742 resultados para Game-based learning model
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Database schemas, in many organizations, are considered one of the critical assets to be protected. From database schemas, it is not only possible to infer the information being collected but also the way organizations manage their businesses and/or activities. One of the ways to disclose database schemas is through the Create, Read, Update and Delete (CRUD) expressions. In fact, their use can follow strict security rules or be unregulated by malicious users. In the first case, users are required to master database schemas. This can be critical when applications that access the database directly, which we call database interface applications (DIA), are developed by third party organizations via outsourcing. In the second case, users can disclose partially or totally database schemas following malicious algorithms based on CRUD expressions. To overcome this vulnerability, we propose a new technique where CRUD expressions cannot be directly manipulated by DIAs any more. Whenever a DIA starts-up, the associated database server generates a random codified token for each CRUD expression and sends it to the DIA that the database servers can use to execute the correspondent CRUD expression. In order to validate our proposal, we present a conceptual architectural model and a proof of concept.
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The aim of this study is to investigate the effectiveness of problem-based learning (PBL) on students’ mathematical performance. This includes mathematics achievement and students’ attitudes towards mathematics for third and eighth grade students in Saudi Arabia. Mathematics achievement includes, knowing, applying, and reasoning domains, while students’ attitudes towards mathematics covers, ‘Like learning mathematics’, ‘value mathematics’, and ‘a confidence to learn mathematics’. This study goes deeper to examine the interaction of a PBL teaching strategy, with trained face-to-face and self-directed learning teachers, on students’ performance (mathematics achievement and attitudes towards mathematics). It also examines the interaction between different ability levels of students (high and low levels) with a PBL teaching strategy (with trained face-to-face or self-directed learning teachers) on students’ performance. It draws upon findings and techniques of the TIMSS international benchmarking studies. Mixed methods are used to analyse the quasi-experimental study data. One -way ANOVA, Mixed ANOVA, and paired t-tests models are used to analyse quantitative data, while a semi-structured interview with teachers, and author’s observations are used to enrich understanding of PBL and mathematical performance. The findings show that the PBL teaching strategy significantly improves students’ knowledge application, and is better than the traditional teaching methods among third grade students. This improvement, however, occurred only with the trained face-to-face teacher’s group. Furthermore, there is robust evidence that using a PBL teaching strategy could raise significantly students’ liking of learning mathematics, and confidence to learn mathematics, more than traditional teaching methods among third grade students. Howe ver, there was no evidence that PBL could improve students’ performance (mathematics achievement and attitudes towards mathematics), more than traditional teaching methods, among eighth grade students. In 8th grade, the findings for low achieving students show significant improvement compared to high achieving students, whether PBL is applied or not. However, for 3th grade students, no significant difference in mathematical achievement between high and low achieving students was found. The results were not expected for high achieving students and this is also discussed. The implications of these findings for mathematics education in Saudi Arabia are considered.
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This paper discusses the results and propositions of organizational knowledge management research conducted in the period 2001-2007. This longitudinal study had the unique goal of investigating and analyzing “Knowledge Management” (KM) processes effectively implemented in world class organizations. The main objective was to investigate and analyze the conceptions, motivations, practices, metrics and results of KM processes implemented in different industries. The first set of studies involved 20 world cases related in the literature and served as a basis for a theoretical framework entitled “KM Integrative Conceptual Mapping Proposition”. This theoretical proposal was then tested in a qualitative study in three large organizations in Brazil. The results of the qualitative study validated the mapping proposition and left questions for new research concerning the implementation of a knowledge-based organizational model strategy.
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In this paper, we investigate output accuracy for a Discrete Event Simulation (DES) model and Agent Based Simulation (ABS) model. The purpose of this investigation is to find out which of these simulation techniques is the best one for modelling human reactive behaviour in the retail sector. In order to study the output accuracy in both models, we have carried out a validation experiment in which we compared the results from our simulation models to the performance of a real system. Our experiment was carried out using a large UK department store as a case study. We had to determine an efficient implementation of management policy in the store’s fitting room using DES and ABS. Overall, we have found that both simulation models were a good representation of the real system when modelling human reactive behaviour.
