874 resultados para interaction, e-learning


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Adult educators are only beginning to understand the interaction between learning and emotion (Dirkx, 2006; O’Regan, 2003). Understanding these concepts and their interaction through the constructivist perspective presents a unique opportunity to appreciate the learner’s perspective and the construction of knowledge through experience.

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This paper examines the affordances of the philosophy and practice of open source and the application of it in developing music education software. In particular I will examine the parallels inherent in the ‘openness’ of pragmatist philosophy in education (Dewey 1916, 1989) such as group or collaborative learning, discovery learning (Bruner 1966) and learning through creative activity with computers (Papert 1980, 1994). Primarily I am interested in ‘relational pedagogies’ (Ruthmann and Dillon In Press) which is in a real sense about the ethics of the transaction between student and teacher in an ecology where technology plays a more significant role. In these contexts relational pedagogies refers to how the music teacher manages their relationships with students and evaluates the affordances of open source technology in that process. It is concerned directly with how the relationship between student and teacher is affected by the technological tools, as is the capacity for music making and learning. In particular technologies that have agency present the opportunity for a partnership between user and technology that enhances the capacity for expressive music making, productive social interaction and learning. In this instance technologies with agency are defined as ones that enhance the capacity to be expressive and perform tasks with virtuosity and complexity where the technology translates simple commands and gestures into complex outcomes. The technology enacts a partnership with the user that becomes both a cognitive and performative amplifier. Specifically we have used this term to describe interactions with generative technologies that use procedural invention as a creative technique to produce music and visual media.

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This thesis is a work-in-progress that articulates my research journey based on the development of a curriculum innovation in environmental education. This journey had two distinct, but intertwined phases: action research based fieldwork, conducted collaboratively, to create a whole school approach to environmental education curriculum planning; and a phase of analysis and reflection based on the emerging findings, as I sought to create personal "living educational theory" about change and innovation. A key stimulus for the study was the perceived theory-practice gap in environmental education, which is often presented in the literature as a criticism of teachers for failing to achieve the values and action objectives of critical environmental education. Hence, many programs and projects are considered to be superficial and inconsequential in terms of their ability to seriously address environmental issues. The intention of this study was to work with teachers in a project that would be an exemplar of critical environmental education. This would be in the form of a whole school "learnscaping" curriculum in a primary school whereby the schoolgrounds would be utilised for interdisciplinary critical environment education. Parallel with the three cycles of action research in this project, my research objectives were to identify and comment upon the factors that influence the generation of successful educational innovation. It was anticipated that the project would be a collaboration involving me, as researcher-facilitator, and many of the teachers in the school as active participants. As the project proceeded through its action cycles, however, it became obvious that the goal of developing a critical environmental education curriculum, and the use of highly participatory processes, were unrealistic. Institutional and organisational rigidities in education generally, teachers' day-to-day work demands, and the constant juggle of work, family and other responsibilities for all participants acted as significant constraints. Consequently, it became apparent that the learnscaping curriculum would not be the hoped-for exemplar. Progress was slow and, at times, the project was in danger of stalling permanently. While the curriculum had some elements of critical environmental education, these were minor and not well spread throughout the school. Overall, the outcome seemed best described as a "small win"; perhaps just another example of the theory-practice gap that I had hoped this project would bridge. Towards the project's end, however, my continuing reflection led to an exploration of chaos/complexity theory which gave new meaning to the concept of a "small win". According to this theory, change is not the product of linear processes applied methodically in purposeful and diligent ways, but emerges from serendipitous events that cannot be planned for, or forecast in advance. When this perspective of change is applied to human organisations - in this study, a busy school - the context for change is recognised not as a stable, predictable environment, but as a highly complex system where change happens all the time, cannot be controlled, and no one can be really sure where the impacts might lead. This so-called "butterfly effect" is a central idea of this theory where small changes or modifications are created - the effects of which are difficult to know, let alone determine - and which can have large-scale impacts. Allied with this effect is the belief that long term developments in an organisation that takes complexity into account, emerge by spontaneous self-organising evolution, requiring political interaction and learning in groups, rather than systematic progress towards predetermined goals or "visions". Hence, because change itself and the contexts of change are recognised as complex, chaos/complexity theory suggests that change is more likely to be slow and evolutionary - cultural change - rather than fast and revolutionary where the old is quickly ushered out by radical reforms and replaced by new structures and processes. Slow, small-scale changes are "normal", from a complexity viewpoint, while rapid, wholesale change is both unlikely and unrealistic. Therefore, the frustratingly slow, small-scale, imperfect educational changes that teachers create - including environmental education initiatives - should be seen for what they really are. They should be recognised as successful changes, the impacts of which cannot be known, but which have the potential to magnify into large-scale changes into the future. Rather than being regarded as failures for not meeting critical education criteria, "small wins" should be cause for celebration and support. The intertwined phases of collaborative action research and individual researcher reflection are mirrored in the thesis structure. The first three chapters, respectively, provide the thesis overview, the literature underpinning the study's central concern, and the research methodology. Chapters 4, 5, and 6 report on each of the three action research cycles of the study, namely Laying the Groundwork, Down to Work!, and The Never-ending Story. Each of these chapters presents a narrative of events, a literature review specific to developments in the cycle, and analysis and critique of the events, processes and outcomes of each cycle. Chapter 7 provides a synthesis of the whole of the study, outlining my interim propositions about facilitating curriculum change in schools through action research, and the implications of these for environmental education.

