958 resultados para Learning objects repositories


Relevância:

80.00% 80.00%

Publicador:

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Unterstützungssysteme für die Programmierausbildung sind weit verbreitet, doch gängige Standards für den Austausch von allgemeinen (Lern-) Inhalten und Tests erfüllen nicht die speziellen Anforderungen von Programmieraufgaben wie z. B. den Umgang mit komplexen Einreichungen aus mehreren Dateien oder die Kombination verschiedener (automatischer) Bewertungsverfahren. Dadurch können Aufgaben nicht zwischen Systemen ausgetauscht werden, was aufgrund des hohen Aufwands für die Entwicklung guter Aufgaben jedoch wünschenswert wäre. In diesem Beitrag wird ein erweiterbares XML-basiertes Format zum Austausch von Programmieraufgaben vorgestellt, das bereits von mehreren Systemen prototypisch genutzt wird. Die Spezifikation des Austauschformats ist online verfügbar [PFMA].

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This paper presents a model that enables the integration of SCORM packages into web games. It is based on the fact that SCORM packages are prepared to be integrated into Learning Management Systems and to communicate with them. Hence in a similar way they can also be integrated into web games. The application of this model results in the linkage between the Learning Objects inside the package and specific actions or conditions in the game. The educational content will be shown to the players when they perform these actions or the conditions are met. For example, when they need a special weapon they will have to consume the Learning Object to get it. Based on this model we have developed an open source web platform which main aim is to facilitate teachers the creation of educational games. They can select existing SCORM packages or upload their own ones and then select a game template in which the Learning Objects will be integrated. The resulting educational game will be available online. Details about the model and the developed platform are explained in this paper. Also links to the platform and an example of a generated game will be provided.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The aim of this paper is to present the experience of using lecture recordings to support curriculum changes within the framework of the European convergence process, mainly courses that need to be promoted or discontinued. We will explain an integrated solution for recording lectures consisting of a web portal, a videoconferencing tool and an economical and easily transportable kit. The validation process was performed recording three different courses at the Universidad Politécnica of Madrid (UPM) and using different diffusion channels, such as Moodle, an open source web portal called GlobalPlaza that supports streaming and recordings and the YouTube UPM channel. To assess the efficiency of our solution, a formal evaluation was conducted and will be also presented in this paper. The results show that lecture recordings allow teachers to support discontinued and new courses and enable students from remote areas to participate in international educational programmes, also the resulting recordings will be used as learning objects for future virtual courses.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

