825 resultados para digital learning tools


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This paper describes a bibliographic analysis of the vision of Marshal McLuhan and the vision adopted by diverse current authors regarding the use of new interactive learning technologies. The paper also analyzes the transformation that will have to take place in the formal surroundings of education in order to improve their social function. The main points of view and contributions made by diverse authors are discussed. It is important that all actors involved in the educational process take in consideration these contributions in order to be ready for future changes.

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The music is a compulsory subject in the first stage of primary education. We detected several teachers from different educational areas, including the area of music, using e-learning platforms and web tools for teaching the curriculum that marks the “Department of Education of the Generalitat de Catalunya”. From the body of analysis has drawn the picture in e-learning platforms, analyzing the types and uses. Through the sample of e-learning platforms in music education, have identified four schools with e-learning platforms in advanced stage. We performed a case study on one of these platforms for content analysis and validate the interview format used; this has served to create a model that can be used in other centers with e-learning platform for music subject.

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This study was conducted in order to learn how companies’ revenue models will be transformed due to the digitalisation of its products and processes. Because there is still only a limited number of researches focusing solely on revenue models, and particularly on the revenue model change caused by the changes at the business environment, the topic was initially approached through the business model concept, which organises the different value creating operations and resources at a company in order to create profitable revenue streams. This was used as the base for constructing the theoretical framework for this study, used to collect and analyse the information. The empirical section is based on a qualitative study approach and multiple-case analysis of companies operating in learning materials publishing industry. Their operations are compared with companies operating in other industries, which have undergone comparable transformation, in order to recognise either similarities or contrasts between the cases. The sources of evidence are a literature review to find the essential dimensions researched earlier, and interviews 29 of managers and executives at 17 organisations representing six industries. Based onto the earlier literature and the empirical findings of this study, the change of the revenue model is linked with the change of the other dimen-sions of the business model. When one dimension will be altered, as well the other should be adjusted accordingly. At the case companies the transformation is observed as the utilisation of several revenue models simultaneously and the revenue creation processes becoming more complex.

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The central theme of this thesis is the emancipation and further development of learning activity in higher education in the context of the ongoing digital transformation of our societies. It was developed in response to the highly problematic mainstream approach to digital re-instrumentation of teaching and studying practises in contemporary higher education. The mainstream approach is largely based on centralisation, standardisation, commoditisation, and commercialisation, while re-producing the general patterns of control, responsibility, and dependence that are characteristic for activity systems of schooling. Whereas much of educational research and development focuses on the optimisation and fine-tuning of schooling, the overall inquiry that is underlying this thesis has been carried out from an explicitly critical position and within a framework of action science. It thus conceptualises learning activity in higher education not only as an object of inquiry but also as an object to engage with and to intervene into from a perspective of intentional change. The knowledge-constituting interest of this type of inquiry can be tentatively described as a combination of heuristic-instrumental (guidelines for contextualised action and intervention), practical-phronetic (deliberation of value-rational aspects of means and ends), and developmental-emancipatory (deliberation of issues of power, self-determination, and growth) aspects. Its goal is the production of orientation knowledge for educational practise. The thesis provides an analysis, argumentation, and normative claim on why the development of learning activity should be turned into an object of individual|collective inquiry and intentional change in higher education, and why the current state of affairs in higher education actually impedes such a development. It argues for a decisive shift of attention to the intentional emancipation and further development of learning activity as an important cultural instrument for human (self-)production within the digital transformation. The thesis also attempts an in-depth exploration of what type of methodological rationale can actually be applied to an object of inquiry (developing learning activity) that is at the same time conceptualised as an object of intentional change within the ongoing digital transformation. The result of this retrospective reflection is the formulation of “optimally incomplete” guidelines for educational R&D practise that shares the practicalphronetic (value related) and developmental-emancipatory (power related) orientations that had been driving the overall inquiry. In addition, the thesis formulates the instrumental-heuristic knowledge claim that the conceptual instruments that were adapted and validated in the context of a series of intervention studies provide means to effectively intervene into existing practise in higher education to support the necessary development of (increasingly emancipated) networked learning activity. It suggests that digital networked instruments (tools and services) generally should be considered and treated as transient elements within critical systemic intervention research in higher education. It further argues for the predominant use of loosely-coupled, digital networked instruments that allow for individual|collective ownership, control, (co-)production, and re-use in other contexts and for other purposes. Since the range of digital instrumentation options is continuously expanding and currently shows no signs of an imminent slow-down or consolidation, individual and collective exploration and experimentation of this realm needs to be systematically incorporated into higher education practise.

