796 resultados para Biggs Learning Process Questionnaire


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The objective of this thesis is model some processes from the nature as evolution and co-evolution, and proposing some techniques that can ensure that these learning process really happens and useful to solve some complex problems as Go game. The Go game is ancient and very complex game with simple rules which still is a challenge for the Artificial Intelligence. This dissertation cover some approaches that were applied to solve this problem, proposing solve this problem using competitive and cooperative co-evolutionary learning methods and other techniques proposed by the author. To study, implement and prove these methods were used some neural networks structures, a framework free available and coded many programs. The techniques proposed were coded by the author, performed many experiments to find the best configuration to ensure that co-evolution is progressing and discussed the results. Using co-evolutionary learning processes can be observed some pathologies which could impact co-evolution progress. In this dissertation is introduced some techniques to solve pathologies as loss of gradients, cycling dynamics and forgetting. According to some authors, one solution to solve these co-evolution pathologies is introduce more diversity in populations that are evolving. In this thesis is proposed some techniques to introduce more diversity and some diversity measurements for neural networks structures to monitor diversity during co-evolution. The genotype diversity evolved were analyzed in terms of its impact to global fitness of the strategies evolved and their generalization. Additionally, it was introduced a memory mechanism in the network neural structures to reinforce some strategies in the genes of the neurons evolved with the intention that some good strategies learned are not forgotten. In this dissertation is presented some works from other authors in which cooperative and competitive co-evolution has been applied. The Go board size used in this thesis was 9x9, but can be easily escalated to more bigger boards.The author believe that programs coded and techniques introduced in this dissertation can be used for other domains.

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E-learning systems output a huge quantity of data on a learning process. However, it takes a lot of specialist human resources to manually process these data and generate an assessment report. Additionally, for formative assessment, the report should state the attainment level of the learning goals defined by the instructor. This paper describes the use of the granular linguistic model of a phenomenon (GLMP) to model the assessment of the learning process and implement the automated generation of an assessment report. GLMP is based on fuzzy logic and the computational theory of perceptions. This technique is useful for implementing complex assessment criteria using inference systems based on linguistic rules. Apart from the grade, the model also generates a detailed natural language progress report on the achieved proficiency level, based exclusively on the objective data gathered from correct and incorrect responses. This is illustrated by applying the model to the assessment of Dijkstra’s algorithm learning using a visual simulation-based graph algorithm learning environment, called GRAPHs

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Web-based education or „e-learning‟ has become a critical component in higher education for the last decade, replacing other distance learning methods, such as traditional computer training or correspondence learning. The number of university students who take on-line courses is continuously increasing all over the world. In Spain, nearly a 90% of the universities have an institutional e-learning platform and over 60% of the traditional on-site courses use this technology as a supplement to the traditional face-to-face classes. This new form of learning allows the disappearance of geographical barriers and enables students to schedule their own learning process, among some other advantages. On-line education is developed through specific software called „e-learning platform‟ or „virtual learning environment‟ (VLE). A considerable number of web-based tools to deliver distance courses are currently available. Open source software packages such as Moodle, Sakai, dotLRN or Dokeos are the most commonly used in the virtual campuses of Spanish universities. This paper analyzes the possibilities that virtual learning environments provide university teachers and learners and offers a technical comparison among some of the most popular e-learning learning platforms.

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Analysis of learning data (learning analytics) is a new research field with high growth potential. The main objective of Learning analytics is the analysis of data (interactions being the basic data unit) generated in virtual learning environments, in order to maximize the outcomes of the learning process; however, a consensus has not been reached yet on which interactions must be measured and what is their influence on learning outcomes. This research is grounded on the study of e-learning interaction typologies and their relationship with students? academic performance, by means of a comparative study between different interaction typologies (based on the agents involved, frequency of use and participation mode). The main conclusions are a) that classifications based on agents offer a better explanation of academic performance; and b) that each of the three typologies are able to explain academic performance in terms of some of their components (student-teacher and student-student interactions, evaluating students interactions and active interactions, respectively), with the other components being nonrelevant.

