796 resultados para Biggs Learning Process Questionnaire


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The Health Multiprofessional Residency Program of the Federal University of Rio Grande do Norte (PRMS/UFRN) adopts as guiding keystones the learning process of in-service teaching, the interdisciplinary multiprofessional work and the compliance with the principles and guidelines of the Brazilian Unified Health System (SUS). Although PRMS/UFRN have been idealized with a focus on hospital care, the training process in the insertion of residents in the Primary Health Care (PHC) has an important role because they need to experience all levels of care, taking into account that the educational process through work proposed by the Residence is based on the comprehensiveness of health care. In light of the foregoing, the present research has sought to elucidate the insertion of these residents in PHC services, through a qualitative approach of case study, where data collection was held in two different moments: firstly, a questionnaire was accomplished, through an semi-structured script, with the residents of PRMS/UFRN, Natal Campus; subsequently, the focus group technique was accomplished with a group of nine residents, and data were analyzed from the categorical thematic content analysis. From the process of empirical categorization, categories and subcategories were raised, among which, the positive aspects and potentialities of insertion of residents in PHC. We detected the articulation of actions for promoting, preventing and recovering health; training in comprehensiveness of health care, multiprofessional activities and activities aimed at doing the integration among teaching-service-community. Regarding the difficulties found in this experience, we dealt with the organization and planning of rotation activities, the preceptorship, the process of work found in the Basic Health Units (BHU), in addition to factors external to educational practice, such as the issue of safety within these communities. Accordingly, with this situational diagnosis, we became able to realize that residents have identified the importance of this rotation for their vocational training, since these are inserted in post-graduate programs in hospital care. As an immediate product of this study, we will present a report that will provide a space for discussion and assessment of this rotation by the coordination bodies of PRMS/UFRN, in order to seek organizational and pedagogical adaptations, besides the proposition of qualification courses for the actors involved with this process, aiming the implementation of improvements in the rotation of PHC toward the qualified training of professionals for SUS.

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This research aims to investigate the use of Project based learning as a method for teaching music in Elementary Schools located in Natal, RN. Its main objective is to analyze how this method is used during the classes of music at school context and which are its implications to the process of music learning acquirement. The specific objectives comprise: gathering the music teachers in preschool that work with project based learning as a method for their classes; identifying how the theory meets their practice; and analyzing how project based learning contributes to the learning process of music within schools. The main scholars adopted as theoretical reference were Boutinet (2002), Hernández (1998; 200), Antunes (2001), Cavalcante (2009), from Education area; and Penna (2008), Fonterrada (2008), Queiroz (2012), regarding Musical Education. Such choice was made in views of identifying the relationship and how project based pedagogy associates to the current Brazil school curriculum. For data collection, mixed methodological strategies were used, of qualitative and quantitative approaches that are complementary for better meeting the research needs. By applying a questionnaire, it was sought to identify the music schools and teachers who reported working with project based learning. Based on these results were selected two schools, one private school and one public school to perform a participant observation in two groups following the development of music classes based on project based learning, and the information were recorded in a diary of audio and video recordings. The results of this work show that the Project Education is a methodology frequently used by music teachers from Natal/ RN contributing to the integration of content and subjects and engages students in activities awakening interest and contributing to the development of music education at school. However, it was identified that many of the conceptions of the teachers about projects are confused by ambiguities from the use of the term in different areas and in various theoretical perspectives as well as the lack of publications that address the music education through the project based learning. It is hoped that this study provides discussions and research about the project based learning applied to music education in elementary school.

