857 resultados para Massive open online courses
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The World Association of Girl Guides and Girl Scouts (WAGGGS) is the umbrella organisation for Member Organisations from 145 countries around the world, with a total membership of ten million. While Member Organisations offer training and development within their own countries, WAGGGS offers international opportunities. This project seeks to explore how technology can be used to offer similar opportunities to those provided by the face-to-face courses to a much wider audience, while retaining the community and interactive learning aspects of the existing programmes.
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Teutsch 145 and Teutsch 146 are shown to be open clusters (OCs) orbiting well inside the solar circle, a region where several dynamical processes combine to disrupt most OCs on a time-scale of a few 108 yr. BVI photometry from the GALILEO telescope is used to investigate the nature and derive the fundamental and structural parameters of the optically faint and poorly known OCs Teutsch 145 and 146. These parameters are computed by means of field-star-decontaminated colour-magnitude diagrams and stellar radial density profiles (RDPs). Cluster mass estimates are made based on the intrinsic mass functions (MFs). We derive the ages 200+100(-50) and 400 +/- 100 Myr, and the distances from the Sun d(circle dot) = 2.7 +/- 0.3 and 3.8 +/- 0.2 kpc, respectively, for Teutsch 145 and 146. Their integrated apparent and absolute magnitudes are m(V) approximate to 12.4 and 13.3 and M(V) approximate to -5.6 and -5.3. The MFs (detected for stars with m greater than or similar to 1 M(circle dot)) have slopes similar to Salpeter`s initial mass function. Extrapolated to the H-burning limit, the MFs would produce total stellar masses of similar to 1400 M(circle dot), typical of relatively massive OCs. Both OCs are located deep into the inner Galaxy and close to the Crux-Scutum arm. Since cluster-disruption processes are important, their primordial masses must have been higher than the present-day values. The conspicuous stellar density excess observed in the innermost bin of both RDPs might reflect the dynamical effects induced by a few 108 yr of external tidal stress.
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We employ the recently installed near-infrared Multi-Conjugate Adaptive Optics demonstrator (MAD) to determine the basic properties of a newly identified, old and distant, Galactic open cluster (FSR 1415). The MAD facility remarkably approaches the diffraction limit, reaching a resolution of 0.07 arcsec (in K), that is also uniform in a field of similar to 1.8 arcmin in diameter. The MAD facility provides photometry that is 50 per cent complete at K similar to 19. This corresponds to about 2.5 mag below the cluster main-sequence turn-off. This high-quality data set allows us to derive an accurate heliocentric distance of 8.6 kpc, a metallicity close to solar and an age of similar to 2.5 Gyr. On the other hand, the deepness of the data allows us to reconstruct (completeness-corrected) mass functions (MFs) indicating a relatively massive cluster, with a flat core MF. The Very Large Telescope/MAD capabilities will therefore provide fundamental data for identifying/analysing other faint and distant open clusters in the Galaxy III and IV quadrants.
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The aim of this degree thesis is to see what research says about the use of computer and video games to support upper elementary pupils’ development in English reading comprehension in Swedish schools. Other goals are to see how online and offline gaming can be integrated in the Swedish schools and what attitudes teachers have towards gaming. The method used is a systematic literature review and the purpose is to analyze chosen articles and to find relevant content that answers the research questions. Five articles were chosen from different databases and were systematically analyzed in this thesis. The results show that online gaming as support for education can be rewarding for some upper elementary pupils in English learning. However, in English reading comprehension there is not much research found which means that more research needs to be made within this area. Moreover, involving online gaming in English language learning seems to be a challenge for teachers mostly because of their lack of knowledge about the subject, even though they are positive to gaming. The lack of knowledge about the subject could be altered with more education and courses in the area.
