813 resultados para virtual learning community
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With accelerated market volatility, faster response times and increased globalization, business environments are going through a major transformation and firms have intensified their search for strategies which can give them competitive advantage. This requires that companies continuously innovate, to think of new ideas that can be transformed or implemented as products, processes or services, generating value for the firm. Innovative solutions and processes are usually developed by a group of people, working together. A grouping of people that share and create new knowledge can be considered as a Community of Practice (CoP). CoP’s are places which provide a sound basis for organizational learning and encourage knowledge creation and acquisition. Virtual Communities of Practice (VCoP's) can perform a central role in promoting communication and collaboration between members who are dispersed in both time and space. Nevertheless, it is known that not all CoP's and VCoP's share the same levels of performance or produce the same results. This means that there are factors that enable or constrain the process of knowledge creation. With this in mind, we developed a case study in order to identify both the motivations and the constraints that members of an organization experience when taking part in the knowledge creating processes of VCoP's. Results show that organizational culture and professional and personal development play an important role in these processes. No interviewee referred to direct financial rewards as a motivation factor for participation in VCoPs. Most identified the difficulty in aligning objectives established by the management with justification for the time spent in the VCoP. The interviewees also said that technology is not a constraint.
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Este artigo relata o desenvolvimento de um modelo de ensino virtual em curso na Universidade dos Açores. Depois de ter sido adotado na lecionação de disciplinas da área da Teoria e Desenvolvimento Curricular em regime de e-learning e b-learning, o modelo foi, no ano académico de 2014/15, estendido à lecionação de outras disciplinas. Além de descrever o modelo e explicar a sua evolução, o artigo destaca a sua adoção no contexto particular de uma disciplina cuja componente online foi lecionada em circunstâncias especialmente desafiadoras. Neste sentido, explica o processo de avaliação da experiência, discute os seus resultados e sugere pistas de melhoria. Essa avaliação enquadra-se num processo de investigação do design curricular – a metodologia que tem sido usada para estudar o desenvolvimento do modelo.
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Mestrado em Engenharia Informática - Área de Especialização em Sistemas Gráficos e Multimédia
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A forma como aprendemos depende do contexto tecnológico e sociocultural que nos rodeia, actualmente a inclusão de tecnologia recente na sala de aula não é mais considerada opcional, mas sim uma necessidade pois a forma como o aluno aprende está em constante evolução. Tendo em atenção esta necessidade, foi desenvolvido no decorrer desta tese um simulador em realidade virtual que utiliza comandos/interfaces hápticos. O objectivo deste simulador é ensinar conceitos de física de forma interactiva. Os dispositivos hápticos permitem adicionar o sentido táctil ou de toque à interacção entre homem e máquina, permitindo assim aceder a novas sensações relativas ao seu uso nomeadamente com objectivos de aprendizagem. O simulador desenvolvido designado por “Forces of Physics” aborda três tipos de forças da física: forças de atrito, forças gravitacionais e forças aerodinâmicas. Cada tipo de força corresponde a um módulo do simulador contendo uma simulação individual em que são explicados conceitos específicos dessa força num ambiente visual estimulante e com uma interacção mais realista devido à inclusão do dispositivo háptico Novint Falcon. O simulador foi apresentado a vários utilizadores bem como á comunidade científica através de apresentações em conferências. A avaliação foi realizada com recurso a um questionário com dez perguntas, cinco de sobre aprendizagem e cinco sobre a utilização, tendo sido preenchido por 14 utilizadores. O simulador obteve uma boa recepção por parte dos utilizadores, tendo vários utilizadores expressado as suas opiniões sobre estado actual do simulador, do futuro do mesmo e da respectiva validade para uso na sala de aula.
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L'objectiu d'aquest treball consisteix a elegir una eina de gestió de continguts per a l'aplicació en la gestió d'un campus virtual. L'estudi de les característiques de diversos dels CMS més emprats ens permetrà, a més, acostar-nos-hi d'una manera pràctica, atès que una part del treball inclou, després de la tria del CMS, la seva instal·lació en un servidor a Internet i la configuració pertinent per a adequar-lo als rols d'administradors, professors, estudiants, etc.
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Michigan State University and OER Africa are creating a win-win collaboration of existing organizations for African publishing, localizing, and sharing of teaching and learning materials that fill critical resource gaps in African MSc agriculture curriculum. By the end of the 18-month planning and pilot initiative, African agriculture universities, faculty, students, researchers, NGO leaders, extension staff, and farmers will participate in building AgShare by demonstrating its benefits and outcomes and by building momentum and support for growth.
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OER-based learning has the potential to overcome many shortcomings and problems of traditional education. It is not hampered by IP restrictions; can depend on collaborative, cumulative, iterative refinement of resources; and the digital form provides unprecedented flexibility with respect to configuration and delivery. The OER community is a progressive group of educators and learners with decades of learning research to draw from, who know that we must prepare learners for an evolving and diverse reality. Despite this OER tends to replicate the unsuccessful characteristics of traditional education. To remedy this we may need to remember the importance of imperfection, mistakes, problems, disagreement, and the incomplete for engaged learning, and relinquish our notions of perfection, acknowledging that learners learn differently and we need diverse learners. We must stretch our perceptions of quality and provide mechanisms for engaging the incredible pool of educators globally to fulfill the promise of inclusive education.