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Nursing students used GoSoapBox, a web-based student response system to poll responses to multiple choice questions (MCQs) presented during bioscience lectures. Participation in GoSoapBox appears to have facilitated student engagement, interaction and learning. The majority of students surveyed appreciated the immediate feedback to the student responses and being able to participate anonymously. The use of this tool facilitated collaborative group and class discussion and clarification around any misconceptions or challenging concepts. Information collected using GoSoapBox provided the academic with feedback allowing for reflection, adjustment and improvement in framing of formative and summative MCQs.

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Nursing students used GoSoapBox, a web-based student response system to poll responses to multiple choice questions (MCQs) presented during bioscience lectures. Participation in GoSoapBox appears to have facilitated student engagement, interaction and learning. The majority of students surveyed appreciated the immediate feedback to the student responses and being able to participate anonymously. The use of this tool facilitated collaborative group and class discussion and clarification around any misconceptions or challenging concepts. Information collected using GoSoapBox provided the academic with feedback allowing for reflection, adjustment and improvement in framing of formative and summative MCQs.

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Na sociedade da informação, o papel da escola como centro transmissor de conhecimentos está a perder relevância face ao crescente número de fontes de informação alternativas, ricas em conteúdos e de fácil acesso. A alteração de paradigmas cria a necessidade de se introduzirem nos contextos educacionais novas ferramentas e que se adequem estratégias que permitam motivar e ensinar os aprendentes a procurarem e a selecionarem essa informação, participando, desta forma, ativamente na construção do conhecimento. Neste contexto, consideramos que o quadro interativo, pela sua capacidade de funcionar como hub digital, permite integrar recursos dinâmicos e interativos facilitadores do acesso ao conhecimento e à informação. A dissertação que apresentamos, “O Quadro Interativo na aula de inglês: desenvolvimento de práticas comunicativas”, situa-se na área do Multimédia em Educação e, mais especificamente, no domínio da tecnologia e pedagogia em sala de aula. A investigação foi desenhada em torno de um projeto de implementação de quadros interativos (Inov@r com QI) em agrupamentos/escolas do interior do país, associado a um Centro de Formação. A partir de uma investigação qualitativa mista, baseada no tracer study (análise documental, entrevistas e questionários) e no estudo etnográfico (aulas observadas, entrevistas e questionários), procurámos evidenciar a forma como essa tecnologia levou à integração de recursos e à adoção de estratégias promotoras de um ensino e aprendizagem ativo, centrado no aprendente e criando dinâmicas de interação e comunicação facilitadoras do desenvolvimento da competência comunicativa. Os resultados obtidos revelam que a introdução do quadro interativo produz efeitos positivos no ensino e aprendizagem do inglês. A sua integração em contexto de sala de aula abre espaço a um conjunto de potencialidades pedagógicas, promove o uso de recursos digitais variados; leva a uma diversificação de abordagens metodológicas que promovem a interação, criando espaços que levam ao desenvolvimento da competência comunicativa. No entanto, para tornar a introdução do quadro interativo mais eficaz, como ferramenta educativa no processo de ensino e aprendizagem, devemos ter em conta que esse processo de introdução do quadro deve ser planeada e refletida, devendo ter em conta uma nova realidade de conceitos, a tecnologia e as literacias necessárias para uma implementação eficaz. Os docentes devem ser acompanhados, ter acesso a formação técnica e pedagógica; e a possibilidade de integrarem um espaço de colaboração e partilha, como forma mais eficaz de se libertarem de práticas centradas no docente e orientadas apenas para a aquisição de conteúdos. Assim será possível dar lugar a um discurso pedagógico que inclua os vários intervenientes no processo de aprendizagem e a construção de conhecimento, num espaço de interação suportado pela tecnologia