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We live in a world inherently influenced by technology and in which education is immersed in realities made possible by the support of digital technologies, such as electronic mobile devices. Thus, the general aim of this study lies in mapping and analysing the influence of mobile devices on teaching, especially with reference to learning the English language. The specific aims are to investigate how the use of mobile devices is present in the research participants’ practices, consider whether such use is beneficial, according to the students, to the English language learning as well as mapping how the use of mobile devices favours the normalisation stage, taken in this research as a complex process.The theoretical background of this study includes the premises of the Paradigm of Complexity, especially concerning the acquisition of a second language, as well as the precepts of Normalisation, which is related to the total integration of digital technologies into the English teaching and learning process in such a way that they become invisible, and the theories of language learning mediated by computers and mobile devices. Methodologically, this is an ethnographic qualitative research and its context is a language institute located in the Triângulo Mineiro region. In addition to students from five groups in the institution, two teachers and an administrative assistant participated in the survey. Data was collected through an online questionnaire, learning reports produced by students and interviews with teachers and administrative staff. The analyses indicate that mobile devices are present in the daily practices of English learners, but these uses, in most cases, are carried out through the teacher's encouragement. Moreover, despite having positive sayings on the role of digital technologies in the process of English teaching and learning, there is, among students and teachers, a dichotomy between saying and doing about the learning contexts considered valid. Additionally, the use of mobile devices in the English learning process is not yet established as a normalised issue because the process of integration of technology in teaching is still ruled by traditional uses of the technology. I conclude that the use of mobile devices in the English learning process is still not normalised, because even if students use their mobile devices every day, they generally do not realize the affordances of such use as possibilities to learn English.

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O estudo busca conhecer o trabalho desenvolvido por professores de diferentes componentes curriculares dos anos finais do Ensino Fundamental da rede pública de ensino da cidade de São Paulo de modo a identificar e compreender suas percepções a respeito dos saberes docentes no contexto do processo ensino e aprendizagem. Assim discute-se os saberes que os professores adquirem e/ou reelaboram na prática pedagógica e que são por eles vistos como possibilidades de mudanças no processo ensino e aprendizagem que contemple um ensino de qualidade. O referencial adotado pauta-se em estudos sobre saberes docentes e sua prática, o conhecimento sobre os processos de ensino e aprendizagem e a formação dos professores que atuam nos anos finais do Ensino de Fundamental, tendo como autores principais, Tardif, Garrido, Gatti e Luckesi. Para tanto, procede-se à análise de documentos oficiais e à aplicação de um questionário a doze professores dos anos finais do Ensino Fundamental com o objetivo de conhecer aspectos da vida profissional, bem como as articulações que eles fazem entre saberes docentes, práticas profissionais e processo ensino e aprendizagem. Os resultados demonstram os saberes desenvolvidos pelos docentes, e as práticas pedagógicas que construíram ao longo de seu exercício profissional frente as dificuldades evidenciadas em alguns grupos de alunos. Por fim, os dados revelam a necessidade de se garantir discussões sobre o currículo das turmas dos anos finais do Ensino Fundamental de forma a se perceber que a evolução que os educadores almejam com todos os envolvidos no processo ensino e aprendizagem se ressignificam na prática do conhecimento.

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UK engineering standards are regulated by the Engineering Council (EC) using a set of generic threshold competence standards which all professionally registered Chartered Engineers in the UK must demonstrate, underpinned by a separate academic qualification at Masters Level. As part of an EC-led national project for the development of work-based learning (WBL) courses leading to Chartered Engineer registration, Aston University has started an MSc Professional Engineering programme, a development of a model originally designed by Kingston University, and build around a set of generic modules which map onto the competence standards. The learning pedagogy of these modules conforms to a widely recognised experiential learning model, with refinements incorporated from a number of other learning models. In particular, the use of workplace mentoring to support the development of critical reflection and to overcome barriers to learning is being incorporated into the learning space. This discussion paper explains the work that was done in collaboration with the EC and a number of Professional Engineering Institutions, to design a course structure and curricular framework that optimises the engineering learning process for engineers already working across a wide range of industries, and to address issues of engineering sustainability. It also explains the thinking behind the work that has been started to provide an international version of the course, built around a set of globalised engineering competences. © 2010 W J Glew, E F Elsworth.

