966 resultados para computer usage skills


Relevância:

30.00% 30.00%

Publicador:

Resumo:

The aim of this study was to analyze the discourse of health managers on aspects related to delay in tuberculosis diagnosis. This was a qualitative research study, conducted with 16 Family Health Unit managers. The empirical data were obtained through semi-structured interviews. The analysis was based on the theoretical framework of the French school of discourse analysis. According to the managers’ statements, the delay in tuberculosis diagnosis is related to patient and health service aspects. As for patient aspects, managers report fear, prejudice and lack of information as factors that may promote a delayed diagnosis. Regarding health service aspects, structural problems and lack of professional skills were reported. The discourse of managers should be considered to qualify tuberculosis control actions and to prevent delays in diagnosis.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Résumé La mobilité ne signifie plus uniquement se mouvoir d'un point à un autre ; il s'agit d'un concept lui-même en constante évolution, grâce au progrès technique et à l'innovation sociale notamment. Aujourd'hui, la recherche de la vitesse n'est plus le seul enjeu au coeur de nos préoccupations. Elle a été remplacée par un retour au voyage enrichi par l'expérience et ce quelle que soit sa durée. Cet enrichissement s'est principalement fait par le truchement des technologies de l'information et de la communication et peut prendre plusieurs formes liées aux problématiques contemporaines de la ville et du territoire. Citons comme exemple la valorisation du temps de déplacement, grâce à un meilleur accès à l'information (travail, réseaux sociaux, etc.) et à la recherche d'une plus grande cohérence entre l'acte de se mouvoir et l'environnement proche ou lointain. Cette « recontextualisation » du mouvement nous interpelle dans notre rapport à l'espace et nous donne également des pistes pour repenser le métier d'urbaniste de la ville intelligente. Abstract Mobility issues do not only involve the act of moving nowadays. The concept itself evolves continuously thanks to technological and social innovations. The main stakes do not focus anymore on improving speed, but on enriching the experience of travelling, even in the case of short trips. One of the main factors that fosters this evolution is the progressive adoption of information and communication technologies that help to reshape the issues of contemporary cities. For example, the quality of travel time has improved thanks to the ubiquitous accessibility to information, and by offering a better coherence between the trip and the immediate social environment. The "recontextualisation" of everyday activities (working, interacting, etc.) challenges the relationship individuals have with space and offers many clues in regard to the required skills that urban planners and designers of the smart city should possess.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper aims to better understand the development of students’ learning processes when participating actively in a specific Computer Supported Collaborative Learning system called KnowCat. To this end, a longitudinal case study was designed, in which eighteen university students took part in a 12-month (two semesters) learning project. During this time period, the students followed an instructional process, using some elements of KnowCat (KnowCat key features) design to support and improve their interaction processes, especially peer learning processes. Our research involved both supervising the students’ collaborative learning processes throughout the learning project and focusing our analysis on the qualitative evolution of the students’ interaction processes and on the development of metacognitive learning processes. The results of the current research reveal that the instructional application of the CSCL-KnowCat system may favour and improve the development of the students’ metacognitive learning processes. Additionally, the implications of the design of computer supported collaborative learning networks and pedagogical issues are discussed in this paper.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Peer-reviewed

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The question of the trainability of executive functions and the impact of such training on related cognitive skills has stirred considerable research interest. Despite a number of studies investigating this, the question has not yet been solved. The general aim of this thesis was to investigate two very different types of training of executive functions: laboratory-based computerized training (Studies I-III) and realworld training through bilingualism (Studies IV-V). Bilingualism as a kind of training of executive functions is based on the idea that managing two languages requires executive resources, and previous studies have suggested a bilingual advantage in executive functions. Three executive functions were studied in the present thesis: updating of working memory (WM) contents, inhibition of irrelevant information, and shifting between tasks and mental sets. Studies I-III investigated the effects of computer-based training of WM updating (Study I), inhibition (Study II), and set shifting (Study III) in healthy young adults. All studies showed increased performance on the trained task. More importantly, improvement on an untrained task tapping the trained executive function (near transfer) was seen in Study I and II. None of the three studies showed improvement on untrained tasks tapping some other cognitive function (far transfer) as a result of training. Study I also used PET to investigate the effects of WM updating training on a neurotransmitter closely linked to WM, namely dopamine. The PET results revealed increased striatal dopamine release during WM updating performance as a result of training. Study IV investigated the ability to inhibit task-irrelevant stimuli in bilinguals and monolinguals by using a dichotic listening task. The results showed that the bilinguals exceeded the monolinguals in inhibiting task-irrelevant information. Study V introduced a new, complementary research approach to study the bilingual executive advantage and its underlying mechanisms. To circumvent the methodological problems related to natural groups design, this approach focuses only on bilinguals and examines whether individual differences in bilingual behavior correlate with executive task performances. Using measures that tap the three above-entioned executive functions, the results suggested that more frequent language switching was associated with better set shifting skills, and earlier acquisition of the second language was related to better inhibition skills. In conclusion, the present behavioral results showed that computer-based training of executive functions can improve performance on the trained task and on closely related tasks, but does not yield a more general improvement of cognitive skills. Moreover, the functional neuroimaging results reveal that WM training modulates striatal dopaminergic function, speaking for training-induced neural plasticity in this important neurotransmitter system. With regard to bilingualism, the results provide further support to the idea that bilingualism can enhance executive functions. In addition, the new complementary research approach proposed here provides some clues as to which aspects of everyday bilingual behavior may be related to the advantage in executive functions in bilingual individuals.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