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Bogotá (Colombia) : Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés
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2016
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The article studies a way of enhancing student cognition by using interdisciplinary project-based learning (IPBL) in a higher education institution. IPBL is a creative pedagogic approach allowing students of one area of specialisation to develop projects for students with different academic profiles. The application of this approach in the Ural State University of Economics resulted in a computer-assisted learning system (CALS) designed by IT students. The CALS was used in an analytical chemistry course with students majoring in Commodities Management and Expertise (‘expert’ students). To test how effective the technology was, the control and experimental groups were formed. In the control group, learning was done with traditional methods. In the experimental group, it was reinforced by IPBL. A statistical analysis of the results, with an application of Pearson χ 2 test, showed that the cognitive levels in both IT and ‘expert’ experimental groups improved as compared with the control groups. The findings demonstrated that IPBL can significantly enhance learning. It can be implemented in any institution of higher or secondary education that promotes learning, including the CALS development and its use for solving problems in different subject areas.
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Deep Learning architectures give brilliant results in a large variety of fields, but a comprehensive theoretical description of their inner functioning is still lacking. In this work, we try to understand the behavior of neural networks by modelling in the frameworks of Thermodynamics and Condensed Matter Physics. We approach neural networks as in a real laboratory and we measure the frequency spectrum and the entropy of the weights of the trained model. The stochasticity of the training occupies a central role in the dynamics of the weights and makes it difficult to assimilate neural networks to simple physical systems. However, the analogy with Thermodynamics and the introduction of a well defined temperature leads us to an interesting result: if we eliminate from a CNN the "hottest" filters, the performance of the model remains the same, whereas, if we eliminate the "coldest" ones, the performance gets drastically worst. This result could be exploited in the realization of a training loop which eliminates the filters that do not contribute to loss reduction. In this way, the computational cost of the training will be lightened and more importantly this would be done by following a physical model. In any case, beside important practical applications, our analysis proves that a new and improved modeling of Deep Learning systems can pave the way to new and more efficient algorithms.
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In the industry of steelmaking, the process of galvanizing is a treatment which is applied to protect the steel from corrosion. The air knife effect (AKE) occurs when nozzles emit a steam of air on the surfaces of a steel strip to remove excess zinc from it. In our work we formalized the problem to control the AKE and we implemented, with the R&D dept.of MarcegagliaSPA, a DL model able to drive the AKE. We call it controller. It takes as input the tuple (pres and dist) to drive the mechanical nozzles towards the (c). According to the requirements we designed the structure of the network. We collected and explored the data set of the historical data of the smart factory. Finally, we designed the loss function as sum of three components: the minimization between the coating addressed by the network and the target value we want to reach; and two weighted minimization components for both pressure and distance. In our solution we construct a second module, named coating net, to predict the coating of zinc
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L’istruzione superiore in Europa è stata oggetto di un significativo processo di riforma: è aumentato l’interesse per un modello di apprendimento intorno ai progetti, centrato sullo studente, che favorisse lo sviluppo di competenze trasversali – il project-based learning (PBL). Inserire il PBL nelle Università richiede un processo di innovazione didattica: il curriculum di un corso PBL e le competenze richieste all’insegnante si differenziano dall’apprendimento tradizionale. Senza un'adeguata attenzione ai metodi di supporto per insegnanti e studenti, questi approcci innovativi non saranno ampiamente adottati. L’obiettivo di questo studio è determinare in che modo sia possibile implementare un corso PBL non presenziato da figure esperte di PBL. Le domande della ricerca sono: è possibile implementare efficacemente un approccio PBL senza il coinvolgimento di esperti dei metodi di progettazione? come si declinano i ruoli della facilitazione secondo questa configurazione: come si definisce il ruolo di tutor d’aula? come rafforzare il supporto per l’implementazione del corso? Per rispondere alle domande di ricerca è stata utilizzata la metodologia AIM-R. Viene presentata la prima iterazione dell’implementazione di un corso di questo tipo, durante la quale sono state svolte attività di ricerca e raccolta dati. L’attività di facilitazione è affidata a tre figure diverse: docente, tutor d’aula e coach professionisti. Su questa base, sono stati definiti gli elementi costituenti un kit di materiale a supporto per l’implementazione di corsi PBL. Oltre a un set di documenti e strumenti condivisi, sono stati elaborati i vademecum per guidare studenti, tutor e docenti all’implementazione di questo tipo di corsi. Ricerche future dovranno essere volte a identificare fattori aggiuntivi che rendano applicabile il kit di supporto per corsi basati su un modello diverso dal Tech to Market o che utilizzino strumenti di progettazione diversi da quelli proposti durante la prima iterazione.