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Learning analytics is the analysis of static and dynamic data extracted from virtual learning environments, in order to understand and optimize the learning process. Generally, this dynamic data is generated by the interactions which take place in the virtual learning environment. At the present time, many implementations for grouping of data have been proposed, but there is no consensus yet on which interactions and groups must be measured and analyzed. There is also no agreement on what is the influence of these interactions, if any, on learning outcomes, academic performance or student success. This study presents three different extant interaction typologies in e-learning and analyzes the relation of their components with students? academic performance. The three different classifications are based on the agents involved in the learning process, the frequency of use and the participation mode, respectively. The main findings from the research are: a) that agent-based classifications offer a better explanation of student academic performance; b) that at least one component in each typology predicts academic performance; and c) that student-teacher and student-student, evaluating students, and active interactions, respectively, have a significant impact on academic performance, while the other interaction types are not significantly related to academic performance.

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Acourse focused on the acquisition of integration competencies in ship production engineering, organized in collaboration with selected industry partners, is presented in this paper. The first part of the course is dedicated to Project Management: the students acquire skills in defining, using MS-PROJECT, the work breakdown structure (WBS), and the organization breakdown structure (OBS) in Engineering projects, through a series of examples of increasing complexity with the final one being the construction planning of a vessel. The second part of the course is dedicated to the use of a database manager, MS-ACCESS, in managing production related information.Aseries of increasing complexity examples is treated, the final one being the management of the piping database of a real vessel. This database consists of several thousand pipes, for which a production timing frame is defined connecting this part of the course with the first one. Finally, the third part of the course is devoted to working withFORAN,an Engineering Production application developed bySENERand widely used in the shipbuilding industry. With this application, the structural elements where all the outfittings will be located are defined through cooperative work by the students, working simultaneously in the same 3D model. In this paper, specific details about the learning process are given. Surveys have been posed to the students in order to get feedback from their experience as well as to assess their satisfaction with the learning process, compared to more traditional ones. Results from these surveys are discussed in the paper.

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Collaborative e-learning is increasingly appealing as a pedagogical approach that can positively affect student learning. We propose a didactical model that integrates multimedia with collaborative tools and peer assessment to foster collaborative e-learning. In this paper, we explain it and present the results of its application to the “International Seminars on Materials Science” online course. The proposed didactical model consists of five educational activities. In the first three, students review the multimedia resources proposed by the teacher in collaboration with their classmates. Then, in the last two activities, they create their own multimedia resources and assess those created by their classmates. These activities foster communication and collaboration among students and their ability to use and create multimedia resources. Our purpose is to encourage the creativity, motivation, and dynamism of the learning process for both teachers and students.

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The objective of this paper is to present a framework that can facilitate the university level learning process in the Project Management of different students who are enrolled in different universities in different locations and attending their own Project Management courses, but running a virtual experience in executing and managing projects. The framework includes both information systems and methodological procedures that are integrated in the information system, making it possible to assess learning performance.

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The project arises from the need to develop improved teaching methodologies in field of the mechanics of continuous media. The objective is to offer the student a learning process to acquire the necessary theoretical knowledge, cognitive skills and the responsibility and autonomy to professional development in this area. Traditionally the teaching of the concepts of these subjects was performed through lectures and laboratory practice. During these lessons the students attitude was usually passive, and therefore their effectiveness was poor. The proposed methodology has already been successfully employed in universities like University Bochum, Germany, University the South Australia and aims to improve the effectiveness of knowledge acquisition through use by the student of a virtual laboratory. This laboratory allows to adapt the curricula and learning techniques to the European Higher Education and improve current learning processes in the University School of Public Works Engineers -EUITOP- of the Technical University of Madrid -UPM-, due there are not laboratories in this specialization. The virtual space is created using a software platform built on OpenSim, manages 3D virtual worlds, and, language LSL -Linden Scripting Language-, which imprints specific powers to objects. The student or user can access this virtual world through their avatar -your character in the virtual world- and can perform practices within the space created for the purpose, at any time, just with computer with internet access and viewfinder. The virtual laboratory has three partitions. The virtual meeting rooms, where the avatar can interact with peers, solve problems and exchange existing documentation in the virtual library. The interactive game room, where the avatar is has to resolve a number of issues in time. And the video room where students can watch instructional videos and receive group lessons. Each audiovisual interactive element is accompanied by explanations framing it within the area of knowledge and enables students to begin to acquire a vocabulary and practice of the profession for which they are being formed. Plane elasticity concepts are introduced from the tension and compression testing of test pieces of steel and concrete. The behavior of reticulated and articulated structures is reinforced by some interactive games and concepts of tension, compression, local and global buckling will by tests to break articulated structures. Pure bending concepts, simple and composite torsion will be studied by observing a flexible specimen. Earthquake resistant design of buildings will be checked by a laboratory test video.

