943 resultados para Multiliteracies and technology in English
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Includes bibliography
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Includes bibliography
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Includes bibliography
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Includes bibliography
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Includes bibliography
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The growing use of e-commerce and the need to generate efficient solutions to problems such as traffic jams and the physical distribution of merchandise have created a new scenario for transport in general, particularly in urban areas. Because of this, the application of new information and telecommunications technologies presents a strategic challenge that enables maximum advantage to be obtained from the deregulation of markets and the opening up of economies, as well as addressing other urgent needs of this sector. This issue of the Bulletin is based on a study of the application of information and telecommunications technologies to fleet management and urban transport, being carried out by the ECLAC Transport Unit. Although the study focuses on the impact of these technologies in these fields, its reflections, analysis and conclusions are also applicable in other areas of the transport sector.
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An exam of the occurrences of the PRESENT PERFECT in Englishwas made in such a way as to establish the prevailing semantic features ofthis verbal form. I t was verified up to what an extent the meaning of thePERFECTIVE thus characterized is expressed in the corresponding Portuguesesentences in the PRETÉRITO PERFEITO. It was found that in Portuguesethe verbal inflexion itself characterizes in a much smaller degree the PERFECTIVE ASPECT.
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This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelity levels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collected shortly after their experiences, related to the overall perceived quality of game-based interventions. The findings reveal a higher overall perception of quality towards BG1: (a) better for testing strategies, (b) offering better business and market models, (c) based on a pace that better stimulates learning, and (d) presenting a fidelity level that better supports real world performance. This study fosters the conclusion that MBA students tend to recognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to their managerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready and motivated to explore the new, to try and err, and to learn collaboratively in order to perform.