755 resultados para Digital technologies
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Poster pokazuje metody komunikacji z czytelnikiem stosowane w Bibliotece Uniwersyteckiej w Poznaniu w technologii mediów cyfrowych. Cyfrowe narzędzia komunikacji stały się bardzo pomocne, niemal niezbędne w pozyskiwaniu nowych czytelników, podtrzymywaniu i rozwijaniu współpracy w społeczności w sieci Web.2.0, zarówno tej globalnej, jak i lokalnej akademickiej. Strona WWW jako statyczna komunikacyjnie jest wspierana przez fora dyskusyjne, chaty, wideokonferencje, warsztaty informacyjne, które są prowadzone w czasie rzeczywistym. Twórczą siłę relacji społecznych z biblioteką rozwinęły interaktywne serwisy społecznościowe (Facebook) oraz komunikatory internetowe integrowane na platformie Ask a Librarian. Biblioteka stała się Biblioteką 2.0 ukierunkowaną na komunikację z czytelnikiem. Aktywne uczestnictwo i udział czytelników przy tworzeniu zasobów naukowych wdrożyliśmy w projekcie instytucjonalnego repozytorium - Adam Mickiewicz Repository (AMUR). Biblioteka zmienia się dla czytelników i z czytelnikami. Wykorzystywane platformy i serwisy społecznościowe dostarczają unikatowych danych o nowych potrzebach informacyjnych i oczekiwaniach docelowego Patrona 2.0, co skutkuje doskonaleniu usług istniejących i tworzeniu nowych. Biblioteka monitoruje usługi i potrzeby czytelników przez prowadzone badania społeczne. Technologie cyfrowe stosowane w komunikacji sprawiają, iż biblioteka staje się bliższa, bardziej dostępna, aby stać się w rezultacie partnerem dla stałych i nowych czytelników. Biblioteka Uniwersytecka w Poznaniu bierze udział w programach europejskich w zakresie katalogowania i digitalizacji zasobu biblioteki cyfrowej WBC, w zakresie wdrożenia nowych technologii i rozwiązań podnoszących jakość usług bibliotecznych, działalności kulturotwórczej (Poznańska Dyskusyjna Akademia Kominksu, deBiUty) i edukacji informacyjnej. Biblioteka Uniwersytecka w Poznaniu jest członkiem organizacji międzynarodowych: LIBER (Liga Europejskich Bibliotek Naukowych), IAML (Stowarzyszenie Bibliotek Muzycznych, Archiwów i Ośrodków Dokumentacji), CERL - Europejskie Konsorcjum Bibliotek Naukowych.
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Ethnomathematical research, together with digital technologies (WebQuest) and Drama-in- Education (DiE) techniques, can create a fruitful learning environment in a mathematics classroom—a hybrid/third space—enabling increased student participation and higher levels of cognitive engagement. This article examines how ethnomathematical ideas processed within the experiential environment established by the Drama-in-Education techniques challenged students‘ conceptions of the nature of mathematics, the ways in which students engaged with mathematics learning using mind and body, and the ̳dialogue‘ that was developed between the Discourse situated in a particular practice and the classroom Discourse of mathematics teaching. The analysis focuses on an interdisciplinary project based on an ethnomathematical study of a designing tradition carried out by the researchers themselves, involving a search for informal mathematics and the connections with context and culture; 10th grade students in a public school in Athens were introduced to the mathematics content via an original WebQuest based on this previous ethnomathematical study; Geometry content was further introduced and mediated using the Drama-in-Education (DiE) techniques. Students contributed in an unfolding dialogue between formal and informal knowledge, renegotiating both mathematical concepts and their perception of mathematics as a discipline.
