672 resultados para learning analytics framework
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The main goal of this study was to analyse the development of a pedagogy for autonomy tuned to the current situation in which Higher Education finds itself, namely of implementation of the Bologna Process in Europe, and in particular at the Escola Superior Agrária of the Polytechnic School at Coimbra. For this purpose new course units were created, new descriptors written, new materials developed and new methodologies tried. A case study was undertaken to observe and analyse the changes the institution was undergoing and to assess the impact of the new methodologies, particularly regarding the development of student autonomy. The target population for this study were the first year students on the Biotechnology degree in the year 2007/2008, to whom a battery of tests were applied, namely proficiency tests, belief tests, metacognitive tests, as well as methods of ethnographic research. The study relied on the European Framework of Reference for Languages and the European Language Portfolio to establish recognised levels and competences, and employed the portfolio as its main tool for measuring student autonomy. This portfolio was simultaneously biographical and descriptive and was organised by the students in their own time. Great incentive was given to this independent work. The ethnographic component of the study was of significant importance being given to students learning histories and to the collection of students’ reflections. This component aimed in particular to allow students the opportunity to express their thoughts on the experience they underwent during 20 weeks. From the analysis of the data, a significant improvement in self-confidence and motivation for lifelong learning is observable in the development of multiple tasks. Regarding the students’ progression towards proficiency, this improvement is less clear, but the final results of educational success were generally of great relevance.
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The increasing complexity of the Information Society and the Bologna Declaration in the European context has led Higher Education (HE) institutions to revise their curricula courses, as far as the adoption of new strategies for teaching and learning as well as evaluation are concerned. It can also be emphasized that there has been a growing use of eLearning and of blended learning (bLearning) in HE, since these modes of training seem to be a very convenient option for lifelong learning. In this context, quality is taken as an essential goal in the development of the European Space for Education and Training, where HE institutions compete among themselves, and where evaluation is determinant as a promoter of this quality. Considering the problems summarized above, the research developed, based on four published scientific papers, intended to answer a set of research questions related to evaluation of bLearning contexts in HE. The study used diverse techniques and instruments (questionnaires, document analysis, and observation mediated technologies) spanning two methodological approaches: i) study of descriptive and exploratory nature and ii) case studies of bLearning modules. In the first approach an evaluation model for bLearning courses was developed, where we collected and analyzed, at a national level, the opinions of teachers with bLearning experience about the model dimensions. The case studies presented are post graduation curricular units, where bLearning teaching, learning and evaluation strategies were explored and evaluated, namely peer assessment. The main contributions of the first approach are: the process of questioning around the evaluation of bLearning courses, namely the quality assurance criteria for bLearning, as well as the model developed, providing a framework of theoretical, methodological and empirical elements that can be adapted in similar contexts. From the case studies emerged: the developed evaluation guidelines and the data collection instruments, in order to disseminate evaluation “best practices” that may be useful for other units in similar contexts. Regarding the recommendations about the evaluation of teaching of bLearning courses we emphasize: the use of versatile evaluation objects; the evaluation throughout the process and not just at the end; and the involvement of multiple evaluators, including students (whose feedback is essential to monitor the quality of teaching and learning). From the case studies we highlight: the need for discussion of evaluation frameworks to explore, and consequent increase in the transparency of the evaluation process; the increased interaction between groups; and the peer assessment as a strategy to promote active and autonomous learning. In addition to the contributions and recommendations for practice and research in the area of evaluation in bLearning contexts in HE, listed above, it also emerged from this study useful guidelines regarding educational evaluation in bLearning contexts, in order to improve the quality of teaching, learning and evaluation in such contexts.
