterstützungsangebote für das informelle Lernen von Studierenden mit Social Software stärker in den Blick zu nehmen und geeignete Angebote zu entwickeln. Die Publikation basiert auf Ergebnissen des Projekts „Learner Communities of Practice“, das zwischen 2009 und 2012 als Verbundprojekt sächsischer Hochschulen mit Förderung durch das SMWK unter Leitung des Medienzentrums der TU Dresden bearbeitet wurde.
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We report on the development of a Java-based application devised to support collaborative learning of Art concepts and ideas over the Internet. Starting from an examination of the pedagogy of both Art education and collaborative learning we propose principles which are useful for the design and construction of a “lightweight” software application which supports interactive Art learning in groups. This application makes “dynamics” of an art work explicit, and supports group interaction with simple messaging and “chat” facilities. This application may be used to facilitate learning and teaching of Art, but also as a research tool to investigate the learning of Art and also the development and dynamics of collaborating groups. Evaluation of a pilot study of the use of our system with a group of 20 school children is presented.
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A lightweight Java application suite has been developed and deployed allowing collaborative learning between students and tutors at remote locations. Students can engage in group activities online and also collaborate with tutors. A generic Java framework has been developed and applied to electronics, computing and mathematics education. The applications are respectively: (a) a digital circuit simulator, which allows students to collaborate in building simple or complex electronic circuits; (b) a Java programming environment where the paradigm is behavioural-based robotics, and (c) a differential equation solver useful in modelling of any complex and nonlinear dynamic system. Each student sees a common shared window on which may be added text or graphical objects and which can then be shared online. A built-in chat room supports collaborative dialogue. Students can work either in collaborative groups or else in teams as directed by the tutor. This paper summarises the technical architecture of the system as well as the pedagogical implications of the suite. A report of student evaluation is also presented distilled from use over a period of twelve months. We intend this suite to facilitate learning between groups at one or many institutions and to facilitate international collaboration. We also intend to use the suite as a tool to research the establishment and behaviour of collaborative learning groups. We shall make our software freely available to interested researchers.
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A utilização das TIC ocupam um lugar cada vez mais importante nas nossas escolas, marcado sobretudo pela evolução das tecnologias e pela utilização em contexto educativo de muitas ferramentas da Web 2.0. Esse facto é muito notório na disciplina de Educação Visual e Tecnológica, de carácter eminentemente prático, onde é permitido explorar várias ferramentas digitais para abordagem de conteúdos da disciplina e para a criação de produtos gráficos e plásticos. Com o aparecimento da Web 2.0 e a disponibilização de milhares de novas ferramentas digitais aos utilizadores da Internet, estimula-se um interesse cada vez maior na adoção de metodologias e estratégias com recurso a estes media e que suportem uma aprendizagem mais eficaz e motivadora para os alunos, articulando-se os suportes tradicionais de EVT com os novos media digitais. Neste contexto, o presente estudo é o resultado duma investigação-ação realizada no âmbito do Programa Doutoral em Multimédia em Educação da Universidade de Aveiro onde se implementou a integração de ferramentas da Web, Web 2.0 e Software Livre em contexto educativo na disciplina de EVT, na qual poderiam ser utilizadas tanto as técnicas tradicionais de realização mais usuais na disciplina como a integração e articulação com as ferramentas digitais, suportadas por software livre (e outros de utilização gratuita), a Web e a Web 2.0 para suporte ao ensino e aprendizagem dos diversos conteúdos e áreas de exploração da disciplina. Este estudo, desenhado em três ciclos, envolveu num primeiro momento a constituição de uma comunidade de prática de professores alargada, sendo criadas seis turmas de formação que reuniram um total de 112 professores que pretendiam integrar as ferramentas digitais em EVT. Para além da pesquisa, análise, seleção e catalogação destas 430 ferramentas digitais recenseadas, produziram-se 371 manuais de apoio à utilização das mesmas, sendo estes recursos disponibilizados no espaço do EVTdigital. Num segundo ciclo, decorrente da avaliação realizada, foi criada a distribuição EVTux para simplificar o acesso e utilização das ferramentas digitais em contexto de EVT. Finalmente, o terceiro ciclo, decorre da eliminação da disciplina de EVT do currículo do 2º ciclo do ensino básico e a sua substituição por duas novas disciplinas, tendo-se realizada a respetiva análise de conteúdo das metas curriculares e produzido a aplicação As ferramentas digitais do Mundo Visual, concebida para contextualizar e indexar as ferramentas digitais selecionadas para a nova disciplina de Educação Visual.Os resultados deste estudo apontam claramente para a possibilidade de integrar na disciplina de Educação Visual e Tecnológica (ou no presente momento, em Educação Visual) ferramentas digitais para abordagem aos conteúdos e áreas de exploração, bem como a possibilidade de se constituírem facilmente comunidades de prática (como foi o caso) que possam colaborar na catalogação destas ferramentas no contexto específico da disciplina e para a necessidade sentida pelos professores em obter informação e formação que os possa atualizar quanto à integração das TIC no currículo. Apresentam-se, ainda, as limitações deste estudo que passaram sobretudo pelo impacto negativo que a eliminação da disciplina provocou na motivação dos docentes e a sua consequente participação no decorrer de algumas fases do trabalho, e ainda da dificuldade de gestão de uma equipa de professores colaboradores tão numerosa e diversificada. Nesse sentido, são também apresentadas sugestões para estudos futuros.
