652 resultados para Work-Based Learning
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Recent experiments have revealed the fundamental importance of neuromodulatory action on activity-dependent synaptic plasticity underlying behavioral learning and spatial memory formation. Neuromodulators affect synaptic plasticity through the modification of the dynamics of receptors on the synaptic membrane. However, chemical substances other than neuromodulators, such as receptors co-agonists, can influence the receptors' dynamics and thus participate in determining plasticity. Here we focus on D-serine, which has been observed to affect the activity thresholds of synaptic plasticity by co-activating NMDA receptors. We use a computational model for spatial value learning with plasticity between two place cell layers. The D-serine release is CB1R mediated and the model reproduces the impairment of spatial memory due to the astrocytic CB1R knockout for a mouse navigating in the Morris water maze. The addition of path-constraining obstacles shows how performance impairment depends on the environment's topology. The model can explain the experimental evidence and produce useful testable predictions to increase our understanding of the complex mechanisms underlying learning.
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A sophisticated style of mentoring has been found to be essential to support engineering student teams undertaking technically demanding, real-world problems as part of a Project-Centred Curriculum (PCC) at The University of Queensland. The term ‘triple-objective’ mentoring was coined to define mentoring that addresses not only the student’s technical goal achievement but also their time and team management. This is achieved through a number of formal mentor meetings that are informed by a confidential instrument which requires students to individually reflect on team processes prior to the meeting, and a checklist of technical requirements against which the interim student team progress and achievements are assessed. Triple-objective mentoring requires significant time input and coordination by the academic but has been shown to ensure effective student team work and learning undiminished by team dysfunction. Student feedback shows they value the process and agree that the tools developed to support the process are effective in developing and assessing team work and skills with average scores mostly above 3 on a four point scale.
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This study describes the pedagogical impact of real-world experimental projects undertaken as part of an advanced undergraduate Fluid Mechanics subject at an Australian university. The projects have been organised to complement traditional lectures and introduce students to the challenges of professional design, physical modelling, data collection and analysis. The physical model studies combine experimental, analytical and numerical work in order to develop students’ abilities to tackle real-world problems. A first study illustrates the differences between ideal and real fluid flow force predictions based upon model tests of buildings in a large size wind tunnel used for research and professional testing. A second study introduces the complexity arising from unsteady non-uniform wave loading on a sheltered pile. The teaching initiative is supported by feedback from undergraduate students. The pedagogy of the course and projects is discussed with reference to experiential, project-based and collaborative learning. The practical work complements traditional lectures and tutorials, and provides opportunities which cannot be learnt in the classroom, real or virtual. Student feedback demonstrates a strong interest for the project phases of the course. This was associated with greater motivation for the course, leading in turn to lower failure rates. In terms of learning outcomes, the primary aim is to enable students to deliver a professional report as the final product, where physical model data are compared to ideal-fluid flow calculations and real-fluid flow analyses. Thus the students are exposed to a professional design approach involving a high level of expertise in fluid mechanics, with sufficient academic guidance to achieve carefully defined learning goals, while retaining sufficient flexibility for students to construct there own learning goals. The overall pedagogy is a blend of problem-based and project-based learning, which reflects academic research and professional practice. The assessment is a mix of peer-assessed oral presentations and written reports that aims to maximise student reflection and development. Student feedback indicated a strong motivation for courses that include a well-designed project component.
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Conferences that deliver interactive sessions designed to enhance physician participation, such as role play, small discussion groups, workshops, hands-on training, problem- or case-based learning and individualised training sessions, are effective for physician education.
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Distance learners are self-directed learners traditionally taught via study books, collections of readings, and exercises to test understanding of learning packages. Despite advances in e-Learning environments and computer-based teaching interfaces, distance learners still lack opportunities to participate in exercises and debates available to classroom learners, particularly through non-text based learning techniques. Effective distance teaching requires flexible learning opportunities. Using arguments developed in interpretation literature, we argue that effective distance learning must also be Entertaining, Relevant, Organised, Thematic, Involving and Creative—E.R.O.T.I.C. (after Ham, 1992). We discuss an experiment undertaken with distance learners at The University of Queensland Gatton Campus, where we initiated an E.R.O.T.I.C. external teaching package aimed at engaging distance learners but using multimedia, including but not limited to text-based learning tools. Student responses to non-text media were positive.
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Ao longo dos tempos foi possível constatar que uma grande parte do tempo dos professores é gasta na componente de avaliação. Por esse facto, há já algumas décadas que a correcção automática de texto livre é alvo de investigação. Sendo a correcção de exercícios efectuada pelo computador permite que o professor dedique o seu tempo em tarefas que melhorem a aprendizagem dos alunos. Para além disso, cada vez mais as novas tecnologias permitem o uso de ferramentas com bastante utilidade no ensino, pois para além de facilitarem a exposição do conhecimento também permitem uma maior retenção da informação. Logo, associar ferramentas de gestão de sala de aula à correcção automática de respostas de texto livre é um desafio bastante interessante. O objectivo desta dissertação foi a realização de um estudo relativamente à área de avaliação assistida por computador em que este trabalho se insere. Inicialmente, foram analisados alguns correctores ortográficos para seleccionar aquele que seria integrado no módulo proposto. De seguida, foram estudadas as técnicas mais relevantes e as ferramentas que mais se enquadram no âmbito deste trabalho. Neste contexto, a ideia foi partir da existência de uma ferramenta de gestão de sala de aula e desenvolver um módulo para a correcção de exercícios. A aplicação UNI_NET-Classroom, que foi a ferramenta para a qual o módulo foi desenvolvido, já continha um componente de gestão de exercícios que apenas efectuava a correcção para as respostas de escolha múltipla. Com este trabalho pretendeu-se acrescentar mais uma funcionalidade a esse componente, cujo intuito é dar apoio ao professor através da correcção de exercícios e sugestão da cotação a atribuir. Por último, foram realizadas várias experiências sobre o módulo desenvolvido, de forma a ser possível retirar algumas conclusões para o presente trabalho. A conclusão mais importante foi que as ferramentas de correcção automática são uma mais-valia para os professores e escolas.