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Probabilistic graphical models are a huge research field in artificial intelligence nowadays. The scope of this work is the study of directed graphical models for the representation of discrete distributions. Two of the main research topics related to this area focus on performing inference over graphical models and on learning graphical models from data. Traditionally, the inference process and the learning process have been treated separately, but given that the learned models structure marks the inference complexity, this kind of strategies will sometimes produce very inefficient models. With the purpose of learning thinner models, in this master thesis we propose a new model for the representation of network polynomials, which we call polynomial trees. Polynomial trees are a complementary representation for Bayesian networks that allows an efficient evaluation of the inference complexity and provides a framework for exact inference. We also propose a set of methods for the incremental compilation of polynomial trees and an algorithm for learning polynomial trees from data using a greedy score+search method that includes the inference complexity as a penalization in the scoring function.

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Currently, student dropout rates are a matter of concern among universities. Many research studies, aimed at discovering the causes, have been carried out. However, few solutions, that could serve all students and related problems, have been proposed so far. One such problem is caused by the lack of the "knowledge chain educational links" that occurs when students move onto higher studies without mastering their basic studies. Most regulated studies imparted at universities are designed so that some basic subjects serve as support for other, more complicated, subjects, thus forming a complicated knowledge network. When a link in this chain fails, student frustration occurs as it prevents him from fully understanding the following educational links. In this proposal we try to mitigate these disasters that stem, for the most part, the student?s frustration beyond his college stay. On one hand, we make a dissertation on the student?s learning process, which we divide into a series of phases that amount to what we call the "learning lifecycle." Also, we analyze at what stage the action by the stakeholders involved in this scenario: teachers and students; is most important. On the other hand, we consider that Information and Communication Technologies ICT, such as Cloud Computing, can help develop new ways, allowing for the teaching of higher education, while easing and facilitating the student?s learning process. But, methods and processes need to be defined as to direct the use of such technologies; in the teaching process in general, and within higher education in particular; in order to achieve optimum results. Our methodology integrates, as another actor, the ICT into the "Learning Lifecycle". We stimulate students to stop being merely spectators of their own education, and encourage them to take an active part in their training process. To do this, we offer a set of useful tools to determine not only academic failure causes, (for self assessment), but also to remedy these failures (with corrective actions); "discovered the causes it is easier to determine solutions?. We believe this study will be useful for both students and teachers. Students learn from their own experience and improve their learning process, while obtaining all of the "knowledge chain educational links? required in their studies. We stand by the motto "Studying to learn instead of studying to pass". Teachers will also be benefited by detecting where and how to strengthen their teaching proposals. All of this will also result in decreasing dropout rates.

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Companies are looking for workers trained in soft skills, and we want to help in the learning process. How? Through three courses (Building trust through values, soft skills and entrepreneurship) and historical aces, characters who joined strong values, intellectual and social capabilities and an entrepreneurial spirit, to leave a legacy. CompasLab.org = Values + Skills + Action.

