995 resultados para Art objects, Indic
Resumo:
O uso crescente da Internet (World Wide Web), e das suas potencialidades tecnológicas têm contribuído para uma proliferação de ambientes de ensino/aprendizagem, baseados em Tecnologia. A comunidade científica reúne consenso quanto às vantagens da reutilização de conteúdos de aprendizagem e à adopção de standards com vista à interoperabilidade entre conteúdos/objectos partilháveis e plataformas. Este artigo tem como objectivo reflectir sobre o desenvolvimento de uma metodologia de ensino combinada de aprendizagem com recurso a Learning Objects, no âmbito do trabalho de doutoramento.
Resumo:
O uso das tecnologias com base na Web, no processo ensino/aprendizagem, têm obtido excelentes resultados, onde a Internet é a plataforma base de comunicação e interacção entre estudantes e professores. Assiste-se, também, a uma partilha/reutilização constante de conteúdos educativos/Learning Objects, em diferentes formatos e diferentes tipos de plataformas, incrementada pela Web 2.0. Este artigo apresenta um estudo sobre o desenvolvimento, disponibilização e utilização de Learning Objects em instituições de Ensino Superior. Conclui-se que as instituições de Ensino Superior inquiridas não desenvolvem, não reutilizam nem promovem a reutilização de LOs, que utilizam as especificações SCORM e IMS, e apresentam-se observações sobre as vantagens e desvantagens da sua utilização.
Resumo:
Recommendation systems have been growing in number for the last fifteen years. To evolve and adapt to the demands of the actual society, many paradigms emerged giving birth to even more paradigms and hybrid approaches. Mobile devices have also been under an incredible growth rate in every business area, and there are already lots of mobile based systems to assist tourists. This explosive growth gave birth to different mobile applications, each having their own advantages and disadvantages. Since recommendation and mobile systems might as well be integrated, this work intends to present the current state of the art in tourism mobile and recommendation systems, as well as to state their advantages and disadvantages.
Resumo:
The aim of this paper is presenting the modules of the Adaptive Educational Hypermedia System PCMAT, responsible for the recommendation of learning objects. PCMAT is an online collaborative learning platform with a constructivist approach, which assesses the user’s knowledge and presents contents and activities adapted to the characteristics and learning style of students of mathematics in basic schools. The recommendation module and search and retrieval module choose the most adequate learning object, based on the user's characteristics and performance, and in this way contribute to the system’s adaptability.
Resumo:
Recommendation systems have been growing in number over the last fifteen years. To evolve and adapt to the demands of the actual society, many paradigms emerged giving birth to even more paradigms and hybrid approaches. These approaches contain strengths and weaknesses that need to be evaluated according to the knowledge area in which the system is going to be implemented. Mobile devices have also been under an incredible growth rate in every business area, and there are already lots of mobile based systems to assist tourists. This explosive growth gave birth to different mobile applications, each having their own advantages and disadvantages. Since recommendation and mobile systems might as well be integrated, this work intends to present the current state of the art in tourism mobile and recommendation systems, as well as to state their advantages and disadvantages.
Resumo:
Este texto sintetiza o último capítulo da investigação de doutoramento – Objetos feitos de cancro: a cultura material como pedaço de doença em histórias de mulheres contadas pela arte. Através de uma reflexão em torno dos objetos e materialidades que ganham forma e relevo em projetos artísticos referentes à experiência feminina do cancro, esta tese propõe conceitos alternativos de cultura material e de doença oncológica. Rejeita-se uma separação ou diferenciação entre dimensões materiais e intangíveis na doença, entendendo-se os objetos de cultura material como pedaços de cancro, ou seja, enquanto partes constitutivas das ideias, sensações, emoções e gestos que fazem a experiência do corpo doente. Objetos hospitalares, domésticos e pessoais, de uso coletivo ou individual, onde se incluem materialidades descartáveis, vestuário, mobiliário, equipamento e máquinas, compõem uma lista de realidades que se encastram nas experiências do corpo em diagnóstico, internamento, tratamento, reconstrução, remissão, recorrência, metastização e morte. Dando nome a esta continuidade indivisa, propus os conceitos “objeto nosoencastrável” e “doença modular”, pretendendo, na forma como defino as coisas, os mesmos encaixes que existem na realidade vivida. Para compreender a ação, os usos e os sentidos dos objetos que fazem e são pedaços de cancro(s), o campo de trabalho desta investigação abrangeu as imagens e os textos explicativos de cento e cinquenta projetos artísticos produzidos por ou com mulheres que viveram a experiência desta doença. Expostos na Internet, os exercícios criativos, amadores ou profissionais, de fotografia comercial e artística, pintura, desenho, colagem, modelagem, escultura, costura e tricô serviram de terreno narrativo e visual, permitindo-me encontrar a versão émica dos encaixes entre cultura material e doença. Tocar a continuidade entre objetos e cancros, juntando os saberes do corpo, da arte e da antropologia, assentou numa abordagem teórica e metodológica onde ensaiei o potencial heurístico daquilo a que chamo a “terceira metade das coisas e do conhecimento”.