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Background Information:The incorporation of distance learning activities by institutions of higher education is considered an important contribution to create new opportunities for teaching at both, initial and continuing training. In Medicine and Nursing, several papers illustrate the adaptation of technological components and teaching methods are prolific, however, when we look at the Pharmaceutical Education area, the examples are scarce. In that sense this project demonstrates the implementation and assessment of a B-Learning Strategy for Therapeutics using a “case based learning” approach. Setting: Academic Pharmacy Methods:This is an exploratory study involving 2nd year students of the Pharmacy Degree at the School of Allied Health Sciences of Oporto. The study population consists of 61 students, divided in groups of 3-4 elements. The b-learning model was implemented during a time period of 8 weeks. Results:A B-learning environment and digital learning objects were successfully created and implemented. Collaboration and assessment techniques were carefully developed to ensure the active participation and fair assessment of all students. Moodle records show a consistent activity of students during the assignments. E-portfolios were also developed using Wikispaces, which promoted reflective writing and clinical reasoning. Conclusions:Our exploratory study suggests that the “case based learning” method can be successfully combined with the technological components to create and maintain a feasible online learning environment for the teaching of therapeutics.
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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
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Interactive products are appealing objects in a technology-driven society and the offer in the market is wide and varied. Most of the existing interactive products only provide either light or sound experiences. Therefore, the goal of this project was to develop a product aimed for children combining both features. This project was developed by a team of four thirdyear students with different engineering backgrounds and nationalities during the European Project Semester at ISEP (EPS@ISEP) in 2012. This paper presents the process that led to the development of an interactive sound table that combines nine identical interaction blocks, a control block and a sound block. Each interaction block works independently and is composed of four light emitting diodes (LED) and one infrared (IR) sensor. The control is performed by an Arduino microcontroller and the sound block includes a music shield and a pair of loud speakers. A number of tests were carried out to assess whether the controller, IR sensors, LED, music shield and speakers work together properly and if the ensemble was a viable interactive light and sound device for children.
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Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar
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The European Project Semester at ISEP (EPS@ISEP) is a one semester project-based learning programme addressed to engineering students from diverse scientific backgrounds and nationalities. The students, organized in multicultural teams, are challenged to solve real world multidisciplinary problems, accounting for 30 ECTU. The EPS package, although focused on project development (20 ECTU), includes a series of complementary seminars aimed at fostering soft, project-related and engineering transversal skills (10 ECTU). This paper presents the study plan, resources, operation and results of the EPS@ISEP that was created in 2011 to apply the best engineering education practices and promote the internationalization of ISEP. The results show that the EPS@ISEP students acquire during one semester the scientific, technical and soft competences necessary to propose, design and implement a solution for a multidisciplinary problem.
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INTED2010, the 4th International Technology, Education and Development Conference was held in Valencia (Spain), on March 8, 9 and 10, 2010.
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O presente Relatório Final de Estágio concretiza-se num trabalho de reflexão crítica sobre as práticas realizadas como professora estagiária de Inglês e de Espanhol no âmbito das Unidades Curriculares de Prática Educativa I, II e III, do Curso de Mestrado em Ensino de Inglês e Francês ou Espanhol, da Escola Superior de Educação, do Instituto Politécnico do Porto. A problemática que se apresenta decorre da perspetiva de que o ensino e aprendizagem de uma língua estrangeira baseados na articulação entre disciplinas do currículo contribui para uma aprendizagem holística, desenvolvendo competências que permitem um entendimento geral e global dos fenómenos humanos proporcionando aos alunos a compreensão do saber escolar como um todo articulável, contribuindo para uma leitura lógica e completa da realidade. A sua concretização na sala de aula impõe que o professor planifique atividades e opte por estratégias de ensino e de aprendizagem diversificadas, onde convergem finalidades, conceitos e metodologias de diversas disciplinas do currículo. Assim, este trabalho descreve a planificação de práticas de ensino e aprendizagem de Inglês e Espanhol em articulação com os conteúdos e os objetivos da disciplina de Estudo do Meio no Primeiro Ciclo. A planificação de práticas de Inglês no Segundo Ciclo foi realizada em articulação com a disciplina de História e Geografia de Portugal, com base na metodologia de projeto. As opções adotadas na planificação didática são consideradas estratégicas para uma aprendizagem significativa. Palavras-chave: perspetiva interdisciplinar do ensino; planificação didática de línguas estrangeiras; compreensão integrada do saber escolar; aprendizagem por projeto
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Trabalho de Projecto apresentado para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Teaching English as a Second / Foreign Language.