1000 resultados para Plataforma e-learning


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Book Subtitle International Conference, CENTERIS 2010, Viana do Castelo, Portugal, October 20-22, 2010, Proceedings, Part II

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A combinação do avanço tecnológico com o crescimento da aquisição de dispositivos móveis refletiu-­‐se na vida diária das pessoas, sendo usado nas atividades de trabalho e lazer. A transposição dessa realidade para a sala de aula, não se fez esperar, inicialmente até de uma forma marginal mas acabando por ser aceite. Confrontada com esta nova realidade as autoridades educativas começaram a apoiar e a incentivar as instituições. O desenvolvimento de tecnologias como b-­‐learning, m-­‐learning e dos sistemas de aprendizagem (Learning Management System) deram uma grande contribuição para o desenvolvimento das tecnologias móveis no ensino, no entanto ainda hoje os intervenientes da educação, especialmente professores e alunos, sentem diversas necessidades. Neste contexto procedeu-­‐se ao desenvolvimento de um recurso educativo para a disciplina de matemática. Este recurso educativo está suportado numa plataforma que permite colocar conteúdos, visualiza-­‐los, alterá-­‐los e elimina-­‐los. Numa vertente mais lúdica, foi desenvolvido um jogo didático para um dispositivo móvel, neste caso o iPhone. Desta forma o aluno aprende sem se aperceber que está a aprender e pode faze-­‐lo em qualquer lugar e em qualquer período de tempo. Explorando, assim, a interatividade e a mobilidade.

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— In the new learning environments, built width digital technologies, the need to promote quality of education resources, commonly known as Learning Objects, which can support formal and informal distance learning, emerge as one of the biggest challenge that educational institutions will have to face. Due to the fact that is expensive, the reuse and sharing became very important issue. This article presents a Learning Object Repository which aims to store, to disseminate and maintain accessible Learning Objects.

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Este estudo tem por objectivo reflectir sobre o papel da Terminologia na organização conceptual e linguística das áreas de especialidade. Defender-se-á que, pela sua natureza hermenêutica, organizadora, harmonizadora e heurística, esta área científica poderá reduzir a complexidade e a fragmentação lexical e conceptual que impera no domínio dos modelos de educação para o Ensino Superior, permitindo ajudar a clarificar a filiação ideológica das várias visões de ensino, levando deste modo a que o debate seja epistemologicamente transparente. Será focado o caso particular do Blended-Learning, enquanto exemplo de um sub-domínio ainda instável, do ponto de vista da sua organização ontológica e da sua materialização linguística e terminológica.

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Background Information:The incorporation of distance learning activities by institutions of higher education is considered an important contribution to create new opportunities for teaching at both, initial and continuing training. In Medicine and Nursing, several papers illustrate the adaptation of technological components and teaching methods are prolific, however, when we look at the Pharmaceutical Education area, the examples are scarce. In that sense this project demonstrates the implementation and assessment of a B-Learning Strategy for Therapeutics using a “case based learning” approach. Setting: Academic Pharmacy Methods:This is an exploratory study involving 2nd year students of the Pharmacy Degree at the School of Allied Health Sciences of Oporto. The study population consists of 61 students, divided in groups of 3-4 elements. The b-learning model was implemented during a time period of 8 weeks. Results:A B-learning environment and digital learning objects were successfully created and implemented. Collaboration and assessment techniques were carefully developed to ensure the active participation and fair assessment of all students. Moodle records show a consistent activity of students during the assignments. E-portfolios were also developed using Wikispaces, which promoted reflective writing and clinical reasoning. Conclusions:Our exploratory study suggests that the “case based learning” method can be successfully combined with the technological components to create and maintain a feasible online learning environment for the teaching of therapeutics.

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23rd SPACE AGM and Conference from 9 to 12 May 2012 Conference theme: The Role of Professional Higher Education: Responsibility and Reflection Venue: Mikkeli University of Applied Sciences, Mikkeli, Finland

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OBJETIVO: Descrever um sistema gestor de regulação médica em emergência baseado na rede mundial de computadores. MÉTODOS: O Sistema de Regulação de Urgências e Emergências foi desenvolvido segundo modelo evolutivo de software de prototipação. A comunicação entre os usuários e o sistema foi implementada utilizando tecnologias web; o sistema foi desenvolvido em personal home page (PHP) e o banco de dados, em MySQL. O protótipo foi baseado no processo de regulação médica da Divisão Regional de Saúde XIII do Estado de São Paulo e aplicado a 26 municípios dessa regional durante quatro semanas consecutivas em setembro de 2009. O sistema possibilitou a documentação das solicitações em ordem cronológica, sem permitir edição de dados já inseridos e garantindo o acesso hierarquizado e sigiloso às informações para cada participante do sistema. RESULTADOS: O sistema apresentou 100% de disponibilidade, confiabilidade e integridade da informação. Foram realizadas 1.046 solicitações ao sistema, das quais 703 (68%) foram completadas. Os solicitantes apresentaram 98% de adesão ao sistema na primeira semana de aplicação, e a adesão dos prestadores de serviço foi gradativa (37% na quarta semana). Os municípios mais próximos de Ribeirão Preto que não possuem prestadores de alta complexidade foram os que mais utilizaram o sistema. CONCLUSÕES: A regulação médica de solicitações de emergência pela rede mundial de computadores mostrou-se exeqüível e confiável, possibilitando a transparência do processo e acesso direto às informações por parte dos gestores. Possibilitou a construção de indicadores para monitorizar e aprimorar o processo, na perspectiva da criação de uma regulação semi-automatizada e de avanços na organização do sistema.