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Relatório de estágio apresentado para obtenção do grau de mestre na especialidade profissional de Educação pré-escolar

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O estudo busca conhecer o trabalho desenvolvido por professores de diferentes componentes curriculares dos anos finais do Ensino Fundamental da rede pública de ensino da cidade de São Paulo de modo a identificar e compreender suas percepções a respeito dos saberes docentes no contexto do processo ensino e aprendizagem. Assim discute-se os saberes que os professores adquirem e/ou reelaboram na prática pedagógica e que são por eles vistos como possibilidades de mudanças no processo ensino e aprendizagem que contemple um ensino de qualidade. O referencial adotado pauta-se em estudos sobre saberes docentes e sua prática, o conhecimento sobre os processos de ensino e aprendizagem e a formação dos professores que atuam nos anos finais do Ensino de Fundamental, tendo como autores principais, Tardif, Garrido, Gatti e Luckesi. Para tanto, procede-se à análise de documentos oficiais e à aplicação de um questionário a doze professores dos anos finais do Ensino Fundamental com o objetivo de conhecer aspectos da vida profissional, bem como as articulações que eles fazem entre saberes docentes, práticas profissionais e processo ensino e aprendizagem. Os resultados demonstram os saberes desenvolvidos pelos docentes, e as práticas pedagógicas que construíram ao longo de seu exercício profissional frente as dificuldades evidenciadas em alguns grupos de alunos. Por fim, os dados revelam a necessidade de se garantir discussões sobre o currículo das turmas dos anos finais do Ensino Fundamental de forma a se perceber que a evolução que os educadores almejam com todos os envolvidos no processo ensino e aprendizagem se ressignificam na prática do conhecimento.

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O objetivo desse trabalho foi compreender em que medida uma estratégia metavisual, utilizada em sala de aula, pode ajudar na construção e reconstrução de ideias, especificamente numa atividade introdutória de eletroquímica e quais os fatores envolvidos nesse processo. Para isso, foi desenvolvida uma atividade para o estudo inicial de duas interações eletroquímicas, envolvendo ferro e soluções de sulfato de cobre (II) e ácido sulfúrico. Foi utilizada uma metodologia qualitativa, envolvendo 32 estudantes do 3.o ano do ensino médio de uma mesma escola, idades entre 16 e 18 anos, em que foram feitos os registros audiovisuais dos alunos realizando a atividade e as falas transcritas para análise. Além disso, eles responderam a um questionário para se pesquisar por indícios nas habilidades metavisuais em 1D e 2D e, por último, uma entrevista semiestruturada. Duas categorias foram elaboradas com o objetivo de se classificar as hipóteses propostas para posterior comparação, uma para o nível simbólico e a outra para o submicro, possibilitando a observação de possíveis evoluções e dificuldades encontradas. Com relação às habilidades metavisuais, também foram necessárias três categorias para compor a análise. Os resultados indicam que a estratégia metavisual mostrou-se eficiente para a construção e reconstrução de conceitos associados à eletroquímica, na medida em que as concepções alternativas e dificuldades, comuns nessa área, puderam ser discutidas e modificadas. Houve evolução das hipóteses dos alunos, com intensa modelagem de conceitos, propiciada pela comparação de imagens (metavisualização), tanto no nível simbólico quanto no submicro. Foi observado que os estudantes demonstraram maior dificuldade ao elaborar as hipóteses do submicro, possivelmente por esse nível ter mais detalhes, maior aprofundamento de conceitos, ser mais abstrato e, portanto, não ser natural para os estudantes. Adicionalmente, o tempo de aprendizagem e de modelagem revelou-se diferente para os grupos, o que sugere aos professores considerarem isso no processo ensino-aprendizagem. Finalmente, os resultados parecem apontar também que as habilidades metavisuais e as conexões entre os níveis representacionais podem estar associados a melhores aprendizados e que, muitas vezes, é necessária a utilização de diversas representações e de um tempo maior para que os alunos consigam evoluir. Vale ressaltar que o assunto ainda é pouco pesquisado, se comparado a outros temas e, sendo assim, recomendam-se mais pesquisas sobre as estratégias metacognitivas no ensino de ciências e de química, em que as suas contribuições, no aprendizado dos alunos, possam ser mais investigadas.