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Aprender ciencia requiere aprender modelos y reconstruirlos en el aula. Los docentes que enseñan ciencia utilizan habitualmente en sus clases modelos científicos, los cuales constituyen una forma de representar la realidad. Se les atribuye a los modelos diferentes funciones: representar estructuras y fenómenos, ayudar en la visualización de entidades abstractas o microscópicas, asistir en la interpretación de resultados experimentales, entre otras. Los modelos científicos requieren un elevado nivel de abstracción, esto hace que muchas veces el alumnado encuentre dificultad en la comprensión e interpretación de los mismos. El presente trabajo se propone caracterizar las representaciones construidas por alumnos universitarios de la carrera de Psicología sobre el modelo de membrana citoplasmática y analizar su utilidad en las clases de Biología y su relevancia en el proceso de enseñanza aprendizaje. Para este fin se utilizó como instrumento una encuesta, elaborada ad hoc, que fue procesada a través de una estrategia metodológica mixta, estableciendo categorías. A partir del análisis del modelo explícito de la membrana citoplasmática expresado por los alumnos en las respuestas, se pondrán de manifiesto las características de los modelos mentales elaborados por ellos. De los resultados se desprende que aquellas investigaciones que se propongan interpretar la manera en que las personas construyen sus representaciones sobre determinados fenómenos, aportarán a la didáctica de las ciencias para mejorar el aprendizaje de los estudiantes; por otro lado se concluye que la analogía del modelo de membrana como mosaico fluido resulta poco significativa para los alumnos, que a menudo incorporan estos conceptos memorísticamente, representando un modelo que no es completamente científico. El trabajo con imágenes exige la mediación didáctica; resulta por eso necesario que los docentes comprendan que el razonamiento basado en modelos es una habilidad altamente deseable, pero requiere extenso entrenamiento y práctica dentro del ámbito áulico

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Aprender ciencia requiere aprender modelos y reconstruirlos en el aula. Los docentes que enseñan ciencia utilizan habitualmente en sus clases modelos científicos, los cuales constituyen una forma de representar la realidad. Se les atribuye a los modelos diferentes funciones: representar estructuras y fenómenos, ayudar en la visualización de entidades abstractas o microscópicas, asistir en la interpretación de resultados experimentales, entre otras. Los modelos científicos requieren un elevado nivel de abstracción, esto hace que muchas veces el alumnado encuentre dificultad en la comprensión e interpretación de los mismos. El presente trabajo se propone caracterizar las representaciones construidas por alumnos universitarios de la carrera de Psicología sobre el modelo de membrana citoplasmática y analizar su utilidad en las clases de Biología y su relevancia en el proceso de enseñanza aprendizaje. Para este fin se utilizó como instrumento una encuesta, elaborada ad hoc, que fue procesada a través de una estrategia metodológica mixta, estableciendo categorías. A partir del análisis del modelo explícito de la membrana citoplasmática expresado por los alumnos en las respuestas, se pondrán de manifiesto las características de los modelos mentales elaborados por ellos. De los resultados se desprende que aquellas investigaciones que se propongan interpretar la manera en que las personas construyen sus representaciones sobre determinados fenómenos, aportarán a la didáctica de las ciencias para mejorar el aprendizaje de los estudiantes; por otro lado se concluye que la analogía del modelo de membrana como mosaico fluido resulta poco significativa para los alumnos, que a menudo incorporan estos conceptos memorísticamente, representando un modelo que no es completamente científico. El trabajo con imágenes exige la mediación didáctica; resulta por eso necesario que los docentes comprendan que el razonamiento basado en modelos es una habilidad altamente deseable, pero requiere extenso entrenamiento y práctica dentro del ámbito áulico