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This co-written chapter was included in an edited book featuring invited authors from different countries and different areas of museum research and practice. The chapter uses a theory of play by Johan Huizinga (1938) to frame case studies of play-based interactive experiences in museums in various countries. The aim was to use theory to ground museum practice, in order to evaluate existing practical implementations as well as to inform the design of new ones. The book was nominated as one of the 10 best museum education books of 2011 by Museum Education Monitor, and the chapter led to a subsequent technology residency the author undertook in the Spike Island gallery, Bristol in 2012, funded by the National Endowment for Science, Technology and the Arts, Arts and Humanities Research Council and Arts Council England. It also informed his subsequent postgraduate teaching, an example of which is a recent MA project, which deconstructs play from a computational perspective. Collaborations have continued with the co-author, which have resulted in a number of invited lectures. In this chapter the authors explore play as a structure for supporting visitor learning, drawing from international research in museums and interaction design. Four aspects of play first proposed by Huizinga are explored – the free-choice aspect of play, play as distinct from real life, play as an ordering structure, and the role of play in bridging communities. The chapter argues that play provides museums with ready-made structures and concepts, which can help planning for visitor learning. The research was equally divided between the co-authors, who developed the conceptual and theoretical aspects of the article by drawing on their own research alongside key examples of museum design and digital media.

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Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar

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A personalização é um aspeto chave de uma interação homem-computador efetiva. Numa era em que existe uma abundância de informação e tantas pessoas a interagir com ela, de muitas maneiras, a capacidade de se ajustar aos seus utilizadores é crucial para qualquer sistema moderno. A criação de sistemas adaptáveis é um domínio bastante complexo que necessita de métodos muito específicos para ter sucesso. No entanto, nos dias de hoje ainda não existe um modelo ou arquitetura padrão para usar nos sistemas adaptativos modernos. A principal motivação desta tese é a proposta de uma arquitetura para modelação do utilizador que seja capaz de incorporar diferentes módulos necessários para criar um sistema com inteligência escalável com técnicas de modelação. Os módulos cooperam de forma a analisar os utilizadores e caracterizar o seu comportamento, usando essa informação para fornecer uma experiência de sistema customizada que irá aumentar não só a usabilidade do sistema mas também a produtividade e conhecimento do utilizador. A arquitetura proposta é constituída por três componentes: uma unidade de informação do utilizador, uma estrutura matemática capaz de classificar os utilizadores e a técnica a usar quando se adapta o conteúdo. A unidade de informação do utilizador é responsável por conhecer os vários tipos de indivíduos que podem usar o sistema, por capturar cada detalhe de interações relevantes entre si e os seus utilizadores e também contém a base de dados que guarda essa informação. A estrutura matemática é o classificador de utilizadores, e tem como tarefa a sua análise e classificação num de três perfis: iniciado, intermédio ou avançado. Tanto as redes de Bayes como as neuronais são utilizadas, e uma explicação de como as preparar e treinar para lidar com a informação do utilizador é apresentada. Com o perfil do utilizador definido torna-se necessária uma técnica para adaptar o conteúdo do sistema. Nesta proposta, uma abordagem de iniciativa mista é apresentada tendo como base a liberdade de tanto o utilizador como o sistema controlarem a comunicação entre si. A arquitetura proposta foi desenvolvida como parte integrante do projeto ADSyS - um sistema de escalonamento dinâmico - utilizado para resolver problemas de escalonamento sujeitos a eventos dinâmicos. Possui uma complexidade elevada mesmo para utilizadores frequentes, daí a necessidade de adaptar o seu conteúdo de forma a aumentar a sua usabilidade. Com o objetivo de avaliar as contribuições deste trabalho, um estudo computacional acerca do reconhecimento dos utilizadores foi desenvolvido, tendo por base duas sessões de avaliação de usabilidade com grupos de utilizadores distintos. Foi possível concluir acerca dos benefícios na utilização de técnicas de modelação do utilizador com a arquitetura proposta.

