815 resultados para Problem solving method
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This chapter explores the impact of innovation technologies such as simulation, modelling, and rapid prototyping on engineering practice. Innovation technologies help redefine the role of engineers in the innovation process, creating a new division of innovative labour both with and across organizations. This chapter also explores the boundaries of experimentation and inertia within particular domains of problem-solving to create new opportunities and value.
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The Ministry of Education in Singapore has embarked on the ambitious project of introducing IT in schools. The IT Masterplan, budgeted at a cost of $2 billion, aims to wire up all schools by the year 2002. While the well-funded IT Masterplan is seeing the project in its final phase of implementation, this paper argues for a "critical cyber pedagogy" along with the acquisition of the functional and operational skills of technology. Drawing on theories of critical multiliteracies (Burbules & Callister, 2000; Luke, 2000b; New London Group, 1996), this paper explores and suggests how an instructional design of two classroom activities can be utilized as new forms of cyber and technoliteracies. Through the critical evaluation of websites and hypertext construction, students will be equipped with a new literacy that extends reading and writing by incorporating new blended forms of hybrid textualities. This technology-assisted pedagogy can achieve the desired outcome of self-directed learning, teamwork, critical thinking and problem solving strategies necessary for a knowledge-based society.
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CULTURE is an Artificial Life simulation that aims to provide primary school children with opportunities to become actively engaged in the high-order thinking processes of problem solving and critical thinking. A preliminary evaluation of CULTURE has found that it offers the freedom for children to take part in process-oriented learning experiences. Through providing children with opportunities to make inferences, validate results, explain discoveries and analyse situations, CULTURE encourages the development of high-order thinking skills. The evaluation found that CULTURE allows users to autonomously explore the important scientific concepts of life and living, and energy and change within a software environment that children find enjoyable and easy to use.
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Supporting student learning can be difficult, especially within open-ended or loosely structured activities, often seen as valuable for promoting student autonomy in many curriculum areas and contexts. This paper reports an investigation into the experiences of three teachers who implemented design and technology education ideas in their primary school classrooms for the first time. The teachers did not capitalise upon many of the opportunities for scaffolding their students' learning within the open-ended activities they implemented. Limitations of the teachers' conceptual and procedural knowledge of design and technology were elements that influenced their early experiences. The study has implications for professional developers planning programs in newly introduced areas of the curriculum to support teachers in supporting learning within open-ended and loosely structured problem solving activities. (C) 2001 Elsevier Science Ltd. All rights reserved.
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Many older adults with hearing impairment continue to have substantial communication difficulties after being fitted with hearing aids, and many do not choose to wear hearing aids. Two group communication education programs aimed at such older people are described. The 'Keep on Talking' program has a health promotion focus, and is aimed at maintaining communication for older adults living in the community. An experimental group (n=120) attended the program, and a control group (n=130) received a communication assessment but no intervention. Significant improvements were found in the experimental participants in terms of knowledge about communication changes with age and about strategies to maintain communication skills. At the follow-up evaluation at 1 year, 45% of the experimental group, compared to 10% of the control group, had acted to improve their communication skills. The 'Active Communication Education' program focuses on the development of problem-solving strategies to improve communication in everyday life situations. Preliminary outcomes have been assessed on a small scale (n=14) to date. It is concluded that communication programs represent an important adjunct to, or supplement for, the traditional approach that focuses on hearing aid fitting.
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A questionnaire on lectures was completed by 351 students (84% response) and 35 staff (76% response) from all five years of the veterinary course at the University of Queensland. Staff and students in all five years offered limited support for a reduction in the number of lectures in the course and the majority supported a reduction in the number of lectures in the clinical years. Students in the clinical years only and appropriate staff agreed that the number of lectures in fifth year should be reduced but were divided as to whether lectures in fifth year should be abolished. There was limited support for replacement of some lectures by computer assisted learning (CAL) programs, but strong support for replacement of some lectures by subject-based problem based learning (PBL) and strong support for more self-directed learning by students. Staff and students strongly supported the inclusion of more clinical problem solving in lectures in the clinical years and wanted these lectures to be more interactive. There was little support for lectures in the clinical years to be of the same type as in the preclinical years.
