804 resultados para User Experience, Pervasive Gaming, Educational Games, Smart Phones, Ubiquitous Computing
Resumo:
La evaluación de los procesos formativos en el área clínica, basados en competencias, es fundamental para la Fisioterapia. Este proceso articula la teoría con la práctica, orienta la organización de los procesos académicos, promueve la formación integral y establece mecanismos de retroalimentación permanentes y rigurosos, basados en la evaluación del desempeño del profesional en formación ante situaciones del día a día que dan cuenta de su toma de decisiones profesional. Se espera que los estudiantes se formen y puedan actuar como profesionales competitivos a nivel nacional e internacional, de manera integral, con sólidos compromisos éticos y sociales para responder a las necesidades del entorno social en el que se desenvuelven (PEP, Universidad del Rosario). Los esfuerzos actuales en investigación de la evaluación educativa se encuentran orientados a la integración de la adquisición del conocimiento y al desarrollo de estrategias de medición y cuantificación de capacidades técnico-científicas dentro de cada disciplina. En este sentido, hasta el momento, en Colombia no se encuentra evidencia alrededor de la validación de instrumentos de medición de las competencias clínicas, ni se cuenta con estándares para la evaluación en práctica clínica en el proceso de formación del recurso humano en Fisioterapia. En el proyecto se desarrolló y fueron evaluadas las propiedades psicométricas de un instrumento que mide las competencias clínicas del estudiante de fisioterapia en la práctica clínica. Este proceso involucró a Fisioterapeutas que con experiencia en el área de docencia y clínica, contribuyen con la formación de fisioterapeutas en Colombia.
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L’article exposa detalladament l’experiència d’un projecte per a la formació educativa en ètica i ciutadania, que es va posar en pràctica a l’IES Damià Huguet i al Centre de Tecnificació Esportiva de Campos . Es tracta d’una experiència de treball molt diversa, basada en vuit unitats didàctiques variades i que se centra en quatre competències bàsiques: aprendre a ser i a actuar de manera autònoma, aprendre a pensar i a comunicar, aprendre a descobrir i a tenir iniciativa, i aprendre a conviure i a habitar el món. L’objectiu principal és obrir el debat i abordar el pensament lliure, de tal manera que els alumnes puguin vertebrar aquestes reflexions conjuntament amb les altres matèries didàctiques i assoleixin les demandes educatives en relació amb el context social i cultural de la societat actual. El projecte revisa l’assignatura d’educació per a la ciutadania per donar-li un caire pràctic i per enllaçar teoria i pràctica a través de la reflexió sobre la pròpia vida i la realitat
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Jugar i aprendre són dos conceptes que van de la mà. El projecte UdiGital.edu se’ls fa seus i aposta per la creació d’un espai de joc i aprenentatge basat, entre d’altres, en la construcció de robots i que, inicialment, està adreçat a alumnes de primària i d’ESO
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O presente trabalho tem como objetivo a reflexão sobre a importância do jogo no desenvolvimento da criança e o seu contributo no processo ensino-aprendizagem. Para se compreender melhor o estudo em causa, será demonstrado a evolução histórica e o sentimento atribuído à infância e ao jogo ao longo dos tempos; bem como apresentadas teorias sobre o desenvolvimento da criança segundo Piaget, Vygostky e Wallon. Será também abordada a importância dos jogos na Educação Especial como uma mais valia para o processo de aquisição e desenvolvimento das capacidades desta crianças tão especiais.