As the world becomes more technologically advanced and economies become globalized, computer science evolution has become faster than ever before. With this evolution and globalization come the need for sustainable university curricula that adequately prepare graduates for life in the industry. Additionally, behavioural skills or “soft” skills have become just as important as technical abilities and knowledge or “hard” skills. The objective of this study was to investigate the current skill gap that exists between computer science university graduates and actual industry needs as well as the sustainability of current computer science university curricula by conducting a systematic literature review of existing publications on the subject as well as a survey of recently graduated computer science students and their work supervisors. A quantitative study was carried out with respondents from six countries, mainly Finland, 31 of the responses came from recently graduated computer science professionals and 18 from their employers. The observed trends suggest that a skill gap really does exist particularly with “soft” skills and that many companies are forced to provide additional training to newly graduated employees if they are to be successful at their jobs.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The computer game industry has grown steadily for years, and in revenues it can be compared to the music and film industries. The game industry has been moving to digital distribution. Computer gaming and the concept of business model are discussed among industrial practitioners and the scientific community. The significance of the business model concept has increased in the scientific literature recently, although there is still a lot of discussion going on on the concept. In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model. It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The effects oftwo types of small-group communication, synchronous computer-mediated and face-to-face, on the quantity and quality of verbal output were con^ared. Quantity was deiSned as the number of turns taken per minute, the number of Analysis-of-Speech units (AS-units) produced per minute, and the number ofwords produced per minute. Quality was defined as the number of words produced per AS-unit. In addition, the interaction of gender and type of communication was explored for any differences that existed in the output produced. Questionnaires were also given to participants to determine attitudes toward computer-mediated and face-to-face communication. Thirty intermediate-level students fi-om the Intensive English Language Program (lELP) at Brock University participated in the study, including 15 females and 15 males. Nonparametric tests, including the Wilcoxon matched-pairs test, Mann-Whitney U test, and Friedman test were used to test for significance at the p < .05 level. No significant differences were found in the effects of computer-mediated and face-to-face communication on the output produced during follow-up speaking sessions. However, the quantity and quality of interaction was significantly higher during face-to-face sessions than computer-mediated sessions. No significant differences were found in the output produced by males and females in these 2 conditions. While participants felt that the use of computer-mediated communication may aid in the development of certain language skills, they generally preferred face-to-face communication. These results differed fi-om previous studies that found a greater quantity and quality of output in addition to a greater equality of interaction produced during computer-mediated sessions in comparison to face-to-face sessions (Kern, 1995; Warschauer, 1996).

Relevância:

30.00% 30.00%

Publicador:

Resumo:

In this study, methods of media literacy instruction including analytic activities, production activities, and a combination of analytic and production activities were compared to determine their influence on grade 8 students' knowledge, attitudes, and behaviours towards commercials. The findings showed that media literacy instruction does improve media literacy skills. Specifically, activities that included an analytic component or an analytic and production component were significantly better than activities that included a production component. Participants that completed analytic or analytic and production activities were able to discern media-related terms, target audience, selling techniques, social values, and stereotypes in commercials better than participants that completed only production activities. The research findings also showed obstacles when teaching media literacy. When engaged in analytic activities, the difficulties included locating suitable resources, addressing the competition from commercials, encouraging written reflection, recognizing social values, and discussing racial stereotypes. When engaged in production activities, the difficulties were positioning recording stations, managing group work, organizing ideas, filming the footage, computer issues, and scheduling time. Strategies to overcome these obstacles are described.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The study examined coaches' usage of text-based computer-mediated communication (CMC) media (e.g., text-messaging, email) in the coach-player relationship. Data were collected by surveying Ontario-based male baseball coaches (n = 86) who coached players between 15 and 18 years old. Predictions were made regarding how demographic factors such as age and coaching experience affected coaches' CMC use and opinions. Results indicated that over 76% of respondents never used any CMC media other than email and team websites in their interactions with players. Results also revealed that coaches' usage rates contrasted with their opinion of the usefulness of the media, and their perception of players' use of the media. Coaches characterized most CMC media as limited, unnecessary, and sometimes inappropriate. Additional research should explore players' CMC usage rates and possible guidelines for use of the new media in authority relationships. Academia needs to keep pace with the developments in this area.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This study was undertaken in order to determine the effects of playing computer based text adventure games on the reading comprehension gains of students. Forty-five grade five students from one elementary school were randomly assigned to experimental and control groups, and were tested with regard to ability, achievement and reading skills. An experimental treatment, consisting of playing computer based interactive fiction games of the student's choice for fifteen minutes each day over an eight-week period, was administered. A comparison treatment engaged the control group in sustained silent reading of materials of the student's choice for an equal period of time. Following the experimental period all students were post-tested with an alternate form of the pre-test in reading skills, and gain scores were analysed. It was found that there were no significant differences in the gain scores of the experimental and control groups for overall reading comprehenSion, but the experimental group showed greater gains than the control group in the structural analysis reading sub-skill. Extreme variance in the data made generalization very difficult, but the findings indicated a potential for computer based interactive fiction as a useful tool for developing reading sl