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Aprender ciencia requiere aprender modelos y reconstruirlos en el aula. Los docentes que enseñan ciencia utilizan habitualmente en sus clases modelos científicos, los cuales constituyen una forma de representar la realidad. Se les atribuye a los modelos diferentes funciones: representar estructuras y fenómenos, ayudar en la visualización de entidades abstractas o microscópicas, asistir en la interpretación de resultados experimentales, entre otras. Los modelos científicos requieren un elevado nivel de abstracción, esto hace que muchas veces el alumnado encuentre dificultad en la comprensión e interpretación de los mismos. El presente trabajo se propone caracterizar las representaciones construidas por alumnos universitarios de la carrera de Psicología sobre el modelo de membrana citoplasmática y analizar su utilidad en las clases de Biología y su relevancia en el proceso de enseñanza aprendizaje. Para este fin se utilizó como instrumento una encuesta, elaborada ad hoc, que fue procesada a través de una estrategia metodológica mixta, estableciendo categorías. A partir del análisis del modelo explícito de la membrana citoplasmática expresado por los alumnos en las respuestas, se pondrán de manifiesto las características de los modelos mentales elaborados por ellos. De los resultados se desprende que aquellas investigaciones que se propongan interpretar la manera en que las personas construyen sus representaciones sobre determinados fenómenos, aportarán a la didáctica de las ciencias para mejorar el aprendizaje de los estudiantes; por otro lado se concluye que la analogía del modelo de membrana como mosaico fluido resulta poco significativa para los alumnos, que a menudo incorporan estos conceptos memorísticamente, representando un modelo que no es completamente científico. El trabajo con imágenes exige la mediación didáctica; resulta por eso necesario que los docentes comprendan que el razonamiento basado en modelos es una habilidad altamente deseable, pero requiere extenso entrenamiento y práctica dentro del ámbito áulico

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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.

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The emerging technologies have expanded a new dimension of self – ‘technoself’ driven by socio-technical innovations and taken an important step forward in pervasive learning. Technology Enhanced Learning (TEL) research has increasingly focused on emergent technologies such as Augmented Reality (AR) for augmented learning, mobile learning, and game-based learning in order to improve self-motivation and self-engagement of the learners in enriched multimodal learning environments. These researches take advantage of technological innovations in hardware and software across different platforms and devices including tablets, phoneblets and even game consoles and their increasing popularity for pervasive learning with the significant development of personalization processes which place the student at the center of the learning process. In particular, augmented reality (AR) research has matured to a level to facilitate augmented learning, which is defined as an on-demand learning technique where the learning environment adapts to the needs and inputs from learners. In this paper we firstly study the role of Technology Acceptance Model (TAM) which is one of the most influential theories applied in TEL on how learners come to accept and use a new technology. Then we present the design methodology of the technoself approach for pervasive learning and introduce technoself enhanced learning as a novel pedagogical model to improve student engagement by shaping personal learning focus and setting. Furthermore we describe the design and development of an AR-based interactive digital interpretation system for augmented learning and discuss key features. By incorporating mobiles, game simulation, voice recognition, and multimodal interaction through Augmented Reality, the learning contents can be geared toward learner's needs and learners can stimulate discovery and gain greater understanding. The system demonstrates that Augmented Reality can provide rich contextual learning environment and contents tailored for individuals. Augment learning via AR can bridge this gap between the theoretical learning and practical learning, and focus on how the real and virtual can be combined together to fulfill different learning objectives, requirements, and even environments. Finally, we validate and evaluate the AR-based technoself enhanced learning approach to enhancing the student motivation and engagement in the learning process through experimental learning practices. It shows that Augmented Reality is well aligned with constructive learning strategies, as learners can control their own learning and manipulate objects that are not real in augmented environment to derive and acquire understanding and knowledge in a broad diversity of learning practices including constructive activities and analytical activities.

