945 resultados para Ferramentas da Web 2.0
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Many educators and educational institutions have yet to integrate web-based practices into their classrooms and curricula. As a result, it can be difficult to prototype and evaluate approaches to transforming classrooms from static endpoints to dynamic, content-creating nodes in the online information ecosystem. But many scholastic journalism programs have already embraced the capabilities of the Internet for virtual collaboration, dissemination, and reader participation. Because of this, scholastic journalism can act as a test-bed for integrating web-based sharing and collaboration practices into classrooms. Student Journalism 2.0 was a research project to integrate open copyright licenses into two scholastic journalism programs, to document outcomes, and to identify recommendations and remaining challenges for similar integrations. Video and audio recordings of two participating high school journalism programs informed the research. In describing the steps of our integration process, we note some important legal, technical, and social challenges. Legal worries such as uncertainty over copyright ownership could lead districts and administrators to disallow open licensing of student work. Publication platforms among journalism classrooms are far from standardized, making any integration of new technologies and practices difficult to achieve at scale. And teachers and students face challenges re-conceptualizing the role their class work can play online.
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Prenant le parti d’étudier la culture numérique émergente selon des rapports de continuité plutôt que de rupture, cet article envisage la question de l’auctorialité féminine sur le web au regard du mythe antique de Dibutade. Il semble en effet que Dibutade, en sa qualité de figure fondatrice de nombreuses pratiques artistiques, nous permet de porter un éclairage tout à fait intéressant sur la façon dont certaines bloggeuses affirment leur statut de femme auteur, jouant rôle majeur et moteur dans l’émergence et la reconnaissance d’une littérature numérique (conçue en ligne, publiée en ligne). Les analyses conduites dans cet article entendent souligner le potentiel esthétique de certaines pratiques d’écriture en ligne souvent ignorées par les études littéraires : les profils Facebook, les blogues érotiques voire pornographiques.
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Seleccionado en la convocatoria: Ayudas a la innovación e investigación educativa en centros docentes de niveles no universitarios, Gobierno de Aragón 2010-11
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This communication presents the development of a new Internet GIS viewer that integrates a good set of AJAX functionalities and integrates OpenToro, an open source component for web publication
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MapFish is an open-source development framework for building webmapping applications. MapFish is based on the OpenLayers API and the Geo extension of Ext library, and extends the Pylons general-purpose web development framework with geo-specific functionnalities. This presentation first describes what the MapFish development framework provides and how it can help developers implement rich web-mapping applications. It then demonstrates through real web-mapping realizations what can be achieved using MapFish : Geo Business Intelligence applications, 2D/3D data visualization, on/off line data edition, advanced vectorial print functionnalities, advanced administration suite to build WebGIS applications from scratch, etc. In particular, the web-mapping application for the UN Refugee Agency (UNHCR) and a Regional Spatial Data Infrastructure will be demonstrated
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A resource for the teaching of concepts involved in 'web 3.0', including a powerpoint presentation with quiz, and accompanying tutorial
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Resumen basado en el de la publicación
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T??tulo del encuentro: 'Las TICs en el aula de ELE', organizado por el Instituto Cervantes de N??poles
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Resumen basado en el de la publicación
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Se presenta la aplicaci??n inform??tica Exelearning y su manual de uso dise??ada para la generaci??n de recursos did??cticos por parte del profesorado. Permite recopilar todos los recursos de la web que sean de utilidad para modificarlos o crearlos nuevos. Sin grandes conocimientos inform??ticos se pueden generar materiales que incluyen textos, hiperv??nculos, im??genes, autoevaluaciones y cualquier otro tipo de elementos que proporcionan experiencias interactivas al alumnado-usuario, desarrollando contenidos y propiciando la consecuci??n de los objetivos propuestos. Aunque estos entornos virtuales s??lo daban soporte a las ense??anzas a distancia o semipresenciales, cada vez est??n m??s presentes en los centros de educaci??n primaria y secundaria.
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Resumen basado en el de la publicaci??n
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Resumen basado en el de la publicaci??n
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Usability evaluation (UE) methods may have several purposes: identify and diagnose usability problems; evaluate the implementation, comparing the one under evaluation with other systems, and also perform acceptance test. These methods are usually expensive, time-consuming and complex. In this context, the ErgoCoIn 1.0 has being used as an accessible system that can be used by several people all over the world, even if they are not usability experts or evaluators. This paper aims to present a new version of this environment considering that its basic objective is to propose a higher quality for the questions. Additionally, a new presentation questionnaire window small enough to be used both in web browsers and mobile devices is proposed.
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Pós-graduação em Comunicação - FAAC
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According to the Informational Society of the twentieth century, man develops society of the spectacle, where life becomes virtual and the individual ceases to be a spectator becoming the protagonist of wikiciberepopéia and organizations seeking to gain the attention and time of its consumers through new communication strategies. If the great epics of mankind brought mythical heroes, divine, with powers (mostly above the mortals), in the era of new technologies, the common man is in the hands the opportunity to become the hero of his own ciberepopéia. Increasingly resistant to traditional advertising, the new model of media consumer, the prosumer, the storytelling is transforming into one of the main communication tools of contemporary organizations. Offer your audience a creative and relevant content across several media platforms is a major brand positioning strategies currently used, in addition to providing the transmission of values and organizational principles in a subjective manner. Storytelling where objects are extensions of the human body (eg, the cell can be treated as an extension of the ears) is a strong indication of a technocratic society, because we can consider the new technologies as extensions of the human brain (as new store technologies, create meanings, share information through a specific language) and the individual who is on the edge of new technology ends up being excluded from certain social events. This new world tends to put an end to separation between seemingly contrary ideas, such as reality/fiction, natural/cultural and the man who emerges from this medium is not the creator, but rather, transforming what already exists. The current human evolution takes place from about half the human mind and tell stories that go beyond the media saturation that really emocionem and who have a real meaning for those who listen, to be interconnected with the socio-environmental reality of this new consumer, is a major chall...