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Cette recherche porte sur le renforcement des sentiments de compétence professionnelle et d’auto-efficacité des enseignants du secondaire envers les habiletés techniques dans la formation aux TIC. Elle fait suite à un projet d’intégration pédagogique des TIC au lycée initié par le Campus numérique de Niamey. Après une formation des enseignants de lycée participant au projet d’alphabétisation informatique, notre étude est venue par la suite pour apprécier l’impact de cette formation aux TIC, via le CNF, sur le processus d’adoption de ces technologies par les enseignants. Les objectifs de la recherche sont les suivants : 1) évaluer l’impact de la formation aux TIC des enseignants du secondaire sur le processus d’adoption de ces technologies ; 2) décrire et analyser le cheminement parcouru par les enseignants ayant atteint un niveau élevé d’adoption des TIC ; 3) mieux comprendre l’impact de la formation aux TIC sur le sentiment de compétence professionnelle des enseignants (sentiments de compétence personnelle et générale) ; 4) Valider le Computer Self-Efficacy Scale (CSE) en français ; 5) Comprendre l’impact de la formation aux TIC sur le sentiment d’auto-efficacité à l’égard de l’utilisation de l’ordinateur des enseignants. Une enquête par questionnaires auprès de 69 enseignants représentant l’ensemble des enseignants de trois lycées de Niamey, et par des entrevues semi-dirigées auprès de six enseignants a permis de réaliser les objectifs de recherche. La thèse se fonde sur un mode de présentation par articles. Chaque article est en lien avec un ou deux objectifs de la recherche, suivant l’ordre précité. Les résultats révèlent une absence de relation entre la formation aux TIC des enseignants dispensée par le Campus numérique et les niveaux de l’innovation technologique en milieu scolaire de la typologie de Hall et Hord (1987). Les disparités dans les utilisations que font les enseignants des TIC témoignent de ce manque d’association. Par ailleurs, il apparaît que l’adoption des TIC dans l’éducation est embryonnaire au Niger. Cela fait que seuls quelques-uns de nos participants ont atteint les niveaux de sensibilisation et d’utilisation professionnelle constituant les deux premiers stades de l’usage pédagogique de la typologie de Raby (2005) qui en compte quatre. À la lumière des résultats, le sentiment de compétence personnelle est différent dans les deux groupes (enseignants formés et non formés), mais celui de compétence générale est apprécié de la même façon. Entre les enseignants formés aux TIC par les soins du campus numérique de Niamey et les autres, les résultats montrent une différence significative dans les niveaux d’habiletés techniques à l’égard de l’usage de l’ordinateur. Les forces et les limites de la recherche sont analysées et différentes recommandations sont proposées aux responsables éducatifs.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Le Renouveau pédagogique, mis en place au Québec en 2005 à l’ordre secondaire, a eu pour effet de forcer plusieurs enseignants à remettre en question leurs pratiques pédagogiques avec l’approche par compétences. Considérant que les recherches sur l’ancien programme d’histoire ont démontré que les enseignants utilisaient la plupart du temps le manuel comme outil unique, que les manuels contenaient peu de sources primaires et que l’usage de sources est maintenant prescrit par le ministère de l’Éducation, du Loisir et du Sport, nous analysons dans cette recherche l’usage des sources primaires dans les nouveaux manuels d’Histoire et éducation à la citoyenneté du niveau secondaire. L’analyse de nos résultats nous a permis de fournir les outils nécessaires afin de répondre à notre question de recherche. Nous avons constaté la présence majoritaire des sources primaires dans les manuels. Par contre, celles-ci n’étaient pas toujours incluses dans une situation d’apprentissage avec au moins une compétence disciplinaire et, dans encore moins de cas, dans une tâche complexe en lien avec la méthode historique.