793 resultados para Technology Education


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Electronic Blocks are a new programming environment, designed specifically for children aged between three and eight years. As such, the design of the Electronic Block environment is firmly based on principles of developmentally appropriate practices in early childhood education. The Electronic Blocks are physical, stackable blocks that include sensor blocks, action blocks and logic blocks. Evaluation of the Electronic Blocks with both preschool and primary school children shows that the blocks' ease of use and power of engagement have created a compelling tool for the introduction of meaningful technology education in an early childhood setting. The key to the effectiveness of the Electronic Blocks lies in an adherence to theories of development and learning throughout the Electronic Blocks design process.

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Purpose of Records Management Sysytem indexing standards document is to develop indexing standards that will best support Iowa DOT's effort to build an agency-wide Records Management System

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This paper reviews the attitudes, skills and knowledge that engineering innovators should possess. It critically analyses and compares sets of graduate attributes from the USA, Australia and Malaysia in terms of which of these relate to the ability to innovate. Innovation can be described as an integrative, meta attribute that overarches most of the other graduate attributes. Due to the “graduate attribute paradox”, it is shown how meeting the stated attributes of graduates by industry does not necessarily satisfy the requirements of industry. It is argued that the culture of the engineering school is an important influence on fostering innovation in engineers.

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This paper presents the foundations of an Academic Social Network (ASN) focusing the Bologna Declaration and the Bologna Process (BP) mobility issues using ontological support. An ASN will permit students to share commons academic interests, preferences and mobility paths in the European Higher Education Space (EHES). The description of the conceptual support is ontology based allowing knowledge sharing and reuse. An approach is presented by merging Academic Ontology to Support the Bologna Mobility Process with Friend of a Friend ontology. The resulting ontology supports the student mobility profile in the ASN. The strategies to make available, in the network, knowledge about mobility issues, are presented including knowledge discovery and simulation approaches to cover student's mobility scenarios for BP.

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8th International Technology, Education and Development Conference, Valencia 10th, 11th and 12th of March, 2014.

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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Informal learning is becoming more and more important: Nowadays people learn more this way, through the Internet, than in schools or normal trainings. But they don’t get any certificateswhich attest this fact. So they can't show the employer or teacher etc. that they have learned something. TRAILER project aim is to solve this problem by developing a special tool for managing of all competences and skills acquired through informal learning experiences. Both from the perspective of the user and the perspective of an institution or a company. We’ll present the IT tool to show how people can make their informal learning outcomes visible. TRAILER helps users to gather all information about process and outcomes of their informal learning. Users can share this with friends, colleagues or their employees, teachers and so on. They can create an interactive e-portfolio which can be attached to their CV, cover letter or Knowledge Management system etc. After the presentation of the tool we will discuss possible areas and fields to use this tool. Also we would like to discuss all possible use of the tool by the participants and another needs in this area. Moreover we want to discuss other problems in informal learning process, ways to solve the problems and discuss other ideas of different IT tools which could help in informal learning process. During the discussion we’ll use an interactive respond system which can be used on mobile devices: it makes possible for participants to share their opinions individually before knowing another persons' opinion.

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In recent years the concept of eLearning Framework emerged associated with several initiatives promoted by educational organizations. These initiatives share a common goal: to create flexible learning environments by integrating heterogeneous systems already available in many educational institutions. The paper provides an introductory survey on eLearning Frameworks. It gathers information on these initiatives categorizes them and compares their features regarding a set of predefined criteria such as: architecture, business model, primary user groups, technical implementations, adopted standards, maturity and future development.

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Relatório de estágio de mestrado em Ensino de Informática

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Important breakthroughs are happening every day at Iowa State University. Why? Because we have created the right environment: a campus that welcomes adventurous minds, a community that provides support and encouragement, and a place that wants to know the unknown. At Iowa State University, we have been creating such an environment for almost 150 years.

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[spa] Este informe presenta parte de los procesos y los resultados del proyecto de I+D+I: Políticas y prácticas en torno a las TIC en la enseñanza obligatoria: Implicaciones para la innovación y la mejora, parcialmente financiado por Ministerio de Ciencia e Innovación. SEJ2007-67562. Recoge los cuatro estudios de caso llevados a cabo en dos Institutos de Enseñanza Secundaria Obligatoria y dos centros de educación primaria de Cataluña, que nos han posibilitado elucidar el impacto de las políticas de uso de las TIC y de otras iniciativas políticas para favorecer la innovación y la mejora en cada centro, prestando especial atención a: (a) los temas organizativos relacionados con el tiempo y el espacio; (b) el desarrollo del currículum en el centro (visiones sobre el conocimiento, el aprendizaje, el papel del alumnado y el profesorado, el lugar de las TIC, etc.); (c) las condiciones de trabajo del profesorado (acceso a formación, espacios y prácticas de colaboración; desarrollo profesional); (d) los resultados del aprendizaje (valor intelectual, social y personal de lo aprendido; capacidad de transferencia para seguir aprendiendo