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Começam a surgir indícios de que se procura uma substituição da capacidade criativa humana pela programação de processos passíveis de uma automatização informática. Utilizamos o exemplo da obra de Christopher Alexander e advogamos que a concepção arquitectónica proposta por aquele arquitecto é, desde o início, a construção de uma linguagem de estrutura formal funcionalista, por isso programável e algorítmica, cuja discriminação varia da, função focada sobre a concepção do objecto (produção-exigências) para a função focada sobre o sujeito (fruiçãonecessidades). A estrutura de processamento daquele sistema tem origem, no conceito de “resolução de problema” ( problem solving ) e tem como objectivo, a efectiva programação daquilo que hoje é o trabalho criativo humano. Comprova-o o facto de o sistema da “pattern language” ter uma utilização cada vez maior nas investigações informáticas, desde a própria estrutura de programas evolutivos, até aos “object oriented design” ligados à investigação da Inteligência Artificial, passando pelo conceito de “Patterns”, como uma disciplina de engenharia informática para a resolução de problemas 1 . Verificámos na nossa investigação que, paradoxalmente, o mesmo sistema que procura uma libertação democrática da arquitectura – segundo o princípio, “arquitectura de todos para todos” – parece ser, no actual contexto histórico ocidental, um dos sistemas capazes de limitar a Arquitectura, através de um processamento algorítmico de concepção que visa a manipulação de modelos formais preestabelecidos – não obrigatoriamente estáticos – numa “performance” funcional.
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Low noise surfaces have been increasingly considered as a viable and cost-effective alternative to acoustical barriers. However, road planners and administrators frequently lack information on the correlation between the type of road surface and the resulting noise emission profile. To address this problem, a method to identify and classify different types of road pavements was developed, whereby near field road noise is analyzed using statistical learning methods. The vehicle rolling sound signal near the tires and close to the road surface was acquired by two microphones in a special arrangement which implements the Close-Proximity method. A set of features, characterizing the properties of the road pavement, was extracted from the corresponding sound profiles. A feature selection method was used to automatically select those that are most relevant in predicting the type of pavement, while reducing the computational cost. A set of different types of road pavement segments were tested and the performance of the classifier was evaluated. Results of pavement classification performed during a road journey are presented on a map, together with geographical data. This procedure leads to a considerable improvement in the quality of road pavement noise data, thereby increasing the accuracy of road traffic noise prediction models.
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Este estudo tem como principal objectivo compreender de que modo os alunos de 1.º ano de escolaridade desenvolvem estratégias de cálculo mental, num contexto de resolução de problemas de adição e subtracção. Para tal, procurou responder-se a três questões: a) Que estratégias de cálculo mental são utilizadas pelos alunos na resolução de problemas de adição e subtracção?; b) De que modo evoluem essas estratégias?; e c) Será que o significado da operação de adição ou subtracção, presente no problema, influencia a estratégia de cálculo mental utilizada na sua resolução? Tendo em conta a problemática do estudo, seguiu-se uma metodologia de natureza qualitativa, tendo sido realizados três estudos de caso. O trabalho de campo deste estudo foi realizado numa turma do 1.º ano do 1.º ciclo do ensino básico, da qual sou professora, tendo sido concluído no início do ano lectivo seguinte, quando os alunos frequentavam o 2.º ano de escolaridade. Os alunos em estudo resolveram três cadeias de problemas, contemplando os diferentes significados das operações de adição e subtracção: as primeiras duas cadeias foram resolvidas a pares, na sala de aula, e a última foi resolvida individualmente, apenas pelos alunos que constituíram os casos e fora da sala de aula. Os registos realizados pelos alunos aquando da resolução dos problemas, juntamente com as gravações áudio, vídeo e as notas de campo, constituíram-se como as principais fontes de recolha de dados. Os dados permitem afirmar que as estratégias de cálculo usadas pelos alunos evoluíram de estratégias elementares baseadas em contagem e na utilização de factos numéricos, para estratégias de cálculo mental complexas, aditivas ou subtractivas das categorias 1010 e N10. Foi possível identificar uma preferência por estratégias aditivas do tipo 1010 na resolução dos problemas de adição e, na resolução dos problemas de subtracção, as estratégias utilizadas pelos alunos variaram com o significado presente em cada problema: foram usadas estratégias subtractivas do tipo 1010 em problemas com o significado de retirar e, na resolução dos problemas com os significados de comparar e completar, de um modo geral, os alunos utilizaram estratégias aditivas do tipo A10, pertencente à categoria N10. Os dados apontam também para uma possível influência do ambiente de aprendizagem na utilização de estratégias de cálculo mental mais eficientes, particularmente a nível da estratégia aditiva do tipo 1010. Os dados permitem ainda concluir que alunos do 1.º ano são capazes de desenvolver e utilizar estratégias de cálculo mental, referidas na literatura a que tive acesso (por exemplo, Beishuizen, 1993; 2001; Buys, 2001; Cooper, Heirdsfield & Irons, 1995; Thompson & Smith, 1999), associadas a alunos mais velhos. Deste modo, os resultados deste estudo salientam a necessidade de, em ambientes de aprendizagem enriquecedores, o professor promover o desenvolvimento de estratégias complexas de cálculo mental, evoluindo para além das estratégias de cálculo elementares, habitualmente associadas aos alunos mais novos.