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Le but du présent projet de thèse est d’étudier le lien entre les habitudes à l’endroit des technologies de l’information et de la communication (TIC) et la motivation à apprendre. Bien que l’utilisation de l’ordinateur en contexte scolaire ait été étudiée en profondeur au cours des dernières années, la majorité des études présentent la même perspective : elles examinent l’effet de l’utilisation des technologies à l’école sur le rendement et la motivation scolaire des élèves. Cependant, on connaît mal l’effet de l’utilisation des technologies à des fins personnelles sur le vécu scolaire. Il apparait que les élèves n’ont pas tous les mêmes opportunités en ce qui a trait à l’utilisation des TIC et n’acquièrent donc pas tous les mêmes compétences dans ce domaine. Quelques recherches se sont intéressées aux effets de l’ordinateur (sa présence et son utilisation à la maison) sur le rendement à l’école. Bien qu’en majorité, les auteurs s’entendent sur les bénéfices que pourrait générer l’ordinateur, ils restent prudents sur les rapports de cause à effet (Beltran, Das et Fairlie, 2008; OCDE, 2006). Nous avons voulu aborder la question différemment : déterminer les possibles liens entre les habitudes d’utilisation de l’ordinateur à des fins personnelles et la motivation à apprendre à l’école. À cet égard, la motivation pour les sciences a été retenue puisque cette matière scolaire fait souvent appel à des compétences associées à l’utilisation des TIC. Pour répondre à nos objectifs, 331 élèves du cours ordinaire de sciences et technologie au premier cycle du secondaire ont remplis un questionnaire autorapporté, composé de sept échelles motivationnelles et d’un questionnaire lié à l’utilisation des TIC. Nous avons d’abord dégagé des profils d’utilisateurs à partir des différentes utilisations de l’ordinateur. Ensuite, nous avons examiné ces profils en lien avec leurs caractéristiques motivationnelles (le sentiment de compétence, l’anxiété, l’intérêt et les buts d’accomplissement) et l’engagement pour le cours de sciences. Finalement, nous avons déterminé la valeur prédictive de l’utilisation de l’ordinateur sur les variables motivationnelles retenues. Nos résultats montrent que l’utilisation personnelle des TIC ne se fait pas nécessairement au détriment de l’école. Nous avons trouvé que les élèves qui utilisent davantage les TIC dans leurs temps libres, et ce, avec des utilisations diversifiées, ont des caractéristiques motivationnelles plus positives. Toutefois, nous constatons que le type d’usage est lié à un effet médiateur positif ou négatif sur la motivation à apprendre. Les élèves qui limitent leurs utilisations de l’ordinateur à la communication et aux jeux ont des caractéristiques motivationnelles plus négatives que ceux avec des utilisations variées. Les usages centrés sur la communication semblent être ceux qui sont le plus susceptibles d’être liés négativement à la motivation à apprendre alors que ceux orientés vers les usages à caractère intellectuel s’avèrent plus positifs. Les résultats suggèrent que la clé ne réside pas dans le temps d'utilisation mais plutôt dans l'utilisation judicieuse de ce temps. En favorisant des usages à caractère intellectuel, tout en laissant des temps libres aux jeunes, nous augmentons leurs chances de développer de bonnes habitudes technologiques qui seront essentielles dans la société de demain.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Modern computer systems are plagued with stability and security problems: applications lose data, web servers are hacked, and systems crash under heavy load. Many of these problems or anomalies arise from rare program behavior caused by attacks or errors. A substantial percentage of the web-based attacks are due to buffer overflows. Many methods have been devised to detect and prevent anomalous situations that arise from buffer overflows. The current state-of-art of anomaly detection systems is relatively primitive and mainly depend on static code checking to take care of buffer overflow attacks. For protection, Stack Guards and I-leap Guards are also used in wide varieties.This dissertation proposes an anomaly detection system, based on frequencies of system calls in the system call trace. System call traces represented as frequency sequences are profiled using sequence sets. A sequence set is identified by the starting sequence and frequencies of specific system calls. The deviations of the current input sequence from the corresponding normal profile in the frequency pattern of system calls is computed and expressed as an anomaly score. A simple Bayesian model is used for an accurate detection.Experimental results are reported which show that frequency of system calls represented using sequence sets, captures the normal behavior of programs under normal conditions of usage. This captured behavior allows the system to detect anomalies with a low rate of false positives. Data are presented which show that Bayesian Network on frequency variations responds effectively to induced buffer overflows. It can also help administrators to detect deviations in program flow introduced due to errors.