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In recent years, the worldwide distribution of smartphone devices has been growing rapidly. Mobile technologies are evolving fast, a situation which provides new possibilities for mobile learning applications. Along with new delivery methods, this development enables new concepts for learning. This study focuses on the effectiveness and experience of a mobile learning video promoting the key features of a specific device. Through relevant learning theories, mobile technologies and empirical findings, the thesis presents the key elements for a mobile learning video that are essential for effective learning. This study also explores how previous experience with mobile services and knowledge of a mobile handset relate to final learning results. Moreover, this study discusses the optimal delivery mechanisms for a mobile video. The target group for the study consists of twenty employees of a Sanoma Company. The main findings show that the individual experience of learning and the actual learning results may differ and that the design for certain video elements, such as sound and the presentation of technical features, can have an impact on the experience and effectiveness of a mobile learning video. Moreover, a video delivery method based on cloud technologies and HTML5 is suggested to be used in parallel with standalone applications.

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Marketing communications has gone through significant changes during the last decades and new online tools have been leading this change for the last decade. Now, in the digital age, if wanting to be successful companies need to experiment new things and seize the opportunities online provides and adapt to the new environment. However, during this time the marketing communication mix and the meanings given to the various components of it have not changed dramatically, and personal selling, direct marketing, sales promotion, advertising and public relations activities are still regarded as important tools in the marketing communications mix. The purpose of this study was to examine business-to-business marketing communications and the tools used by companies in their marketing communications efforts in the digital age and in a global environment. The research questions dealt with the marketing communication tools and their roles as well as the role of online marketing communication and the way it has shaped the field of b2b marketing communications. In order to answer these questions, qualitative approach was chosen and the data was collected by theme interviews with six representatives of Finnish global companies from the b2b sector being interviewed. The theoretical framework covers the general field of b2b marketing communications and its main elements. The online environment as well as the concept of a global marketplace and integrated approach to marketing communication activities is also discussed. The theory was supported by the interviews regarding the activities and roles of the marketing communication tools and both theory as well as the interviews found personal selling to be a vital tool. However, the importance of online has grown and online marketing activities have risen right next to personal selling. The use of analytics and marketing automation was found to be of great interest in the interviews and they were seen as a growing domain in b2b marketing communications. The importance of targeted and personalised messages from relevant medias was a repeating theme as was the customer-centric approach in marketing communication activities. Also, offline and online tools and channels were seen as something that should be treated together as an entity rather than as separate activities. Relevant content created according to the needs of the customer with the gathered data from analytics were seen as the future of b2b marketing communications. Online has added its input to the more traditionally perceived tools and they are executed within the framework of the digital age. Nevertheless, even though online has increased its presence in the b2b marketing communications mix, the more traditionally perceived marketing communication tools, especially personal selling, have not lost their meaning or place in the b2b marketing communication mix.

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Page 1. ICT Tools for Teaching & Learning G Santhosh Kumar Cochin University Page 2. Agenda • What is ICT? • Why integrate ICT in Education? • What are the Challenges? • What are the good resources? Page 3. Questions # “Despite the increasing use of ICT, the need for teachers is as great as ever” # “Placing ICT in schools will automatically improve the quality of education that children receive” #”The Internet is unsafe for children to use because there is so much dangerous material available on it” Page 4. What is ICT? • ICT is short for ..