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The process of making replicas of heritage has traditionally been developed by public agencies, corporations and museums and is not commonly used in schools. Currently there are technologies that allow creating cheap replicas. The new 3D reconstruction software, based on photographs and low cost 3D printers allow to make replicas at a cost much lower than traditional. This article describes the process of creating replicas of the sculpture Goslar Warrior of artist Henry Moore, located in Santa Cruz de Tenerife. To make this process, first, a digital model have been created using Autodesk Recap 360, Autodesk 123D Catch and Autodesk Meshmixer MarkerBot MakerWare applications. Physical replication, has been reproduced in polylactic acid (PLA) by MakerBot Replicator 2 3D printer. In addition, a cost analysis using, in one hand, the printer mentioned, and in the other hand, 3D printing services both online and local, is included. Finally, there has been a specific action with 141 students and 12 high school teachers, who filled a questionnary about the use of sculptural replicas in education.
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Previous studies suggest that marketing strategy is developed and used to mobilise and configure the actions of firm actors, creating a set of stabilising activities focused on the firm–customer dyad. Destabilising forces precipitated by the Internet and associated digital technologies involving contention and disruption by multiple actors are much less prevalent in the marketing literature. The central point we advance is that rather than marketing strategy being a controlled and stabilising force for firms in their relationships with customers, it can often lead to socially produced spaces where consumers and, importantly, other multiple actors form a social movement to actively attempt to destabilise it and contest its legitimacy. Using an innovative research approach, the findings of this study show how social movements proactively enrol and mobilise a wide range of relevant actors into a network of influence. Critical to this are rhetorical strategies, acting as important levers in attempts to destabilise and delegitimise a dominant firm's marketing strategy.
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The proliferation of media services enabled by digital technologies poses a serious challenge to public service broadcasting rationales based on media scarcity. Looking to the past and future, we articulate an important role that the Australian Broadcasting Corporation (ABC) might play in the digital age. We argue that historically the ABC has acted beyond its institutional broadcasting remit to facilitate cultural development and, drawing on the example of Pool (an online community of creative practitioners established and maintained by the ABC), point to a key role it might play in fostering network innovation in what are now conceptualised as the creative industries.
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A evolução da sociedade e da tecnologia sustenta a globalização da sociedade atual e exige aos cidadãos novas literacias. A educação na sociedade do conhecimento é indissociável das Tecnologias de Informação e Comunicação (TIC), tanto como elemento mediador como potenciador das aprendizagens. A Web 2.0, entendida como Web social, potencia o acesso à informação, faculta aos docentes a oportunidade de desenvolver os seus conhecimentos e competências, e oferece oportunidades de construção de situações inovadoras de educação no seu percurso profissional, promovendo condições de aprendizagem ao longo da vida. O presente estudo, formalmente integrado no Programa Doutoral em Multimédia em Educação da Universidade de Aveiro, valoriza o levantamento da perceção da necessidade de envolvimento dos docentes em processos informais de aprendizagem ao longo da vida, na promoção do seu desenvolvimento profissional, salientando o papel das redes sociais neste contexto. Adotou-se como metodologia de investigação o survey, com o objetivo de realizar o levantamento das competências de utilização da Web 2.0 pelos professores do ensino básico e secundário, das escolas do ensino público do concelho de Aveiro, no contexto da aprendizagem informal. Através do survey procurou-se caracterizar o contexto profissional em que estes professores estão inseridos, considerando essencialmente duas dimensões: i) equipamentos e recursos e ii) atitude geral da escola face à integração das TIC nas rotinas profissionais. Centrou-se na obtenção de dados que permitissem a descrição de: i) competências TIC dos professores e a identificação dos seus percursos formativos e necessidades de formação; ii) hábitos e finalidades de utilização das tecnologias digitais em contexto profissional e de desenvolvimento profissional; e, ainda, iii) utilização de redes sociais/comunidades educativas, vantagens e condicionantes identificadas e importância para o desenvolvimento profissional; e, finalmente, iv) levantamento da opinião dos professores acerca das suas perceções de impactes associados à integração da utilização das redes nas suas práticas profissionais, nomeadamente nas práticas educativas. Os dados obtidos foram analisados, numa perspetiva qualitativa e exploratória, em