959 resultados para Learning objects repository


Relevância:

80.00% 80.00%

Publicador:

Resumo:

As education providers increasingly integrate digital learning media into their education processes, the need for the systematic management of learning materials and learning arrangements becomes clearer. Digital repositories, often called Learning Object Repositories (LOR), promise to provide an answer to this challenge. This article is composed of two parts. In this part, we derive technological and pedagogical requirements for LORs from a concretization of information quality criteria for e-learning technology. We review the evolution of learning object repositories and discuss their core features in the context of pedagogical requirements, information quality demands, and e-learning technology standards. We conclude with an outlook in Part 2, which presents concrete technical solutions, in particular networked repository architectures.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

In Part 1 of this article we discussed the need for information quality and the systematic management of learning materials and learning arrangements. Digital repositories, often called Learning Object Repositories (LOR), were introduced as a promising answer to this challenge. We also derived technological and pedagogical requirements for LORs from a concretization of information quality criteria for e-learning technology. This second part presents technical solutions that particularly address the demands of open education movements, which aspire to a global reuse and sharing culture. From this viewpoint, we develop core requirements for scalable network architectures for educational content management. We then present edu-sharing, an advanced example of a network of homogeneous repositories for learning resources, and discuss related technology. We conclude with an outlook in terms of emerging developments towards open and networked system architectures in e-learning.

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:

This paper presents the Virtual Science Hub platform. It is an open source platform that combines a social network, an e-learning authoring tool, a videoconference service and a learning object repository for science teaching enrichment. These four main functionalities fit very well together. The platform was released in April 2012 and since then it has not stopped growing. Finally we present the results of the surveys conducted and the statistics gathered to validate this approach.

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:

Encyclopaedia slavica sanctorum (eslavsanct.net) is designed as a complex heterogenous multimedia product. It is part of the project Encyclopaedia Slavica Sanctorum: Saints and Holy Places in Bulgaria (in electronic and Guthenberg versions). Until 2013, its web-based platform for online management and presentation of structured digital content has been prepared and numerous materials have been input. The platform is developed using the server technologies PHP, MySQL and HTML, JavaScript, CSS on the client side. The search in the e-ESS can be made by different parameters (12, or combinations of parameters), such as saints’ or feasts’ names, type of sainthood, types of texts dedicated to the saints, dates of saints’ commemorations, and several others. Both guests and registered users can search in the e-ESS but the latter have access to much more information including the publications of original sources. The e-platform allows for making statistics of what have been searched and read. The software used for content and access analysis is BI tool QlikView. As an analysis services provider, it is connected to the e-ESS objects repository and tracking services by a preliminary created data warehouse. The data warehouse is updated automatically, achieving real time analytics solution. The paper discusses some of the statistics results of the use of the e-ESS: the activities of the editors, users, and guests, the types of searches, the most often viewed object, such as the date of January 1 and the article on St. Basil the Great which is one of the richest encyclopaedia articles and includes both matadata and original sources published, both from medieval Slavonic manuscripts and popular culture records.

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:

Este artigo tem como objetivo mostrar que é possível incentivar a aprendizagem em museus através da construção de comunidades virtuais, com base em repositórios de objetos de aprendizagem (OA), ferramentas comunicacionais e produção de OA por parte dos visitantes. O enfoque é incentivar a aprendizagem no sentido de motivar a participação/envolvimento do visitante nas atividades da comunidade virtual. Nesta perspectiva, partimos do pressuposto de que a informação, a comunicação, a interação e a colaboração são essenciais para o processo de aprender no contexto informal dos museus. Acreditamos que a interação e a colaboração são partes integrantes do processo de aprendizagem proporcionado por comunidades virtuais e que o principal recurso de aprendizagem oferecido nessas comunidades são os objetos de aprendizagem. Assim sendo, por meio de um entendimento do aprender baseado na comunicação e na linguagem, percebemos os museus interativos como espaços discursivos em que os visitantes mergulham e por eles são modificados. Neste sentido, argumentamos que as comunidades virtuais de aprendizagem, com a possibilidade de virtualizar a linguagem, são excelentes mecanismos para ampliar o poder comunicacional dos museus, criando novas estratégias comunicativas. Para atingir o objetivo, foi necessário reunir quatro conceitos técnicos da área de informática, são eles: comunidades virtuais de aprendizagem; objetos de aprendizagem; metadados e mapas de tópicos. A junção destes conceitos permitiu a construção do ambiente de comunidade virtual, denominada CV-Muzar. Diante do exposto, de modo a identificar os meios pelos quais se podem motivar os visitantes a realmente produzirem novos conhecimentos durante sua visita informal ao museu, examinando essa questão tanto do ponto de vista quantitativo, como também qualitativamente, foi realizada uma experimentação do ambiente com um grupo de pessoas convidadas segundo suas áreas de formação.