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Much of the initial work on Open Educational Resources (OER) has inevitably concentrated on how to produce the resources themselves and to establish the idea in the community. It is now eight years since the term OER was first used and more than ten years since the concept of open content was described and a greater focus is now emerging on the way in which OER can influence policy and change the way in which educational systems help people learn. The Open University UK and Carnegie Mellon University are working in partnership on the OLnet (Open Learning Network), funded by The William and Flora Hewlett Foundation with the aims to search out the evidence for use and reuse of OER and to establish a network for information sharing about research in the field. This means both gathering evidence and developing approaches for how to research and understand ways to learn in a more open world, particularly linked to OER, but also looking at other influences.
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Initiatives to stimulate the development and propagation of open educational resources (OER) need a sufficiently large community that can be mobilized to participate in this endeavour. Failure to achieve this could lead to underuse of OER. In the context of the Wikiwijs initiative a large scale survey was undertaken amongst primary and secondary school teachers to explore possible determinants of the educational use of digital learning materials (DLMs). Basing on the Integrative Model of Behaviour Prediction it was conjectured that self-efficacy, attitude and perceived norm would take a central role in explaining the intention to use DLMs. Several other predictors were added to the model as well whose effects were hypothesized to be mediated by the three central variables.All conjectured relationships were found using path analysis on survey data from 1484 teachers. Intention to DLMs was most strongly determined by self-efficacy, followed by attitude. ICT proficiency was in its turn the strongest predictor of self-efficacy. Perceived norm played only a limited role in the intention to use DLMs. Concluding, it seems paramount for the success of projects such as Wikiwijs to train teachers in the use of digital learning materials and ICT (e.g. the digital blackboard) and to impact on their attitude.
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Les autores i autors d'aquest llibre ofereixen una descripció de l'evolució general de l'e-learning apuntant els elements clau cap als que ha d'anar evolucionant. Parteixen de l'experiència i la pràctica contrastada amb les investigacions sobre el tema. Al llarg dels diferents capítols ens mostren com viu un estudiant virtual, el seu paper i la manera com planteja i organitza les seves activitats; ens acosten al professorat analitzant el seu rol en el disseny de la formació i la comunicació amb els estudiants; parlen de la col·laboració, analitzant com dissenyar activitats col·laboratives i assenyalant els seus avantatges i límits; descriuen els diferents recursos d'aprenentatge que podem disposar en el disseny dels cursos i, finalment, acompanyen la nostra mirada cap al futur pròxim analitzant les tendències i els reptes als que hem de fer front per construir l'e-learning del segle XXI.
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A partir de diferents enquestes de satisfacció institucional i de l'anàlisi de l'arxiu 'log' del servidor de la biblioteca respecte a l'ús i al comportament dels usuaris, es va detectar que cada cop era més complex accedir als continguts i serveis de manera proporcional al creixement d'aquests darrers i de l'augment del nombre d'usuaris. El creixement dels recursos i de les diferents aplicacions desenvolupats a la Biblioteca Virtual de la UOC (BUOC) va fer necessari la selecció i la implementació d'un motor de cerca que facilités de manera global l'accés als recursos d'informació i als serveis oferts a la comunitat virtual de la UOC d'acord amb la tipologia d'usuari, l'idioma i el seu entorn d'aprenentatge. En aquest article s'exposa el procés d'anàlisi de diferents productes i la implementació de Verity a la BUOC amb els desenvolupaments realitzats en les diferents aplicacions perquè el motor de cerca pugui fer la seva funció.
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Introducció: Les noves tecnologies han donat peu a la creació de propostes docents que es desenvolupen a través d’internet . Objectius: Avaluar quatre cursos de formació virtual realitzats a la Fundació Institut Català de Farmacologia per analitzat-ne l’activitat i la qualitat. Metodologia: S’ha mesurat el registre de participació dels alumnes mitjançant l’accés als materials i activitats proposades, i la qualitat de la formació mitjançant una enquesta de satisfacció. Resultats: La proporció de realització d’activitats ha estat notable i la qualitat dels cursos ben valorada. Conclusió: La bona valoració rebuda mostra la qualitat dels cursos realitzats i avala les nostres propostes pedagògiques.
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At the University of Lausanne third-year medical students are given the task of spending a month investigating a question of community medicine. In 2009, four students evaluated the legitimacy of health insurers intervening in the management of depression. They found that health insurers put pressure on public authorities during the development of legislation governing the health system and reimbursement for treatment. This fact emerged during the scientific investigation led jointly by the team in the course of the "module of immersion in community medicine." This paper presents each step of their study. The example chosen illustrates the learning objectives covered by the module.
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A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.