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This thesis focuses upon a series of empirical studies which examine communication and learning in online glocal communities within higher education in Sweden. A recurring theme in the theoretical framework deals with issues of languaging in virtual multimodal environments as well as the making of identity and negotiation of meaning in these settings; analyzing the activity, what people do, in contraposition to the study of how people talk about their activity. The studies arise from netnographic work during two online Italian for Beginners courses offered by a Swedish university. Microanalyses of the interactions occurring through multimodal video-conferencing software are amplified by the study of the courses’ organisation of space and time and have allowed for the identification of communicative strategies and interactional patterns in virtual learning sites when participants communicate in a language variety with which they have a limited experience. The findings from the four studies included in the thesis indicate that students who are part of institutional virtual higher educational settings make use of several resources in order to perform their identity positions inside the group as a way to enrich and nurture the process of communication and learning in this online glocal community. The sociocultural dialogical analyses also shed light on the ways in which participants gathering in discursive technological spaces benefit from the opportunity to go to class without commuting to the physical building of the institution providing the course. This identity position is, thus, both experienced by participants in interaction, and also afforded by the ‘spaceless’ nature of the online environment.
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Just about every time I open a journal or read a blog online, I see something about e-books saving newspapers and magazines. Both magazines and newspapers–and really all scholalry communication–are going the way of all flesh, we’re told, but e-book reading may provide a stay of execution, however short that may be. It got me to thinking if there might be something else that would provide a similarDies Irae proroguement for scholarly communication in general. That’s when it occurred to me it could well be open access (OA), or at least as I envision it here.
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: Colleges and universities of all types are pursuing increasingly ambitious goals for online education for a range of reasons—enhancing learning, increasing access, growing enrollment, managing costs. However, concerns about workload, support resources, autonomy, and course quality leave many faculty skeptical of online instruction, and most institutions expanding online offerings are struggling to get sufficient numbers of faculty both willing and prepared to teach online. This study presents best practices in managing the strategic and operational challenges associated with increasing the number of fully online and hybrid courses
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Institutions of all shapes and sizes are investing significant sums to expand their portfolio of online and hybrid courses without specific institutional priorities in mind, often resulting in a mix of arbitrary, sub-scale offerings. This creates an unsustainably expensive disconnect between the institution’s online portfolio (largely steered by unit-level interests and capacity) and its overarching interest in using technology to increase access, improve student success, and grow revenue. This guide is designed to help institutional leaders prioritize scarce resources devoted to online and hybrid course development toward the most promising available opportunities. By targeting specific curricular "gaps," institutions can improve retention, reduce time-to-degree, regain or expand their share of currently enrolled student credit hours, or even attract new students to existing programs.
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A disseminação da informação e o uso de novas tecnologias têm delineado uma transformação nos processos de ensino-aprendizagem. Uma parte significativa desta transformação está relacionada ao uso da educação a distância como forma de atingir novos públicos e desenvolver novas metodologias de ensino. Estas transformações também estão afetando cada vez mais as corporações, que tem economizado milhões de dólares todos os anos, usando a educação a distância (EAD) para treinar seus empregados de modo mais eficiente e eficaz do que com os métodos tradicionais. Mas, apesar da maciça presença da EAD na Web, o assunto educação ou treinamento a distância ainda é pouco conhecido e, até certo ponto, incompreendido. A interface entre o ensino/treinamento via Web e as universidades tradicionais ou abertas está ainda pouco explorado. O objetivo deste trabalho é fazer um levantamento comparativo entre os cursos universitários que utilizam a educação a distância e os cursos ou treinamentos a distância utilizados pelas empresas. Buscamos identificar na amostra formas de interação e suporte aos alunos semelhantes entre as universidades e as empresas, a fim de reuni-las formando grupos ou segmentos com características similares. Nesta análise identificamos três grandes grupos que melhor caracterizam as metodologias adotadas.