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This invited editorial, reflecting on expectations of changing to graduate entry, eg enhanced maturity in the student cohort with greater self-sufficiency and taking of responsibility for learning in the context of adoption of a problem-based learning model, examines experiences of early post-change years and raises questions for contemplation by medical schools considering graduate entry.
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Existe una falta de interés por parte de los estudiantes en el área de las Tecnologías de la Información y la Comunicación (TIC) que se ve reflejada en el descenso de las matriculaciones en este ámbito. El uso de metodologías de aprendizaje basadas en el Constructivismo combinadas con tecnología software, se ha observado que es una buena solución para afrontar dicha falta de interés. Sin embargo, actualmente no existen aplicaciones software que implementen estas metodologías pedagógicas y que proporcionen a los estudiantes los mecanismos de ayuda necesarios (Scaffolding) para darles soporte durante el aprendizaje de conceptos TIC. Una posible solución a este problema es el uso de juegos educativos, los cuáles implementarán técnicas de Scaffolding que den el soporte necesario al estudiante para alcanzarlos objetivos de aprendizaje fijados. Por tanto, en este proyecto se diseñará e implementará un juego educativo basado en puzles orientado a la Programación que estará basado en un método aprendizaje basado en el Constructivismo en el que el estudiante construye su propio conocimiento. Una vez implementado, será evaluado en un centro escolar por parte deestudiantes de últimos cursos de ESO o Bachillerato.
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Le phénomène du décrochage scolaire est encore très présent dans notre société, particulièrement chez les garçons. Notre mémoire s’intéresse à la question et vise à mieux comprendre la dynamique motivationnelle d’un échantillon (N=11) d’élèves masculins considéré comme étant « à risque » de décrochage au 3e cycle d’une école primaire de Montréal. De plus, notre expérimentation vise spécifiquement à décrire l’influence de l’utilisation d’une activité pédagogique dite « motivante » : le jeu éducatif numérique « Math en Jeu » sur la dynamique motivationnelle à apprendre en mathématiques. Il s’agit d’une étude de cas avec une approche mixte de collecte de données. Nos résultats révèlent quatre profils de dynamique motivationnelle chez les élèves de notre échantillon : 1) les élèves en difficulté en mathématiques, 2) les élèves démotivés et 3) les élèves démotivés et en difficulté en mathématiques, puis, 4) des cas plus complexes. Notre analyse montre que « Math en Jeu » suscite un grand intérêt chez tous les élèves de notre échantillon. L’influence du jeu sur la dynamique motivationnelle semble toutefois mieux convenir aux élèves avec des dynamiques motivationnelles de type « démotivé » ou « démotivé et en difficulté en mathématiques » et dans une certaine mesure, certains élèves catégorisés comme étant des « cas complexes ». Nos résultats indiquent que le jeu pourrait notamment avoir une certaine influence sur le sentiment de compétence à réussir de l’élève. Toutefois, pour être en mesure de mieux décrire et analyser ces influences, il serait préférable de mener des recherches sur une plus longue durée, dans un contexte naturel de classe et sur un échantillon d’élèves plus grand.
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As mudanças no cenário da engenharia civil e consequentemente da gestão da produção das obras exigem um engenheiro com perfil diferente, resultando na necessidade novas competências, relacionadas a inovação, foco no cliente, planejamento e controle, sistemas de gestão da qualidade, sustentabilidade e uma visão humanista. O objetivo principal deste artigo é identificar as competências desenvolvidas em uma empresa construtora com o processo de implantação da Aprendizagem Baseada em Problemas adaptado ao contexto organizacional. A estratégia de pesquisa adotada foi a pesquisa-ação, na qual a equipe de pesquisa atua com profissionais para melhorar a forma como estes entendem e resolvem problemas. Os resultados alcançados envolveram o desenvolvimento de competências relacionadas ao contexto organizacional, à aprendizagem individual, coletiva e organizacional, apontando problemas e possíveis soluções de gestão na empresa. Através do desenvolvimento de competências gerenciais, foi estimulada uma visão humanística, sustentável, com foco no cliente, além de um melhor sistema de gestão da qualidade. Identificaram-se problemas no sistema de gestão organizacional, ficando evidente a necessidade da criação de um ambiente propício para troca de informações entre diferentes setores da empresa.