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Nesta tese apresenta-se um estudo sobre a metacognição em práticas colaborativas numa comunidade de b-learning no ensino superior. O referencial teórico adotado desenvolveu-se com o intuito de reunir as discussões sobre a metacognição, o b-learning, a comunidade de aprendizagem colaborativa e as comunidades de práticas no ensino superior. Com base nesse referencial teórico desenvolveu-se um estudo empírico sobre a metacognição analisada numa comunidade de b-learning tendo como estudo de caso o Programa Doutoral em Multimédia em Educação da Universidade de Aveiro (edições 2009 e 2010). O estudo, que envolveu 7 docentes e 17 alunos das referidas edições do programa doutoral, teve como uma das suas finalidades verificar a perspetiva do aluno sobre o processo de aprendizagem vivido, das posturas que assume, das estratégias a que recorre para interagir nas comunidades de aprendizagem no âmbito do Programa Doutoral em Multimédia em Educação (PDMMEDU), que funciona na modalidade blearning. Os dados foram obtidos através de inquérito por questionário realizado com os alunos e de sessões de focus group com alunos e docentes. A partir da análise dos resultados obtidos sob o referencial teórico que lhes serviu de enquadramento, procurou dar-se resposta às questões orientadoras do estudo: i) Encontramos evidências de pensamento ou processos metacognitivos nas comunidades de b-learning que se instalaram nas Unidades Curriculares (UC) do PDMMEDU? ii) Que perceções da aprendizagem nas comunidades de b-learning têm os estudantes? iii) Que sentimentos afluem da interação com o grupo de trabalho e com toda a turma? Qual a perceção que os docentes têm sobre a temática e que evidências poderão fornecer sobre a possibilidade de desenvolvimento de processos metacognitivos no âmbito das respetivas UCs? iv) Que relação pode ser observada entre os elementos motivadores da aprendizagem dos alunos e a participação nas UC? Do resultado da análise dos dados obtidos através do inquérito por questionário realizado com os alunos e das sessões de focus group com alunos e docentes identificou-se o perfil metacognitivo dos alunos, uma avaliação da experiência no programa doutoral, as novas posturas assumidas e alterações nos cenários profissionais. Por fim, são feitas sugestões para investigação futura com a proposta de sessões de trabalho onde se desenvolvem competências metacognitivas por parte de alunos envolvidos em cursos de pós-graduação em ambientes online.
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Revenue Management’s most cited definitions is probably “to sell the right accommodation to the right customer, at the right time and the right price, with optimal satisfaction for customers and hoteliers”. Smart Revenue Management (SRM) is a project, which aims the development of smart automatic techniques for an efficient optimization of occupancy and rates of hotel accommodations, commonly referred to, as revenue management. One of the objectives of this project is to demonstrate that the collection of Big Data, followed by an appropriate assembly of functionalities, will make possible to generate a Data Warehouse necessary to produce high quality business intelligence and analytics. This will be achieved through the collection of data extracted from a variety of sources, including from the web. This paper proposes a three stage framework to develop the Big Data Warehouse for the SRM. Namely, the compilation of all available information, in the present case, it was focus only the extraction of information from the web by a web crawler – raw data. The storing of that raw data in a primary NoSQL database, and from that data the conception of a set of functionalities, rules, principles and semantics to select, combine and store in a secondary relational database the meaningful information for the Revenue Management (Big Data Warehouse). The last stage will be the principal focus of the paper. In this context, clues will also be giving how to compile information for Business Intelligence. All these functionalities contribute to a holistic framework that, in the future, will make it possible to anticipate customers and competitor’s behavior, fundamental elements to fulfill the Revenue Management
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Relatório de estágio de mestrado, Ciências da Educação (Formação de Adultos), Universidade de Lisboa, Instituto de Educação, 2013
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Trabalho de projeto de mestrado, Tecnologias e Metodologias em E-learning, Universidade de Lisboa, Instituto de Educação, Faculdade de Ciências, 2013
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Group projects form a large and possibly growing component of the work undertaken for assessing students in higher education, and especially in post-graduate work in business. Yet the assessments sources, methods and purposes result in an array of combinations that the literature fails to capture in its full complexity. Tutors may be able to assess the work of the group as well as they might the work of any individual. But grades - and degrees - are awarded to individuals. Writers on higher education speak of using self- and peer-assessment as a way of qualifying the evaluation of group work so as to differentiate between individuals. But these commonly used terms - drawn from approaches to assessing individual work - are ambiguous or even misleading in the context of group work. This paper proposes a framework for discussing the assessment of group projects in an effort to help identify how the benefits of group learning and be translated into fairer summative assessments.