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Dans ce travail, nous explorons la faisabilité de doter les machines de la capacité de prédire, dans un contexte d'interaction homme-machine (IHM), l'émotion d'un utilisateur, ainsi que son intensité, de manière instantanée pour une grande variété de situations. Plus spécifiquement, une application a été développée, appelée machine émotionnelle, capable de «comprendre» la signification d'une situation en se basant sur le modèle théorique d'évaluation de l'émotion Ortony, Clore et Collins (OCC). Cette machine est apte, également, à prédire les réactions émotionnelles des utilisateurs, en combinant des versions améliorées des k plus proches voisins et des réseaux de neurones. Une procédure empirique a été réalisée pour l'acquisition des données. Ces dernières ont fourni une connaissance consistante aux algorithmes d'apprentissage choisis et ont permis de tester la performance de la machine. Les résultats obtenus montrent que la machine émotionnelle proposée est capable de produire de bonnes prédictions. Une telle réalisation pourrait encourager son utilisation future dans des domaines exploitant la reconnaissance automatique de l'émotion.

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This article discusses teachers’ attitudes towards immigrant students in poor settings and the effect these attitudes have on organization of education on classroom level. It draws on results from two ethnographic studies where some primary school classes in Sweden were followed with participant observation and interviews as main research methods. The article focuses on classroom activities and teachers’ attitudes towards immigrant students and students with low socio-economic status. In the article is argued for the importance of presenting students in poor settings with demanding tasks and challenging education. In these cases, intellectually undemanding tasks in combination with little room for students’ own initiatives resulted in low enthusiasm among students regarding schoolwork and accordingly low learning, while classroom work that demanded active involvement by students in combination with high level of students’ influence on what took place in classrooms resulted in high level of students’ engagement and high outcome.

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The major purpose of this thesis is to verify, from a Brazilian perspective, how global and contextual issues influence the management learning in Multinationals. The management learning derived from the interaction of holding and sidiaries/colligates of Multinational corporation is supposed to be subject to convergent and divergent forces, the former related to global and standardized organizational practices, and the latter, is seen as a social practice subject to cultural and organizational singularities. A model was constructed to relate the dichotomy between the universality of the management practices and technologies and the particularity of the contexts where they operate, to the dichotomy between the singularities in organization and national level. This model is composed of the international, global, managerial and inter-organizational dimensions related, respectively, to the cultural and political diversity; to the universal forces of practices and values; to the managerial capabilities and resources in the organization, consolidated as best practices and to the interaction between holding and subsidiaries and the resulted learning. The combined result of these dimensions influences the knowledge flow and the learning derived from it. The field research was constituted of five cases of internationalized Brazilian firms, with a solid experience in their management systems. The main subjects of this study were executives and ofessionals/managers who respond to the management development. The data were first collected in the headquarters and complemented with visits to subsidiaries/joint ventures in other countries, in loco or with expatriated people who return to Brazil. The central supposition was validated. So, the management learning ¿ is driven by the global capitalism practices and by the global culture where they are immersed, reproducing a hegemonic vision and a common language (global dimension); ¿ incorporates the more propagated and dominant managerial values, although there are some variations when they are applied in the subsidiaries/joint ventures; is the product of the assimilation of international recognized and planned managerial practices, with the acculturation power, although not completely; is the result mainly of the managerial practice in work; is impacted not only by cross-cultural and managerial factors, but also by the business environment of the firm; is given according to the capabilities and resources in the organization, guiding the form of assimilation of practices and technologies, with global application or not (managerial dimension); ¿ is affected by the cross-cultural diversity involving the countries of the holding and the subsidiaries/joint ventures where the firm is and is given as a reproduction of the political context of the holding and subsidiaries countries (international dimension); ¿ faces aligned concurrent institutional pressures between corporate or global systems, practices of other subsidiaries/joint ventures and local practices; is more difficult to reach when there is not permeability between organizational cultures and identities of a Multinational firm; is affected by how much the relationship process across these unities is self-referenced; is facilitated by the construction and improvement of the knowledge network (interorganizational dimension). Finally some contributions of this study are exposed, including extensions of the proposed model and suggestions, recommendations for future research.

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Esse estudo teve como objetivos: 1. Investigar os resultados da aprendizagem dos alunos, decorrente de uma experiência de avaliação, usando como recurso facilitador o quadro de escrever. 2. Utilizar procedimentos que possibilitem a participação do aluno nas atividades avaliativas desenvolvidas no quadro de escrever. Foi desenvolvida em uma turma do 1º ano do Ensino Médio, em escola pública federal do estado do Pará. Os resultados indicam que o uso do quadro de escrever de forma interativa, facilita a aprendizagem dos alunos quando considerados aspectos didático-pedagógicos inerentes às tendências em Educação Matemática, tais como a avaliação diagnóstica, a interação social, o contrato didático, o erro e os obstáculos epistemológicos. Por fim, conclui-se que o quadro de escrever deve ser ressignificado na prática pedagógica do professor de matemática.

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Pós-graduação em Design - FAAC