função das frequências relativas de resposta e comparando os diferentes grupos de docentes identificados – professores de escolas básicas e professores de escolas secundárias; professores membros e não membros de redes. Os resultados apontam para uma melhoria das competências dos professores na utilização das TIC, sobretudo ao nível das competências básicas, face a outros estudos anteriores realizados em Portugal, como por exemplo Paiva (2002), Barbosa (2009) e Brito (2010). Uma grande parte dos docentes utiliza redes sociais/comunidades educativas, tendo-se identificado prioritariamente uma utilização de cariz genérico e tendencialmente pouco frequente, em detrimento de uma utilização de redes de cariz mais profissional. Os professores, no geral, e os utilizadores de redes, em particular, reconhecem o potencial educativo destas ferramentas/serviços Web 2.0. As conclusões apontam para a necessidade das escolas assumirem o incentivo e a adoção de estratégias que possam impulsionar o desenvolvimento de competências de utilização das TIC/ferramentas e serviços Web 2.0 que garantam equidade no acesso a redes sociais/comunidades educativas pelos professores. Esta recomendação pretende constituir uma via para as escolas promoverem a criação de redes sociais/comunidades educativas e fomentarem, pela sua utilização, o desenvolvimento de hábitos de trabalho colaborativo e de partilha entre os seus professores, contribuindo desta forma para potenciar as competências dos professores no acompanhamento da evolução tecnológica e no acesso a outras oportunidades de desenvolvimento profissional ao longo da vida. Isto é, “equipar” os professores para melhor poderem enfrentar os desafios do Século XXI para a educação, na preparação dos jovens para a sociedade global do conhecimento.
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Our paper is concerned with the visualisation of historical events and artefacts in the context of time. It arises from a project bringing together expertise in visualisation, historiography and software engineering. The work is the result of an extended enquiry over several years which has included investigation of the prior history of such chronographics and their grounding in the temporal ontology of the Enlightenment. Timelines - visual, spatial presentations of chronology - are generally regarded as being too simple, perhaps too childish, to be worthy of academic attention, yet such chronographics should be capable of supporting sophisticated thinking about history and historiography, especially if they take full advantage of the capabilities of digital technologies. They should enable even professional academic historians to 'make sense' of history in new ways, allowing them insights they would not otherwise have achieved. In our paper we highlight key findings from the history of such representations, principally from the eighteenth and nineteenth centuries, and show how, in a project to develop new digital chronographics for collections of cultural objects and events, we have explored new implementations of the important ideas we have extracted about timewise presentation and interaction. This includes the representation of uncertainty, of relations between events, and the epistemology of time as a 'space' for history. We present developed examples, in particular a chronographic presentation of a large database of works by a single author, a composer, and discuss the extent to which our ambitions for chronographics have been realised in practice. Keywords: timeline, chronographics
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Relatório da Prática de Ensino Supervisionada, Ensino de Artes Visuais, Universidade de Lisboa, 2013
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Trabalho de projeto de mestrado, Educação (Área de especialização em Educação e Tecnologias Digitais), Universidade de Lisboa, Instituto de Educação, 2015
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Tese de doutoramento, Belas-Artes (Pintura), Universidade de Lisboa, Faculdade de Belas-Artes, 2016
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‘Making space for queer-identifying religious youth’ (2011–2013) is an Economic and Social Research Council (ESRC)-funded project, which seeks to shed light on youth cultures, queer community and religiosity. While non-heterosexuality is often associated with secularism, and some sources cast religion as automatically negative or harmful to the realisation of lesbian, gay, bisexual and transgender (LGBT) identity (or ‘coming out’), we explore how queer Christian youth negotiate sexual–religious identities. There is a dearth of studies on queer religious youth, yet an emerging and continuing interest in the role of digital technologies for the identities of young people. Based on interviews with 38 LGBT, ‘religious’ young people, this article examines Facebook, as well as wider social networking sites and the online environment and communities. Engaging with the key concept of ‘online embodiment’, this article takes a closer analysis of embodiment, emotion and temporality to approach the role of Facebook in the lives of queer religious youth. Furthermore, it explores the methodological dilemmas evoked by the presence of Facebook in qualitative research with specific groups of young people.
