807 resultados para Classroom artifacts


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The present study aims to identify the framework of personal, organizational and technical variables that contribute to the viability and successful of innovative educational practices with video games within the school context to enhance the multiple intelligences. For this purpose, advantage was taken on the information previously collected through a questionnaire about the views, thoughts and experiences of a group of teachers of childhood and primary education (N=25) who voluntarily participated in a blended training activity from Center of Teachers (CEFIRE) of Valencia, around a community of practice aimed at promoting and advising projects for implementing educational video games in the classroom. The mixed methodology adopted has allowed the following: a) describe the relationship between their degree of development and daily use made of ICT in the classroom, their level of familiarity with video games,  their previous experience to integrate them for educational purposes..., and their participation in projects that focus on game-based learning; b) conduct content analysis of the opinions and thoughts expressed in a forum for teachers on innovation on and methodological strategies adopted reflected in a virtual board; and c) develop a SWOT analysis: Strengths, Weaknesses, Opportunities and Threats inherent in the implementation of experience with video games in the classroom. Among the conclusions, it is highlighted that, even though most did not have specific training or enough technological resources and the planning and implementation of innovation required them a great investment of time, their personal interest, the support given by members of the online community of practice, helped to encourage their activity, along with receptivity, positive attitude and high motivation of students with the experience. These aspects have been crucial to promote successful innovative practices with video games.

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Karaoke singing is a popular form of entertainment in several parts of the world. Since this genre of performance attracts amateurs, the singing often has artifacts related to scale, tempo, and synchrony. We have developed an approach to correct these artifacts using cross-modal multimedia streams information. We first perform adaptive sampling on the user's rendition and then use the original singer's rendition as well as the video caption highlighting information in order to correct the pitch, tempo and the loudness. A method of analogies has been employed to perform this correction. The basic idea is to manipulate the user's rendition in a manner to make it as similar as possible to the original singing. A pre-processing step of noise removal due to feedback and huffing also helps improve the quality of the user's audio. The results are described in the paper which shows the effectiveness of this multimedia approach.