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A presente dissertação realiza um estudo comparativo de casos, representados por dois jornais online: Terra Notícias e Diário Catarinense, tendo como ponto de partida o estabelecimento das seguintes categorias: conteúdo disponível, ergonomia do sistema hipermídia e recursos de interatividade, levantados a partir de uma revisão bibliográfica sobre o tema. Para chegar a esse objetivo, são utilizadas técnicas variadas de pesquisa, como pesquisa bibliográfica, aplicação de questionário para obtenção de dados quantitativos e qualitativos e observação estruturada a partir de categorias pré-estabelecidas. A pesquisa ainda aplica uma ferramenta para mensuração da qualidade percebida, com a finalidade de verificar a avaliação dos internautas catarinenses em relação aos dois jornais online em questão. A ferramenta de pesquisa foi construída a partir de modelo proposto por Sousa (2001), e ampliada com base nas mesmas categorias utilizadas para a análise comparativa.
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A educação a distância tem tido expressivo crescimento no Brasil nos últimos anos e com essa expansão aumentam também os desafios relacionados à sua gestão. Este trabalho focaliza as diversas concepções e fundamentos teóricos acerca das abordagens sobre estrutura organizacional e sistemas de educação a distância, para concepção do que denominou-se configuração da gestão da EAD. Como delineamento de pesquisa analisou-se a relação entre as configurações das gestões dos cursos a distância de Administração, projeto piloto da Universidade Aberta do Brasil e os seus conceitos definidos pelo Exame Nacional de Desempenho de Estudantes, identificando-se as teorias e modelos manifestos em seu contexto. O trabalho parte de uma descrição da estrutura organizacional da área responsável pela educação a distância na Universidade Estadual do Maranhão, na Universidade Estadual da Paraíba e na Universidade Federal do Ceará, realizando uma análise comparativa das dimensões complexidade, centralização e coordenação nessas três instituições. Também foram analisados e comparados os sistemas de EAD do curso piloto da UAB, a partir dos referenciais de qualidade para educação superior a distância do MEC, especificamente concentrados nos componentes interdisciplinaridade, materiais didáticos, avaliação, equipe multidisciplinar, comunicação e infraestrutura de polos. Com base nessas análises, discute-se os diferentes conceitos atribuídos pelo Enade aos referidos cursos e explicam-se as correspondências das estruturas organizacionais e dos sistemas de EAD descritos, em relação a esses resultados. Trata-se de uma pesquisa predominantemente qualitativa, descritiva, explicativa e multicaso, cuja coleta de dados foi feita a partir de entrevistas, grupos focais, questionários online e documentos. Os dados primários foram tratados mediante análise de conteúdo categorial e os dados secundários, por meio da análise documental. As observações elaboradas, dentro de uma perspectiva descritivo-interpretativa e de um corte seccional permitem induções acerca das configurações das gestões em cada universidade. Evidencia-se relação forte e direta entre as configurações das gestões do curso piloto e os respectivos resultados no Enade. Constata-se que a teoria da industrialização de Otto Peters e o modelo de educação a distância baseado na distribuição em polos podem explicar a estruturação traduzida no modus operandi da Universidade Aberta do Brasil. Assim, conclui-se que as diferenças nos resultados no Enade dos estudantes da Uema, UEPB e UFC têm relação direta com o modo de estruturação dos setores responsáveis pela intermediação da EAD nessas universidades. Constata-se que o curso piloto da UAB na UEPB não demonstrou ter a aderência necessária aos referenciais de qualidade do MEC, enquanto a Uema e a UFC demonstraram grande adequação aos critérios estabelecidos, o que confirma a relação entre tais referenciais de qualidade e o resultado no Enade. Conclui-se, ainda, que os componentes avaliação e equipe multidisciplinar foram os que mais sugestionaram relação com os desempenhos dos estudantes no Enade. Os resultados encontrados foram discutidos à luz do referencial teórico revisado e foram apresentadas recomendações derivadas dos achados desta pesquisa.
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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that it‟s composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites haven‟t gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better information‟s visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge it‟s necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users‟ main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebook‟s users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though it‟s all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.