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Tese de Doutoramento, Educação (Tecnologia Educativa), 26 de Julho de 2013, Universidade dos Açores.
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Relatório de Estágio apresentado à Escola Superior de Educação do Instituto Politécnico de Castelo Branco para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Educação Pré-Escolar e Ensino do 1º Ciclo Básico.
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Purpose: This study aimed to characterize the postural alignment of the head and shoulder in the sagittal plane of Portuguese adolescents, 15-17 years old, and to evaluate the effects of a 32-week resistance and stretching training program applied in Physical Education classes on forward head posture and protracted shoulder posture of Portuguese adolescents. After 32-training weeks the detraining effects after a 16-week period were measured. Methods: This randomized and controlled study was conducted in two secondary schools in Portugal for 48 weeks. Prior the study 275 students aged 15-17 years old were evaluated. Sagittal head, cervical and shoulder angle were measured with photogrammetry and Postural Analysis Software. After this assessment 130 adolescents were considered to have forward head and protracted shoulder posture and were randomly assigned to a control group, an experimental group one or experimental group two. The control group (n=46) only did the Physical Education classes whereas the intervention group one (n=42) and two (n=42) performed a 16-week and 32-week stretching and strengthening program in addition to Physical Education classes, respectively. The postural angles were measured before and after the 16-week and 32-week time intervention period for the three groups and after a 16-week detraining period following the 32-week in intervention group two. Results: 68% of the adolescents studied revealed anteriorization of the head whereas 58% of them had protraction of the shoulder. Significant increases were observed in the cervical and shoulder angle in the experimental group (n=84) following the 16-week and in experimental group two (n=42)after the 32 week-intervention period. After the 16-week detraining period no significant differences were observed in the three postural angles in the intervention group two. Conclusions: Forward head and protracted shoulder are common postural disorders in Portuguese adolescents. The exercise intervention was successful ate decreasing forward head and protracted shoulder in adolescents. Detraining period of 16-week didn´t reduce the overall training effects.
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Evaluating the impact of an intervention is a very important stage in social educators’ practice, since it allows them to improve the quality of socio-educational projects. The aim of this study is to rethink the internship of the social education degree through students’ perceptions about the impact of their projects in the community. This is a qualitative and exploratory study using documental analysis of 50 internship final reports of a social education degree from a Portuguese polytechnic higher education institution and whose emerging categorical content analysis was performed with NVivo software. The analysis revealed four distinct indicators linked to the project (accomplished objectives, evaluation of activities, sustainability and innovation), the target group (participation, motivation and benefits), the institution (satisfaction of collaborators, improved dynamic, routines and space enhancements), and the students (relational, reflexive and planning skills; satisfaction). It also revealed instruments, feedback, observation, document analysis and case reports as means of verification. The use of indicators related to the project’s objectives, the changes perceived from the benefits in the target-group and in the institution, and the interveners’ level of satisfaction should be noted as positive. Given the inconsistency in the use of formal assessment instruments, the results show the need to strengthen students’ mobilisation of project assessment skills in order to improve the quality of undergraduate education.
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Higher education institutions, responsible for training social educators, should ensure the construction of a profile marked by their technical versatility and whose socio-educational intervention is directed at all people, regardless of their situations in life. Reflection on the construction of this profile is fundamental given the difficulties of identity that the profession faces. In this context, we sought to develop a study which would allow us to identify how the students of a degree course in Social Education characterise this professional, in order to reflect on the contribution of training provided by the institution concerned and, if necessary, make the adjustments arising from the results. This is a qualitative, exploratory study, using an unstructured questionnaire applied to a convenience sample of 140 Portuguese students of the three years of a degree course in Social Education. Its emerging categorical content analysis was performed using the NVivo software, version 11. The main results point to a broad vision of the profession and are not limited to the work geared to specific populations or issues, valuing the relevance of the professional in the field of non-assistance socio-educational intervention. The main area of overlap between training objectives and students’ perceptions about practice allows the impact of training to be positively assessed, despite possible curricular adjustments resulting from further analysis, including the need to reinforce community intervention, undervalued by students, even though it plays a key role for social educators.