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O presente trabalho teve como ponto de partida os resultados dos rendimentos escolares apresentados pelo SAEB (Sistema de Avaliação da Educação Básica) e o SAEPE (Sistema de Avaliação Escolar de Pernambuco), frente às ações de intervenções promovidas pelas políticas públicas implementadas pelo governo de Pernambuco, através dos programas de formação continuada, direcionados na perspectiva de reverter os baixos índices do rendimento escolar, o que nos possibilitou a delinear objetivos que nos permitissem a identificar a relação entre os indicadores do SAEB, SAEPE e Programas de Formação Continuada no redimensionamento do saber fazer docente e implicações na melhoria do desempenho docente, bem como identificar limites e possibilidades da formação na melhoria do desempenho docente, em razão dos indicadores apresentados. As transformações do mundo têm interferido de forma contundente no campo da educação, bem como nos vários aspectos da gestão educacional, escolar, curricular e particularmente na formação continuada, com vistas no desempenho docente, tendo como objeto crescente a atenção dos pesquisadores com atuação na educação. As políticas educacionais no Brasil vêm demonstrado preocupação com a qualidade do ensino ofertada pela escola pública, decorrente das pressões dos organismos internacionais, que veem na educação a solução dos problemas enfrentados por um mundo cada vez mais globalizado, de transformações e descobertas tecnológicas que caracterizam hoje, a chamada sociedade do conhecimento. Tal contexto, em que a escola pública brasileira se encontrava, mobilizou os gestores a buscarem ações de intervenção no sentido de reverter o quadro tão comprometedor que o ensino público da Educação Básica brasileira se apresentava. O repensar das práticas pedagógicas vivenciadas no contexto escolar, recai sobre o professor, a responsabilidade do resultado que a escola apresenta. Falar da prática pedagógica recai necessariamente na formação inicial e continuada desse professor. Para sua realização utilizou-se uma abordagem quantitativa e qualitativa. As técnicas de coleta de dados foram aplicação de questionários a 100 professores da educação básica da rede pública, entrevistas com cinco formadores e análise dos documentos relacionados com a política de formação continuada. O estudo demonstrou que o modelo proposto, pouco tem contribuído para o desenvolvimento profissional docente, não envolvendo, portanto, o professor diretamente no processo formativo, com exceção dos que participam de alguns programas (SAEB / SAEPE) que visam diretamente à melhoria dos índices de aprendizagem em língua portuguesa e matemática, na perspectiva de que a formação os instrumentalize a aplicar técnicas, que a formação continuada não atende nem suas necessidades, nem da escola. Os demais professores só se encontram uma vez por ano, em estilo de grande evento, enquanto as formações ocorrem de forma desarticulada e fragmentada. Em consequência, foram apresentadas algumas reflexões no intuito de provocar e contribuir na revisão da concepção de formação continuada vivenciada pelos professores da rede pública do ensino de Pernambuco.
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This paper addresses the crucial problem of wayfinding assistance in the Virtual Environments (VEs). A number of navigation aids such as maps, agents, trails and acoustic landmarks are available to support the user for navigation in VEs, however it is evident that most of the aids are visually dominated. This work-in-progress describes a sound based approach that intends to assist the task of 'route decision' during navigation in a VE using music. Furthermore, with use of musical sounds it aims to reduce the cognitive load associated with other visually as well as physically dominated tasks. To achieve these goals, the approach exploits the benefits provided by music to ease and enhance the task of wayfinding, whilst making the user experience in the VE smooth and enjoyable.
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Distributed and collaborative data stream mining in a mobile computing environment is referred to as Pocket Data Mining PDM. Large amounts of available data streams to which smart phones can subscribe to or sense, coupled with the increasing computational power of handheld devices motivates the development of PDM as a decision making system. This emerging area of study has shown to be feasible in an earlier study using technological enablers of mobile software agents and stream mining techniques [1]. A typical PDM process would start by having mobile agents roam the network to discover relevant data streams and resources. Then other (mobile) agents encapsulating stream mining techniques visit the relevant nodes in the network in order to build evolving data mining models. Finally, a third type of mobile agents roam the network consulting the mining agents for a final collaborative decision, when required by one or more users. In this paper, we propose the use of distributed Hoeffding trees and Naive Bayes classifers in the PDM framework over vertically partitioned data streams. Mobile policing, health monitoring and stock market analysis are among the possible applications of PDM. An extensive experimental study is reported showing the effectiveness of the collaborative data mining with the two classifers.
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Pocket Data Mining (PDM) describes the full process of analysing data streams in mobile ad hoc distributed environments. Advances in mobile devices like smart phones and tablet computers have made it possible for a wide range of applications to run in such an environment. In this paper, we propose the adoption of data stream classification techniques for PDM. Evident by a thorough experimental study, it has been proved that running heterogeneous/different, or homogeneous/similar data stream classification techniques over vertically partitioned data (data partitioned according to the feature space) results in comparable performance to batch and centralised learning techniques.