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It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.

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A utilização massiva da internet e dos serviços que oferece por parte do utilizador final potencia a evolução dos mesmos, motivando as empresas a apostarem no desenvolvimento deste tipo de soluções. Requisitos como o poder de computação, flexibilidade e escalabilidade tornam-se cada vez mais indissociáveis do desenvolvimento aplicacional, o que leva ao surgimento de paradigmas como o de Cloud Computing. É neste âmbito que surge o presente trabalho. Com o objetivo de estudar o paradigma de Cloud Computing inicia-se um estudo sobre esta temática, onde é detalhado o seu conceito, a sua evolução histórica e comparados os diferentes tipos de implementações que suporta. O estudo detalha posteriormente a plataforma Azure, sendo analisada a sua topologia e arquitetura, detalhando-se os seus componentes e a forma como esta mitiga alguns dos problemas mencionados. Com o conhecimento teórico é desenvolvido um protótipo prático sobre esta plataforma, em que se exploram algumas das particularidades da topologia e se interage com as principais redes sociais. O estudo culmina com uma análise sobre os benefícios e desvantagens do Azure e através de um levantamento das necessidades da empresa, determinam-se as oportunidades que a utilização da plataforma poderá proporcionar.

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Bologne came to globalize education in higher education, creating a unified architecture that potentiates higher education and enhances the continued interconnection of the spaces of education policy in higher education in the world, in particular in Europe. The aim of this work consists in the presentation of an identification model and skills’ classification and learning outcomes, based on the official documents of the course units (syllabus and assessment components) of a course of Higher Education. We are aware that the adoption of this model by different institutions, will contribute to interoperability learning outcomes, thus enhancing the mobility of teachers and students in the EHEA (European Higher Education Area) and third countries.

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Learning and teaching processes, like all human activities, can be mediated through the use of tools. Information and communication technologies are now widespread within education. Their use in the daily life of teachers and learners affords engagement with educational activities at any place and time and not necessarily linked to an institution or a certificate. In the absence of formal certification, learning under these circumstances is known as informal learning. Despite the lack of certification, learning with technology in this way presents opportunities to gather information about and present new ways of exploiting an individual’s learning. Cloud technologies provide ways to achieve this through new architectures, methodologies, and workflows that facilitate semantic tagging, recognition, and acknowledgment of informal learning activities. The transparency and accessibility of cloud services mean that institutions and learners can exploit existing knowledge to their mutual benefit. The TRAILER project facilitates this aim by providing a technological framework using cloud services, a workflow, and a methodology. The services facilitate the exchange of information and knowledge associated with informal learning activities ranging from the use of social software through widgets, computer gaming, and remote laboratory experiments. Data from these activities are shared among institutions, learners, and workers. The project demonstrates the possibility of gathering information related to informal learning activities independently of the context or tools used to carry them out.

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The application of information technologies (specially the Internet, Web 2.0 and social tools) make informal learning more visible. This kind of learning is not linked to an institution or a period of time, but it is important enough to be taken into account. On the one hand, learners should be able to communicate to the institutions they are related to, what skills they possess, whether they were achieved in a formal or informal way. On the other hand the companies and educational institutions need to have a deeper knowledge about the competencies of their staff. The TRAILER project provides a methodology supported by a technological framework to facilitate communication about informal learning between businesses, employees and learners. The paper presents the project and some of the work carried out, an exploratory analysis about how informal learning is considered and the technological framework proposed. Whilst challenges remain in terms of establishing the meaningfulness of technological engagement for employees and businesses, the continuing transformation of the social, technological and educational environment is likely to lead to greater emphasis for the effective exploitation of informal learning.

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In this paper we discuss how the inclusion of semantic functionalities in a Learning Objects Repository allows a better characterization of the learning materials enclosed and improves their retrieval through the adoption of some query expansion strategies. Thus, we started to regard the use of ontologies to automatically suggest additional concepts when users are filling some metadata fields and add new terms to the ones initially provided when users specify the keywords with interest in a query. Dealing with different domain areas and having considered impractical the development of many different ontologies, we adopted some strategies for reusing ontologies in order to have the knowledge necessary in our institutional repository. In this paper we make a review of the area of knowledge reuse and discuss our approach.

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Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experi- ment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.

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E-Learning frameworks are conceptual tools to organize networks of elearning services. Most frameworks cover areas that go beyond the scope of e-learning, from course to financial management, and neglects the typical activities in everyday life of teachers and students at schools such as the creation, delivery, resolution and evaluation of assignments. This paper presents the Ensemble framework - an e-learning framework exclusively focused on the teaching-learning process through the coordination of pedagogical services. The framework presents an abstract data, integration and evaluation model based on content and communications specifications. These specifications must base the implementation of networks in specialized domains with complex evaluations. In this paper we specialize the framework for two domains with complex evaluation: computer programming and computer-aided design (CAD). For each domain we highlight two Ensemble hotspots: data and evaluations procedures. In the former we formally describe the exercise and present possible extensions. In the latter, we describe the automatic evaluation procedures.