718 resultados para Electronic Problem-based Learning


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Wydział Studiów Edukacyjnych: Zakład Pedeutologii

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[EUS]Unibertsitateko irakasleriaren garapenaren(IG) kontzeptu konprentsibotik abiatuta, doktorego tesi honek iraupen luzeko IG programen inpaktua du aztergai, bai maila indibidualean (kontzepzio eta hurbilketan) eta baita maila organizazional zein instituzionalean ere. Azterketa hau burutzeko metodologia aktiboen (arazoetan, proiektuetan eta kasuetan oinarritutako ikaskuntza) ERAGIN programaren lehendabiziko promozioa hartuko da kasu gisa. Iraupen luzeko estrategiaren (350 ordu) bidez eta ko-mentoria taldeen funtzionamenduan oinarrituz, ikerlan enpirikoak IG-ak irakasleriaren ikas-irakaskuntza kontzepzioetan eta hurbilketan izandako inpaktuaz ageriko ebidentziak ematen ditu, baina baita ikas-irakaskuntzaren inguruan ikertzeko (scholarship of teaching and learning) eta irakaskuntza eremuetan liderra izateko gaitasunaz ere. Honako alderdiok aldaketa organizazionalean murgiltzen gaituzte eta curriculum hibridoaren pausokako gauzapenaren alde lan egiten dute.

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El presente trabajo tiene por objetivo realizar un estudio comparativo entre las metodologías de enseñanza-aprendizaje tradicional y el modelo constructivista fundamentado en el Aprendizaje Basado en Problemas (ABP) en las clases de Educación Física, con los alumnos de los décimos años de Educación General Básica de la Escuela José Rafael Arízaga de la ciudad de Cuenca. El estudio se realizó con la finalidad de constatar la problemática, inicialmente se aplicaron fichas de observación a los docentes de Educación Física de la institución. Posteriormente, para el análisis comparativo se escogieron dos grupos. El décimo año de EGB paralelo A (grupo 1 denominado grupo control) y el décimo B (grupo 2 experimental). El primer grupo trabajó con el docente de la institución desarrollando los temas de los bloques curriculares: Movimientos Naturales, Juegos y Movimiento Formativo, Artístico y Expresivo, el segundo desarrolló los mismos temas pero el proceso de enseñanza aprendizaje se fundamentó en el ABP. Los resultados de la aplicación de las dos metodologías se evidenciaron en las evaluaciones a los estudiantes (Destrezas con criterio de desempeño). El análisis de los resultados obtenidos durante todo el proceso de evaluación, permitió comparar las metodologías evidenciando de ésta manera las ventajas y desventajas de su aplicación en las clases de Educación Física.

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La presente investigación pretende valorar la importancia de enseñar Ciencias Naturales a través de la estrategia del Aprendizaje Basado en Problemas (ABP), con la finalidad de mejorar las prácticas pedagógicas de los docentes, y a partir de la implementación del ABP desarrollar en los estudiantes aprendizajes significativos. Para esta investigación se utilizó una recopilación bibliográfica y se tomó como principal punto de partida el ABP y la Actualización y Fortalecimiento Curricular del 2010 en Ciencias Naturales, con la finalidad de responder a las siguientes preguntas: ¿Es posible planificar las clases de Ciencias Naturales a partir del ABP? ¿Cuáles son los pasos a seguir para implementar el ABP en Ciencias Naturales? Los resultados muestran que es posible implementar el ABP en las clases de Ciencias Naturales porque permite construir el nuevo conocimiento sobre la base de los conocimientos previos. En Ciencias Naturales es imprescindible generar en los estudiantes actitudes de protección y cuidado hacia el medio, aspectos que se consigue mediante la solución de problemas. Finalmente, se hizo una integración de varios autores sobre los pasos que se deben seguir para la implementación del ABP en Ciencias Naturales, el mismo que se organizó en nueve pasos.

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Semisupervised learning is a machine learning approach that is able to employ both labeled and unlabeled samples in the training process. In this paper, we propose a semisupervised data classification model based on a combined random-preferential walk of particles in a network (graph) constructed from the input dataset. The particles of the same class cooperate among themselves, while the particles of different classes compete with each other to propagate class labels to the whole network. A rigorous model definition is provided via a nonlinear stochastic dynamical system and a mathematical analysis of its behavior is carried out. A numerical validation presented in this paper confirms the theoretical predictions. An interesting feature brought by the competitive-cooperative mechanism is that the proposed model can achieve good classification rates while exhibiting low computational complexity order in comparison to other network-based semisupervised algorithms. Computer simulations conducted on synthetic and real-world datasets reveal the effectiveness of the model.