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This paper focuses on two basic issues: the anxiety-generating nature of the interpreting task and the relevance of interpreter trainees’ academic self-concept. The first has already been acknowledged, although not extensively researched, in several papers, and the second has only been mentioned briefly in interpreting literature. This study seeks to examine the relationship between the anxiety and academic self-concept constructs among interpreter trainees. An adapted version of the Foreign Language Anxiety Scale (Horwitz et al., 1986), the Academic Autoconcept Scale (Schmidt, Messoulam & Molina, 2008) and a background information questionnaire were used to collect data. Students’ t-Test analysis results indicated that female students reported experiencing significantly higher levels of anxiety than male students. No significant gender difference in self-concept levels was found. Correlation analysis results suggested, on the one hand, that younger would-be interpreters suffered from higher anxiety levels and students with higher marks tended to have lower anxiety levels; and, on the other hand, that younger students had lower self-concept levels and higher-ability students held higher self-concept levels. In addition, the results revealed that students with higher anxiety levels tended to have lower self-concept levels. Based on these findings, recommendations for interpreting pedagogy are discussed.

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Formative assessment or assessment for learning is a relevant theme for teachers and educationalists. Formative assessment is a valuable tool for supporting the learning process. It is applied during learning and offers you more and better opportunities to guide your students. Formative assessment allows for more individual and/or personalised guidance. In this MOOC Assessment for learning in practice we will provide you with theory and guidelines for knowledge construction on the topic of formative assessment while offering support in designing assessments that can be applied as a tool for learning and training of competences. In this MOOC you can learn what formative assessment is, learn to differentiate between summative and formative assessment, and how formative assessment can contribute to the learning of your pupils or students. Design of rubrics, the role and functions of feedback, the use of technology for formative assessment are the topics of the MOOC.

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The last couple of years there has been a lot of attention for MOOCs. More and more universities start offering MOOCs. Although the open dimension of MOOC indicates that it is open in every aspect, in most cases it is a course with a structure and a timeline within which learning activities are positioned. There is a contradiction there. The open aspect puts MOOCs more in the non-formal professional learning domain, while the course structure takes it into the formal, traditional education domain. Accordingly, there is no consensus yet on solid pedagogical approaches for MOOCs. Something similar can be said for learning analytics, another upcoming concept that is receiving a lot of attention. Given its nature, learning analytics offers a large potential to support learners in particular in MOOCs. Learning analytics should then be applied to assist the learners and teachers in understanding the learning process and could predict learning, provide opportunities for pro-active feedback, but should also results in interventions aimed at improving progress. This paper illustrates pedagogical and learning analytics approaches based on practices developed in formal online and distance teaching university education that have been fine-tuned for MOOCs and have been piloted in the context of the EU-funded MOOC projects ECO (Elearning, Communication, Open-Data: http://ecolearning.eu) and EMMA (European Multiple MOOC Aggregator: http://platform.europeanmoocs.eu).

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Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when brought into the classroom, ranging from pragmatic issues (e.g. a high development cost) to deeper educational issues, including a lack of understanding of how the students interact with the games and how the learning process actually occurs. This chapter explores the potential of data-driven approaches to improve the practical applicability of serious games. Existing work done by the entertainment and learning industries helps to build a conceptual model of the tasks required to analyze player interactions in serious games (gaming learning analytics or GLA). The chapter also describes the main ongoing initiatives to create reference GLA infrastructures and their connection to new emerging specifications from the educational technology field. Finally, it explores how this data-driven GLA will help in the development of a new generation of more effective educational games and new business models that will support their expansion. This results in additional ethical implications, which are discussed at the end of the chapter.

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We present a method for learning treewidth-bounded Bayesian networks from data sets containing thousands of variables. Bounding the treewidth of a Bayesian network greatly reduces the complexity of inferences. Yet, being a global property of the graph, it considerably increases the difficulty of the learning process. Our novel algorithm accomplishes this task, scaling both to large domains and to large treewidths. Our novel approach consistently outperforms the state of the art on experiments with up to thousands of variables.