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Hypermedia systems based on the Web for open distance education are becoming increasingly popular as tools for user-driven access learning information. Adaptive hypermedia is a new direction in research within the area of user-adaptive systems, to increase its functionality by making it personalized [Eklu 961. This paper sketches a general agents architecture to include navigational adaptability and user-friendly processes which would guide and accompany the student during hislher learning on the PLAN-G hypermedia system (New Generation Telematics Platform to Support Open and Distance Learning), with the aid of computer networks and specifically WWW technology [Marz 98-1] [Marz 98-2]. The PLAN-G actual prototype is successfully used with some informatics courses (the current version has no agents yet). The propased multi-agent system, contains two different types of adaptive autonomous software agents: Personal Digital Agents {Interface), to interacl directly with the student when necessary; and Information Agents (Intermediaries), to filtrate and discover information to learn and to adapt navigation space to a specific student

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Introduction as part of UG TEL course

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This is a version of a seminar/keynote talk I have given a few times. It argues that VLEs are no longer fit for purpose and that students should learn to take responsibility for their own toolsets.

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This was my keynote presentation at Computer Supported Education (CSEDU) 2012, in Porto. It looks at the importance of digital literacies and how VLEs do not support their developmeng and looks at iPLEs as an alternative.

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El desarrollo del archivo docente de imágenes diagnósticas, permite compartir y difundir el conocimiento de la colección de casos e imágenes radiológicas con rapidez y facilidad al personal de la Clínica Fundación Cardio-Infantil – Instituto de Cardiología, a través por portal web “e-cardio”, contribuyendo en la formación académica del personal médico, técnico y administrativo.

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Se conformó el primer archivo docente digital de patología específica del seno en la modalidad de mamografía a nivel nacional, el cuál permitirá el entrenamiento de radiólogos y residentes de radiología según el sistema de lectura BI-RADS, buscando la unificación de criterios y mejoría de las competencias en la interpretación de las imágenes con la finalidad de aumentar la detección temprana del carcinoma de seno

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Desde el campo de la informática educativa, varios autores exponen el posible efecto positivo de incorporar videojuegos y simulaciones con elementos de juego en los procesos educativos. Esta postura continúa siendo objeto de debate y sus detractores identifican, dos problemas fundamentales, por un lado el excesivo coste de estas iniciativas y, por otro, su carácter limitado que obliga a que formen parte de variados procesos educativos.. En este trabajo se estudia cómo abordar estos dos problemas desde un punto de vista tecnológico. Se propone una plataforma menor que e-adventure, un entorno de desarrollo para juegos educativos. Esta plataforma aborda el primer problema planteando, un modelo de proceso de desarrollo inspirado en la aproximación documental al desarrollo de software. El modelo de proceso incluye la propuesta de un lenguaje de marcado extendido, XML, específico del dominio de las aventuras gráficas educativas. Este lenguaje es sencillo de utilizar y facilita la creación de este tipo de juegos e incluye construcciones específicamente educativas que dan soporte a la evaluación de la actividad del alumno y a patrones de aprendizaje adaptativo. El segundo problema se aborda proponiendo la integración de dichos juegos con plataformas de tele-enseñanza, LMS, que se emplean tanto en la enseñanza a través de internet como en aproximaciones del aprendizaje electrónico, e-learning, combinadas con la enseñanza tradicional.. Se incluye la implementación de un prototipo de la plataforma propuesta y varios juegos educativos desarrollados con ella, en colaboración con investigadores e instructores de otros campos..

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Basado en el Proyecto Interactivo de investigación, este libro examina e ilustra cómo las tecnologías digitales pueden transformar el aprendizaje a través del currículo. Al observar los distintos entornos educativos en los que se mueven los niños y jóvenes-la casa y la escuela en las etapas primaria y secundaria-los profesionales piensan en que las nuevas tecnologías (TIC) suponen una ayuda para planificar y apoyar un aprendizaje eficaz en las clases. También, se ofrece a los lectores, a través de ejercicios prácticos y temas para la reflexión, la oportunidad de examinar su propia práctica docente y su experiencia en relación con estas tecnologías y entender sus beneficios y limitaciones.