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Com este estudo procurou-se investigar como reagiam os alunos de uma turma do 3º ano de escolaridade colocados perante a tarefa de formularem perguntas no sentido de transformarem contextos em problemas. Os contextos fornecidos como estímulo consistiam em situações, apresentadas sob a forma de texto, com informação suficiente para constituírem problemas matemáticos através de uma ou várias perguntas. Os dados das situações envolviam relações multiplicativas. Os alunos foram convidados a responder a perguntas formuladas por si mesmos num ambiente de avaliação. Através de uma metodologia qualitativa procurou-se observar a adequação da pergunta do aluno ao contexto da situação apresentada e, por outro lado, observar a sua compreensão da situação através da relação entre a pergunta formulada e a resposta dada. Dado o ambiente de avaliação em que os alunos se encontravam, a discussão do estudo incide na maior ou menor adequação das perguntas dos alunos ao contexto da situação fornecida ou às suas competências para as resolver.
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This paper presents a project consisting on the development of an Intelligent Tutoring System, for training and support concerning the development of electrical installation projects to be used by electrical engineers, technicians and students. One of the major goals of this project is to devise a teaching model based on Intelligent Tutoring techniques, considering not only academic knowledge but also other types of more empirical knowledge, able to achieve successfully the training of electrical installation design.
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Swarm Intelligence generally refers to a problem-solving ability that emerges from the interaction of simple information-processing units. The concept of Swarm suggests multiplicity, distribution, stochasticity, randomness, and messiness. The concept of Intelligence suggests that problem-solving approach is successful considering learning, creativity, cognition capabilities. This paper introduces some of the theoretical foundations, the biological motivation and fundamental aspects of swarm intelligence based optimization techniques such Particle Swarm Optimization (PSO), Ant Colony Optimization (ACO) and Artificial Bees Colony (ABC) algorithms for scheduling optimization.
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The main purpose of this paper is to propose a Multi-Agent Autonomic and Bio-Inspired based framework with selfmanaging capabilities to solve complex scheduling problems using cooperative negotiation. Scheduling resolution requires the intervention of highly skilled human problem-solvers. This is a very hard and challenging domain because current systems are becoming more and more complex, distributed, interconnected and subject to rapidly changing. A natural Autonomic Computing (AC) evolution in relation to Current Computing is to provide systems with Self-Managing ability with a minimum human interference.
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In the last years there has been a considerable increase in the number of people in need of intensive care, especially among the elderly, a phenomenon that is related to population ageing (Brown 2003). However, this is not exclusive of the elderly, as diseases as obesity, diabetes, and blood pressure have been increasing among young adults (Ford and Capewell 2007). As a new fact, it has to be dealt with by the healthcare sector, and particularly by the public one. Thus, the importance of finding new and cost effective ways for healthcare delivery are of particular importance, especially when the patients are not to be detached from their environments (WHO 2004). Following this line of thinking, a VirtualECare Multiagent System is presented in section 2, being our efforts centered on its Group Decision modules (Costa, Neves et al. 2007) (Camarinha-Matos and Afsarmanesh 2001).On the other hand, there has been a growing interest in combining the technological advances in the information society - computing, telecommunications and knowledge – in order to create new methodologies for problem solving, namely those that convey on Group Decision Support Systems (GDSS), based on agent perception. Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities, in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life cycle. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the GDSS referred to above to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This attainment is vital, regarding the incoming to the market of new drugs and medical practices, which compete in the use of limited resources.
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Group decision making plays an important role in today’s organisations. The impact of decision making is so high and complex, that rarely the decision making process is made individually. In Group Decision Argumentation, there is a set of participants, with different profiles and expertise levels, that exchange ideas or engage in a process of argumentation and counter-argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this paper, it is proposed a Multi-Agent simulator for the behaviour representation of group members in a decision making process. Agents behave depending on rational and emotional intelligence and use persuasive argumentation to convince and make alternative choices.