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Das heutige Leben der Menschen ist vom Internet durchdrungen, kaum etwas ist nicht „vernetzt“ oder „elektronisch verfügbar“. Die Welt befindet sich im Wandel, die „Informationsgesellschaft“ konsumiert in Echtzeit Informationen auf mobilen Endgeräten, unabhängig von Zeit und Ort. Dies gilt teilweise auch für den Aus- und Weiterbildungssektor: Unter „E-Learning“ versteht man die elektronische Unterstützung des Lernens. Gelernt wird „online“; Inhalte sind digital verfügbar. Zudem hat sich die Lebenssituation der sogenannten „Digital Natives“, der jungen Individuen in der Informationsgesellschaft, verändert. Sie fordern zeitlich und räumlich flexible Ausbildungssysteme, erwarten von Bildungsinstitutionen umfassende digitale Verfügbarkeit von Informationen und möchten ihr Leben nicht mehr Lehr- und Zeitplänen unterordnen – das Lernen soll zum eigenen Leben passen, lebensbegleitend stattfinden. Neue „Lernszenarien“, z.B. für alleinerziehende Teilzeitstudierende oder Berufstätige, sollen problemlos möglich werden. Dies soll ein von der europäischen Union erarbeitetes Paradigma leisten, das unter dem Terminus „Lebenslanges Lernen“ zusammengefasst ist. Sowohl E-Learning, als auch Lebenslanges Lernen gewinnen an Bedeutung, denn die (deutsche) Wirtschaft thematisiert den „Fachkräftemangel“. Die Nachfrage nach speziell ausgebildeten Ingenieuren im MINT-Bereich soll schnellstmöglich befriedigt, die „Mitarbeiterlücke“ geschlossen werden, um so weiterhin das Wachstum und den Wohlstand zu sichern. Spezielle E-Learning-Lösungen für den MINT-Bereich haben das Potential, eine schnelle sowie flexible Aus- und Weiterbildung für Ingenieure zu bieten, in der Fachwissen bezogen auf konkrete Anforderungen der Industrie vermittelt wird. Momentan gibt es solche Systeme allerdings noch nicht. Wie sehen die Anforderungen im MINT-Bereich an eine solche E-Learning-Anwendung aus? Sie muss neben neuen Technologien vor allem den funktionalen Anforderungen des MINTBereichs, den verschiedenen Zielgruppen (wie z.B. Bildungsinstitutionen, Lerner oder „Digital Natives“, Industrie) und dem Paradigma des Lebenslangen Lernens gerecht werden, d.h. technische und konzeptuelle Anforderungen zusammenführen. Vor diesem Hintergrund legt die vorliegende Arbeit ein Rahmenwerk für die Erstellung einer solchen Lösung vor. Die praktischen Ergebnisse beruhen auf dem Blended E-Learning-System des Projekts „Technische Informatik Online“ (VHN-TIO).

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There is an increasing trend by publishers to provide supplementary learning materials with text books in order to improve the learning experience and thus ultimately improve text book sales. This study will aim to establish the use of these materials and their relevance to students in terms of supporting student learning. The materials include multiple choice test banks, animated demonstrations, simulations, quizzes and electronic versions of the text. The study will focus on the extensive library of web-based learning materials available on the ‘WileyPlus’ web platform which accompanies the textbook ‘Operations Management’, 2nd edition authored by A. Greasley and published by John Wiley and Sons Ltd.

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In recent years Web has become mainstream medium for communication and information dissemination. This paper presents approaches and methods for adaptive learning implementation, which are used in some contemporary web-interfaced Learning Management Systems (LMSs). The problem is not how to create electronic learning materials, but how to locate and utilize the available information in personalized way. Different attitudes to personalization are briefly described in section 1. The real personalization requires a user profile containing information about preferences, aims, and educational history to be stored and used by the system. These issues are considered in section 2. A method for development and design of adaptive learning content in terms of learning strategy system support is represented in section 3. Section 4 includes a set of innovative personalization services that are suggested by several very important research projects (SeLeNe project, ELENA project, etc.) dated from the last few years. This section also describes a model for role- and competency-based learning customization that uses Web Services approach. The last part presents how personalization techniques are implemented in Learning Grid-driven applications.

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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2016

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The Learning Object (OA) is any digital resource that can be reused to support learning with specific functions and objectives. The OA specifications are commonly offered in SCORM model without considering activities in groups. This deficiency was overcome by the solution presented in this paper. This work specified OA for e-learning activities in groups based on SCORM model. This solution allows the creation of dynamic objects which include content and software resources for the collaborative learning processes. That results in a generalization of the OA definition, and in a contribution with e-learning specifications.

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This work considers the open-loop control problem of steering a two-level quantum system from any initial to any final condition. The model of this system evolves on the state space X = SU(2), having two inputs that correspond to the complex amplitude of a resonant laser field. A symmetry preserving flat output is constructed using a fully geometric construction and quaternion computations. Simulation results of this flatness-based open-loop control are provided.

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Conferences that deliver interactive sessions designed to enhance physician participation, such as role play, small discussion groups, workshops, hands-on training, problem- or case-based learning and individualised training sessions, are effective for physician education.

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Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing uninterrupted access, low-maintenance requirements, and a heightened sense of reality when compared to simulations. This paper will propose a solution where both approaches are combined to deliver a Remote Laboratory-based Serious Game for use in engineering and school education. The platform for this system is the WebLab-Deusto Framework, already well-tested within the remote laboratory context, and based on open standards. The laboratory allows users to control a mobile robot in a labyrinth environment and take part in an interactive game where they must locate and correctly answer several questions, the subject of which can be adapted to educators' needs. It also integrates the Google Blockly graphical programming language, allowing students to learn basic programming and logic principles without needing to understand complex syntax.

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Educação Médica. 1994, 5(3):178-181.

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The European Project Semester at ISEP (EPS@ISEP) is a one semester project-based learning programme addressed to engineering students from diverse scientific backgrounds and nationalities. The students, organized in multicultural teams, are challenged to solve real world multidisciplinary problems, accounting for 30 ECTU. The EPS package, although focused on project development (20 ECTU), includes a series of complementary seminars aimed at fostering soft, project-related and engineering transversal skills (10 ECTU). This paper presents the study plan, resources, operation and results of the EPS@ISEP that was created in 2011 to apply the best engineering education practices and promote the internationalization of ISEP. The results show that the EPS@ISEP students acquire during one semester the scientific, technical and soft competences necessary to propose, design and implement a solution for a multidisciplinary problem.