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In this project we explore how to enhance the experience and understanding of cultural heritage in museums and heritage sites by creating interactive multisensory objects collaboratively with artists, technologists and people with learning disabilities. We focus here on workshops conducted during the first year of a three year project in which people with learning disabilities each constructed a 'sensory box' to represent their experiences of Speke Hall, a heritage site in the UK. The box is developed further in later workshops which explore aspects of physicality and how to appeal to the entire range of senses, making use of Arduino technology and basic sensors to enable an interactive user experience.
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With the emerging prevalence of smart phones and 4G LTE networks, the demand for faster-better-cheaper mobile services anytime and anywhere is ever growing. The Dynamic Network Optimization (DNO) concept emerged as a solution that optimally and continuously tunes the network settings, in response to varying network conditions and subscriber needs. Yet, the DNO realization is still at infancy, largely hindered by the bottleneck of the lengthy optimization runtime. This paper presents the design and prototype of a novel cloud based parallel solution that further enhances the scalability of our prior work on various parallel solutions that accelerate network optimization algorithms. The solution aims to satisfy the high performance required by DNO, preliminarily on a sub-hourly basis. The paper subsequently visualizes a design and a full cycle of a DNO system. A set of potential solutions to large network and real-time DNO are also proposed. Overall, this work creates a breakthrough towards the realization of DNO.
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The chapter describes development of care bundle documentation, through an iterative, user-centred design process, to support the recognition and treatment of acute kidney injury (AKI). The chapter details stages of user and stakeholder consultation, employed to develop a design response that was sensitive to user experience and need, culminating in simulation testing of a near final prototype. The development of supplementary awareness-raising materials, relating to the main care bundle tool is also discussed. This information design response to a complex clinical decision-making process is contrasted to other approaches to promoting AKI care. The need for different but related approaches to the working tool itself and the tool’s communication are discussed. More general recommendations are made for the development of communication tools to support complex clinical processes.
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The pervasive and ubiquitous computing has motivated researches on multimedia adaptation which aims at matching the video quality to the user needs and device restrictions. This technique has a high computational cost which needs to be studied and estimated when designing architectures and applications. This paper presents an analytical model to quantify these video transcoding costs in a hardware independent way. The model was used to analyze the impact of transcoding delays in end-to-end live-video transmissions over LANs, MANs and WANs. Experiments confirm that the proposed model helps to define the best transcoding architecture for different scenarios.
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We introduce a flexible technique for interactive exploration of vector field data through classification derived from user-specified feature templates. Our method is founded on the observation that, while similar features within the vector field may be spatially disparate, they share similar neighborhood characteristics. Users generate feature-based visualizations by interactively highlighting well-accepted and domain specific representative feature points. Feature exploration begins with the computation of attributes that describe the neighborhood of each sample within the input vector field. Compilation of these attributes forms a representation of the vector field samples in the attribute space. We project the attribute points onto the canonical 2D plane to enable interactive exploration of the vector field using a painting interface. The projection encodes the similarities between vector field points within the distances computed between their associated attribute points. The proposed method is performed at interactive rates for enhanced user experience and is completely flexible as showcased by the simultaneous identification of diverse feature types.
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The InteGrade middleware intends to exploit the idle time of computing resources in computer laboratories. In this work we investigate the performance of running parallel applications with communication among processors on the InteGrade grid. As costly communication on a grid can be prohibitive, we explore the so-called systolic or wavefront paradigm to design the parallel algorithms in which no global communication is used. To evaluate the InteGrade middleware we considered three parallel algorithms that solve the matrix chain product problem, the 0-1 Knapsack Problem, and the local sequence alignment problem, respectively. We show that these three applications running under the InteGrade middleware and MPI take slightly more time than the same applications running on a cluster with only LAM-MPI support. The results can be considered promising and the time difference between the two is not substantial. The overhead of the InteGrade middleware is acceptable, in view of the benefits obtained to facilitate the use of grid computing by the user. These benefits include job submission, checkpointing, security, job migration, etc. Copyright (C) 2009 John Wiley & Sons, Ltd.