En la investigación en e-Learning existe un interés especial en la adaptación de los objetos de aprendizaje al estudiante, que se puede realizar por distintos caminos: considerando el perfil del estudiante, los estilos de aprendizaje, estableciendo rutas de aprendizaje, a través de la tutoría individualizada o utilizando sistemas de recomendación. Aunque se han realizado avances en estas facetas de la adaptación, los enfoques existentes aportan soluciones para un entorno específico, sin que exista una orientación que resuelva la adaptación con una perspectiva más genérica, en el contexto de los objetos de aprendizaje y de la enseñanza. Esta tesis, con la propuesta de una “red multinivel de conocimiento certificado” aborda la adaptación a los perfiles de los estudiantes, asume la reutilización de los objetos de aprendizaje e introduce la certificación de los contenidos, sentando las bases de lo que podría ser una solución global al aprendizaje. La propuesta se basa en reestructurar los contenidos en forma de red, en establecer distintos niveles de detalle para los contenidos de cada nodo de la red, para facilitar la adaptación a los conocimientos previos del estudiante, y en certificar los contenidos con expertos. La “red multinivel” se implementa en una asignatura universitaria de grado, integrándola en los apuntes, y se aplica a la enseñanza. La validación de la propuesta se realiza desde cuatro perspectivas: en las dos primeras, se realiza un análisis estadístico para calcular la tasa de aceptación y se aplica un modelo TAM, extrayendo los datos para realizar el análisis de una encuesta que cumplimentan los alumnos; en las otras dos, se analizan las calificaciones académicas y las encuestas de opinión sobre la docencia. Se obtiene una tasa de aceptación del 81% y se confirman el 90% de las hipótesis del modelo TAM, se mejoran las calificaciones en un 21% y las encuestas de opinión en un 9%, lo que valida la propuesta y su aplicación a la enseñanza. ABSTRACT E-Learning research holds a special interest in the adaptation of learning objects to the student, which can be performed in different ways: taking into account the student profile or learning styles, by establishing learning paths, through individualized tutoring or using recommender systems. Although progress has been made in these types of adaptation, existing approaches provide solutions for a specific environment without an approach that addresses the adaptation from a more general perspective, that is, in the context of learning objects and teaching. This thesis, with the proposal of a “certified knowledge multilevel network”, focuses on adapting to the student profile, it is based on the reuse of learning objects and introduces the certification of the contents, laying the foundations for what could be a global solution to learning. The proposal is based on restructuring the contents on a network setting different levels of depth in the contents of each node of the network to facilitate adaptation to the student’s background, and certify the contents with experts. The multilevel network is implemented in a university degree course, integrating it into the notes, and applied to teaching. The validation of the proposal is made from four perspectives: the first two, a statistical analysis is performed to calculate the rate of acceptance and the TAM model is applied, extracting data for analysis of a questionnaire-based survey completed by the students; the other two, academic qualifications and surveys about teaching are analyzed. The acceptance rate is 81%, 90% of TAM model assumptions are confirmed, academic qualifications are improved 21% and opinion survey 9%, which validates the proposal and its application to teaching.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Neste trabalho fazemos uma revisão das novas tecnologias da informação e comunicação (TIC), definindo o que são Objetos de Aprendizagem (OA) e como eles têm sido utilizados no ensino de Física. Revisamos ainda o trabalho de Vigotski buscando indicações de sua teoria educacional para investigar a aplicabilidade de atividades didáticas em ensino de Física que lancem mão de OA no ensino médio. Elaboramos um instrumento de pesquisa voltado para professores do ensino médio para avaliar seu efetivo uso nas escolas públicas e privadas brasileiras e as limitações funcionais por eles identificadas ao utilizarem esses recursos computacionais. Com base na literatura, e sob uma ótica vigotskiana, aplicamos algumas atividades com OA pré-selecionados e avaliamos com outro instrumento de pesquisa a opinião dos alunos quanto ao seu uso para o ensino de Física. Nosso trabalho pôde corroborar a boa aceitação por parte dos alunos com relação ao seu uso, já divulgada na literatura e também por parte dos professores, mas mostrou que para além das limitações de uso dos OA, especialmente das simulações computacionais, destacadas na literatura e relacionadas às limitações cognitivas que elas podem trazer quando utilizadas de maneira indiscriminada, existem problemas mais profundos de natureza funcional que têm limitado a disseminação de seu uso efetivo pelo corpo docente.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Se ha realizado una investigación acerca del uso del ordenador y de los objetos de aprendizaje que utilizan los estudiantes en una asignatura de Arquitectura Técnica de la Universidad de Alicante. Para ello, se ha creado un instrumento que analiza la utilidad percibida de los objetos de aprendizaje en la adquisición de las competencias y las actitudes de los estudiantes hacia el uso del ordenador. Los análisis realizados indican que el instrumento de medición elaborado es fiable y válido. La validez de contenido del instrumento se analizó a través del juicio de expertos (validez general del cuestionario = .912, p-valor = .000). La validez de constructo se estudió a través del análisis de su estructura interna, sometiendo a un análisis factorial los ítems de la versión definitiva del cuestionario (se identificaron cuatro factores que juntos explicaron el 45.65% de la varianza). La fiabilidad del instrumento se analizó calculando su consistencia interna por medio del coeficiente alpha de Cronbach (? para el total de la escala = .90).

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Development of educational ontologies is a step towards creation of sharable and reusable adaptive educational systems. Ontology as a conceptual courseware structure may work as a mind tool for effective teaching and as a visual navigation interface to the learning objects. The paper discusses an approach to the practical ontology development and presents the designed ontology for teaching/learning C programming.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This study aims to assess the usability of Interactive Materials developed for the courses offered by UFRN SEDIS the modality of distance education (DE), using the techniques of focus group cooperative evaluation and assessment of satisfaction. The Interactive Materials are intended to serve as an avenue where the course content reaches the student in an educational, stimulating and self-instructive enough for the student to engage and find no difficulty in using it so. After the survey data in this context were selected four Interactive Materials ("Introduction to Applied Calculus", "Science, Technology and Society", "studies the Semi-Arid" and "Cultural Geography") that adopt the framework established by UFRN for SEDIS be evaluated for their usability. Initially, a preliminary test was conducted from cooperative assessment with a student interacting with the four learning objects in order to reveal and map the major failures of usability, supporting deeper questions later. The recordings of this preliminary test were analyzed by a focus group composed of two graphic designers and two multimedia designers, and developers responsible for these objects, which helped to analyze the gap between "what was designed" and "as was used "structuring and supplementing the roadmap for cooperative evaluation and assessment of subsequent satisfaction. The cooperative evaluation was applied individually to ten students of undergraduate UFRN that tested each of the four materials. At the end, every student completed a questionnaire assessing satisfaction form adapted Wanted (Questionnaire for User Interaction Satisfaction). The analysis of the data collected in this study revealed positive, negative and notes to be considered to guide the future development of Interactive Materials, in the context of UFRN SEDIS, feedback to the process of design and evaluation with user participation