Resumo:
Com a crescente associação dos meios tecnológicos aos métodos de ensino, tem-se vindo a verificar uma mudança significativa na forma como o aluno adquire o conhecimento. Os meios digitais tornaram-se num meio cada vez mais apetecível para os alunos e para os professores, que vêem no suporte tecnológico um precioso complemento para utilizar nas suas aulas. O aparecimento do ensino à distância e mais recentemente do e-learning, veio revolucionar a forma como se adquire o conhecimento, deixando de ser importante a hora e o local aonde nos encontramos. Com estes novos tipos de ensino, surgem também os novos tipos de recursos disponíveis. Uns dos recursos tecnológicos em destaque na actualidade são os Objectos de Aprendizagem (OA), pequenos pedaços de informação que podem ser utilizados, reutilizados ou referenciados no apoio tecnológico à aprendizagem. Analisados os conceitos e as características dos OA foi efectuado o levantamento do estado da arte e feito um estudo sobre recursos educativos utilizados na área da Medicina Dentária, sendo realizada uma análise a cada um desses recursos, observando as suas carências e os seus pontos fortes. Posteriormente partiu-se para a realização de um OA que possa servir como suporte ao ensino da Medicina Dentária, mais concretamente sobre a realização de incisões e de suturas durante cirurgias dentárias. A sua validação revelou ser possível a reutilização em diferentes contextos de ensino e aprendizagem.
Resumo:
— In the new learning environments, built width digital technologies, the need to promote quality of education resources, commonly known as Learning Objects, which can support formal and informal distance learning, emerge as one of the biggest challenge that educational institutions will have to face. Due to the fact that is expensive, the reuse and sharing became very important issue. This article presents a Learning Object Repository which aims to store, to disseminate and maintain accessible Learning Objects.
Resumo:
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.
Resumo:
In the early 21st Century, with the phenomenon of digital convergence, the consecration of Web 2.0, the decrease of the cost of cameras and video recorders, the proliferation of mobile phones, laptops and wireless technologies, we witness the arising of a new wave of media, of an informal, personal and at times “minority” nature, facilitating social networks, a culture of fans, of sharing and remix. As digital networks become fully and deeply intricate in our experience, the idea of “participation” arises as one of the most complex and controversial themes of the contemporary critical discourse, namely in what concerns contemporary art and new media art. However, the idea of “participation” as a practice or postulate traverses the 20th century art playing an essential role in its auto-critic, in questioning the concept of author, and in the dilution of the frontiers between art, “life” and society, emphasizing the process, the everyday and a community sense. As such, questioning the new media art in light of a “participatory art” (Frieling, 2008) invokes a double gaze simultaneously attentive to the emerging figures of a “participatory aesthetics” in digital arts and of the genealogy in which it is included. In fact, relating the new media art with the complex and paradoxical phenomenon of “participation” allows us to, on the one hand, avoid “digital formalism” (Lovink, 2008) and analyse the relations between digital art and contemporary social movements; on the other hand, this angle of analysis contributes to reinforce the dialogue and the links between digital art and contemporary art, questioning the alleged frontiers that separate them.
Resumo:
In this paper we discuss how the inclusion of semantic functionalities in a Learning Objects Repository allows a better characterization of the learning materials enclosed and improves their retrieval through the adoption of some query expansion strategies. Thus, we started to regard the use of ontologies to automatically suggest additional concepts when users are filling some metadata fields and add new terms to the ones initially provided when users specify the keywords with interest in a query. Dealing with different domain areas and having considered impractical the development of many different ontologies, we adopted some strategies for reusing ontologies in order to have the knowledge necessary in our institutional repository. In this paper we make a review of the area of knowledge reuse and discuss our approach.
Resumo:
A repository of learning objects is a system that stores electronic resources in a technology-mediated learning process. The need for this kind of repository is growing as more educators become eager to use digital educa- tional contents and more of it becomes available. The sharing and use of these resources relies on the use of content and communication standards as a means to describe and exchange educational resources, commonly known as learning objects. This paper presents the design and implementation of a service-oriented reposi- tory of learning objects called crimsonHex. This repository supports new definitions of learning objects for specialized domains and we illustrate this feature with the definition of programming exercises as learning objects and its validation by the repository. The repository is also fully compliant with existing commu- nication standards and we propose extensions by adding new functions, formalizing message interchange and providing a REST interface. To validate the interoperability features of the repository, we developed a repository plug-in for Moodle that is expected to be included in the next release of this popular learning management system.