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This study addresses our approach to the difficult task of measuring the impact of an eLearning service, the Graduate Virtual Research Environment (GVRE), provided to doctoral students at a UK University since October 2009. The GVRE provides research students with access to a training needs analysis tool which is linked to a repository of video learning resources created by academics and experienced research students. This paper explores the use of the Rugby Team Impact Framework as a guide to measuring impact and our use of a number of techniques to gather evidence about the changes resulting from use of the GVRE. The framework gives four levels of evidence, starting with simple measures of provision, through attendance, interest and to outcomes. As with other research, we found the former easy to assess but the outcomes harder to define. We conclude with a critical evaluation of our research process and outcomes.
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Thesis (Master's)--University of Washington, 2016-03
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Lifelong learning exists today in the context of a cultural and societal shift to a knowledge-based, technology-enhanced, and rapidly-changing economy. It has a significant impact on people’s lives and has become of vital importance with the emergence of new technologies that change how people communicate, collect information, and collaborate with others. The emerging technologies, such as social networking, interactive media and game technology, have expanded a new dimension of self – ‘technoself’ driven by socio-technical innovations and taken an important step forward in lifelong learning through the Technology Enhanced Learning (TEL). The TEL encourages learners as producers to embed personalized knowledge and collective experience on individualized learning within professional practice. It becomes more personal and social than traditional lifelong learning, especially about the ‘learning as socially grounded’ aspects. This paper studies the development of technoself system during lifelong learning and introduces technoself enhanced learning as a novel sociological framework of lifelong learning to couple the educational dimension with social dimension in order to enhance learner engagement by shaping personal learning focus and setting. We examine how people construct their own inquiry and learn from others, how people shift and adapt in these technoself-enhanced learning environments, and how learner engagement is improving as the involvement of learners as producers in lifelong learning. We further discuss the barriers and the positive and negative unintended consequences of using technology for lifelong learning.
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The use of perceptual inputs is an emerging area within HCI that suggests a developing Perceptual User Interface (PUI) that may prove advantageous for those involved in mobile serious games and immersive social network environments. Since there are a large variety of input devices, software platforms, possible interactions, and myriad ways to combine all of the above elements in pursuit of a PUI, we propose in this paper a basic experimental framework that will be able to standardize study of the wide range of interactive applications for testing efficacy in learning or information retrieval and also suggest improvements to emerging PUIs by enabling quick iteration. This rapid iteration will start to define a targeted range of interactions that will be intuitive and comfortable as perceptual inputs, and enhance learning and information retention in comparison to traditional GUI systems. The work focuses on the planning of the technical development of two scenarios, and the first steps in developing a framework to evaluate these and other PUIs for efficacy and pedagogy.
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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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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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The e-Framework is arguably the most prominent e-learning framework currently in use. For this reason it was selected as basis for modelling a programming exercises evaluation service. The purpose of this type of evaluator is to mark and grade exercises in computer programming courses and in programming contests. By exposing its functions as services a programming exercise evaluator is able to participate in business processes integrating different system types, such as Programming Contest Management Systems, Learning Management Systems, Integrated Development Environments and Learning Object Repositories. This paper formalizes the approaches to be used in the implementation of a programming exercise evaluator as a service on the e-Framework.
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As e-learning gradually evolved many specialized and disparate systems appeared to fulfil the needs of teachers and students, such as repositories of learning objects, authoring tools, intelligent tutors and automatic evaluators. This heterogeneity raises interoperability issues giving the standardization of content an important role in e-learning. This article presents a survey on current e-learning content aggregation standards focusing on their internal organization and packaging. This study is part of an effort to choose the most suitable specifications and standards for an e-learning framework called Ensemble defined as a conceptual tool to organize a network of e-learning systems and services for domains with complex evaluation.