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This study describes the development of a prototype to evaluate the potential of environments based on two-dimensional modeling and virtual reality as power substations learning objects into training environments from a central operation and control of power utility Cemig. Initially, there was an identification modeling features and cognitive processes in 2D and RV, from which it was possible to create frames that serve to guide the preparation of a checklist with assigning a metric weight for measuring cognitive potential learning in the study sites. From these contents twenty-four questions were prepared and each was assigned a weight that was used in the calculation of the metric; the questions were grouped into skill sets and similar cognitive processes called categories. Were then developed two distinct environments: the first, the prototype features an interactive checklist and your individual results. And, second, a system of data management environment for the configuration and editing of the prototype, and the observation and analysis of the survey results. For prototype validation, were invited to access the virtual checklist and answer it, five professionals linked to Cemig's training area. The results confirmed the validity of this instrument application to assess the possible potential of modeling in 2D and RV as learning objects in power substations, as well as provide feedback to developers of virtual environments to improve the system.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

O presente estudo é o resultado de um projeto investigativo que, embora se relacione com a Sensibilização à Diversidade Linguística, tem como tema principal as Imagens das Línguas. Este estudo, cujo título é “Imagens das línguas de alunos do 6.º ano: um estudo em Aveiro”, tem como objetivos perceber quais as imagens das línguas dos alunos do 6.º ano, verificar qual a língua em que estes alunos se matriculam no ano seguinte e se essa escolha foi baseada em imagens estereotipadas das línguas (e em quais) e averiguar se a imagem que os alunos do 6.º ano têm sobre línguas influencia a sua escolha para aprendizagem posterior. Os dados foram recolhidos através de instrumentos distintos (o desenho e o inquérito por questionário). Primeiramente, os discentes elaboraram quatro desenhos seguindo as instruções “desenha-te a falar a tua língua materna”, “desenha-te a falar uma língua que já aprendeste”, “desenha-te a falar uma língua que gostavas de aprender” e “desenha-te a falar uma língua que não gostavas de aprender”. Seguindo-se o preenchimento do inquérito por questionário, composto por cinco questões, relacionadas com as quatro línguas em estudo (português, francês, espanhol e inglês) e que faziam parte da recolha de dados através do desenho. Relativamente ao tratamento de dados optamos pela utilização de categorias de análise (línguas como objetos afetivos, objetos de ensino-aprendizagem, instrumentos de construção e afirmação de identidades individuais e coletivas, objetos de poder e como instrumentos de construção de relações interpessoais e intergrupais), que permitiram perceber quais as imagens das línguas dos alunos inquiridos. Os resultados permitiram-nos perceber que as imagens que os alunos do 6.º ano têm das línguas portuguesa, francesa, espanhola e inglesa são, de alguma forma, estereotipadas. A maioria dos alunos tem uma imagem das línguas como instrumentos de construção e afirmação de identidades individuais e coletivas, isto é, imagens associadas à relação língua/história de um povo/cultura. Contudo, concluímos que esta imagem cultural das línguas também está associada a uma imagem afetiva, salientando a relação aluno/língua/cultura. Partindo das nossas conclusões, poder-se-ão, no futuro desenvolver sessões de Sensibilização à Diversidade Linguística, com o objetivo de (re)construir as Imagens das Línguas que os alunos têm.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Acompanha: Sequência didática: trabalhando o conceito e as características dos fungos: pesquisa de campo para identificação dos fungos

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Acompanha: Procedimento para o uso do Tracker como objeto de ensino, suas potencialidades e dificuldades para aprendizagem de física no ensino médio

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Desde hace 6 años el grupo de investigación E-Virtual de laUniversidad de Medellín viene trabajando en la implementaciónde asignaturas bimodales en la Institución. En el 2009, con elapoyo de MEN, se implementó la modalidad a distancia conmetodología virtual en el modelo pedagógico de la Universidad.Estas nuevas experiencias llevaron al Grupo a cuestionarsesobre las características pedagógicas y didácticas a teneren cuenta cuando se combinan la educación presencial y lavirtual. Para ello se indagó con profesores y estudiantes sobresu percepción al respecto. Para la recolección de informaciónse combinaron técnicas cualitativas y cuantitativas, que hanarrojado interesantes resultados, entre ellos proceso deinducción, interacciones comunicativas, Objetos Virtuales deAprendizaje y uso de la plataforma virtual.En este artículo se darán a conocer algunos resultados de lainvestigación, cuáles han sido los aspectos positivos de estaexperiencia y cuáles son las áreas a mejorar.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This research deals with the use of a participatory design methodology to develop a repository of open educational resources, the Arcaz. Discusses key aspects of neutrality and determinism of technology within the context of Social Studies of Science and Technology and presents some concepts of critical theory of technology related to the democratic construction of technological artifacts. Discusses the philosophical heritage of the movements that led to the emergence of free software, open education and open educational resources and argues that participatory design share similar ideals. It presents concepts of human-computer interaction, interaction design and user centered design, important to enhance the user experience in information systems. It addresses the participatory design as a methodology that allows the democratic participation of users in the technological construction, promoting mutual learning and active voice for the participants. Develops a participatory design methodology adapted to the Arcaz context of use and provides the procedures for the meetings conducted to apply participatory design techniques to the repository and the results obtained. It concludes with a study of some of the interventions suggested in the system and orientations for future applications of participatory practices in the development of the repository and a list of best practices, focusing on ethical principles that should guide the participatory design.