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— In the new learning environments, built width digital technologies, the need to promote quality of education resources, commonly known as Learning Objects, which can support formal and informal distance learning, emerge as one of the biggest challenge that educational institutions will have to face. Due to the fact that is expensive, the reuse and sharing became very important issue. This article presents a Learning Object Repository which aims to store, to disseminate and maintain accessible Learning Objects.
O Arquivo Audiovisual da SIC: a reutilização dos conteúdos da estação na produção diária de notícias
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.
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The increasing use of information and communication technologies (ICT) in diverse professional and personal contexts calls for new knowledge, and a set of abilities, competences and attitudes, for an active and participative citizenship. In this context it is acknowledged that universities have an important role innovating in the educational use of digital media to promote an inclusive digital literacy. The educational potential of digital technologies and resources has been recognized by both researchers and practitioners. Multiple pedagogical models and research approaches have already contributed to put in evidence the importance of adapting instructional and learning practices and processes to concrete contexts and educational goals. Still, academic and scientific communities believe further investments in ICT research is needed in higher education. This study focuses on educational models that may contribute to support digital technology uses, where these can have cognitive and educational relevance when compared to analogical technologies. A teaching and learning model, centered in the active role of the students in the exploration, production, presentation and discussion of interactive multimedia materials, was developed and applied using the internet and exploring emergent semantic hypermedia formats. The research approach focused on the definition of design principles for developing class activities that were applied in three different iterations in undergraduate courses from two institutions, namely the University of Texas at Austin, USA and the University of Lisbon, Portugal. The analysis of this study made possible to evaluate the potential and efficacy of the model proposed and the authoring tool chosen in the support of metacognitive skills and attitudes related to information structuring and management, storytelling and communication, using computers and the internet.
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The particular characteristics and affordances of technologies play a significant role in human experience by defining the realm of possibilities available to individuals and societies. Some technological configurations, such as the Internet, facilitate peer-to-peer communication and participatory behaviors. Others, like television broadcasting, tend to encourage centralization of creative processes and unidirectional communication. In other instances still, the affordances of technologies can be further constrained by social practices. That is the case, for example, of radio which, although technically allowing peer-to-peer communication, has effectively been converted into a broadcast medium through the legislation of the airwaves. How technologies acquire particular properties, meanings and uses, and who is involved in those decisions are the broader questions explored here. Although a long line of thought maintains that technologies evolve according to the logic of scientific rationality, recent studies demonstrated that technologies are, in fact, primarily shaped by social forces in specific historical contexts. In this view, adopted here, there is no one best way to design a technological artifact or system; the selection between alternative designs—which determine the affordances of each technology—is made by social actors according to their particular values, assumptions and goals. Thus, the arrangement of technical elements in any technological artifact is configured to conform to the views and interests of those involved in its development. Understanding how technologies assume particular shapes, who is involved in these decisions and how, in turn, they propitiate particular behaviors and modes of organization but not others, requires understanding the contexts in which they are developed. It is argued here that, throughout the last century, two distinct approaches to the development and dissemination of technologies have coexisted. In each of these models, based on fundamentally different ethoi, technologies are developed through different processes and by different participants—and therefore tend to assume different shapes and offer different possibilities. In the first of these approaches, the dominant model in Western societies, technologies are typically developed by firms, manufactured in large factories, and subsequently disseminated to the rest of the population for consumption. In this centralized model, the role of users is limited to selecting from the alternatives presented by professional producers. Thus, according to this approach, the technologies that are now so deeply woven into human experience, are primarily shaped by a relatively small number of producers. In recent years, however, a group of three interconnected interest groups—the makers, hackerspaces, and open source hardware communities—have increasingly challenged this dominant model by enacting an alternative approach in which technologies are both individually transformed and collectively shaped. Through a in-depth analysis of these phenomena, their practices and ethos, it is argued here that the distributed approach practiced by these communities offers a practical path towards a democratization of the technosphere by: 1) demystifying technologies, 2) providing the public with the tools and knowledge necessary to understand and shape technologies, and 3) encouraging citizen participation in the development of technologies.