962 resultados para educational content
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This work had as objective the development of a prototype of educational content, as an experimental process, making use of resources from Interactive Digital TV. The characteristics of interactive digital terrestrial television are presented, in the form of a media mode capable of performing as a complementary source to education. The methodology used is composed of four phases: deduction, analysis, induction and synthesis. Its conception takes as issue the expressed need stated by UNESCO to use ICT (Information and Communications Technology) towards education, as well as the possibility of applying digital television in an educational process. The content is structured in the form of a quiz, a type of question-answer game as an informal way of education for high school students. The prototype developed in this work is presented as a structural script and map, taking into account the necessary activities and routines to put it into operation in the tested environments, eclipse, virtual set-top-box and Developer Box. The practice of prototyping was carried out in NCLua, based on middleware Ginga. As a result, we concluded that Ginga offers enough support to carry out the task, providing characteristics of interaction to publish the proposed content, at the moment of the actual practice.
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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The concept of educational radio is present in the Brazilian Code of Broadcasting in 1963, valued by an Interministerial 1999.According to the Ministry of Communications, only 176 stations are considered educational universe of 3,000 existing radios in Brazil. In this context, the study proposes to establish a discussion on the educational experiences obtained from the radio, considering the Brazilian radio culture that favors concessions to trade groups and religious politicians. The challenge will be to move toward a program that combines educational content, entertainment, and thus ensures a common universe of communication skills enabling the adult radio listeners their actual interaction with the world around him. The methodology will work in the literature from texts on the subject, and the result of practical observations collected during visits to the broadcasters, programming and analysis.
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Objetivo: desenvolver um ambiente virtual de aprendizagem (AVA) para alunos do ensino fundamental sobre síndromes genéticas. Método: o AVA, conhecido como Cybertutor, possibilita o aprendizado do aluno pela internet de forma interativa. A metodologia deste estudo foi composta de duas etapas, a de desenvolvimento e a de disponibilização do AVA. O desenvolvimento do conteúdo educacional, gráfico e audiovisual do Cybertutor contou com o auxílio de um geneticista do HRAC/ USP e de informações científicas disponibilizadas em livros, artigos, teses e dissertações nacionais e internacionais. O Cybertutor foi disponibilizado na plataforma do Projeto Jovem Doutor (http://www. jovemdoutor.org.br/jdr/) pela equipe técnica da DTM/FMUSP. Resultados: o Cybertutor elaborado possibilitou estruturar o conteúdo educacional, gráfico e audiovisual em tópicos, inserir questões de reforço, lista de discussão e verificar o desempenho dos alunos. Conclusão: o AVA desenvolvido pode ser uma importante ferramenta de educação em saúde em Síndromes Genéticas, abrangendo as mais diversas regiões do país.
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Der Beitrag fokussiert die Entwicklung, den Einsatz und die Nutzung von innovativen Technologien zur Unterstützung von Bildungsszenarien in Schule, Hochschule und Weiterbildung. Ausgehend von den verschiedenen Phasen des Corporate Learning, Social Learning, Mobile Learning und Intelligent Learning wird in einem ersten Abschnitt das Nutzungsverhalten von Technologien durch Kinder, Jugendliche und (junge) Erwachsene in Schule, Studium und Lehre betrachtet. Es folgt die Darstellung technologischer Entwicklungen auf Basis des Technology Life Cycle und die Konsequenzen von unterschiedlichen Entwicklungszuständen und Reifegraden von Technologien wie Content Learning Management, sozialen Netzwerken, mobilen Endgeräten, multidimensionalen und -modalen Räumen bis hin zu Anwendungen augmentierter Realität und des Internets der Dinge, Dienste und Daten für den Einsatz und die Nutzung in Bildungsszenarien. Nach der Darstellung von Anforderungen an digitale Technologien hinsichtlich Inhalte, Didaktik und Methodik wie etwa hinsichtlich der Erstellung von Inhalten, deren Wiederverwendung, Digitalisierung und Auffindbarkeit sowie Standards werden methodische Hinweise zur Nutzung digitaler Technologien zur Interaktion von Lernenden, von Lehrenden, sozialer Interaktion, kollaborativem Autorieren, Kommentierung, Evaluation und Begutachtung gegeben. Abschließend werden - differenziert für Schule und Hochschule - Erkenntnisse zu Rahmenbedingungen, Einflussgrößen, hemmenden und fördernden Faktoren sowie Herausförderungen bei der Einführung und nachhaltigen Implementation digitaler Technologien im schulischen Unterricht, in Lehre, Studium und Weiterbildung im Überblick zusammengefasst.
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El presente trabajo fue presentado como resultado del Taller de Tesis, asignatura obligatoria en la maestría de posgrado en Educación Corporal de la Facultad de Humanidades y Ciencias de la Educación de la Universidad Nacional de La Plata (FHCE - UNLP). El texto está diagramado de forma tal que se perciba la estructura del proyecto. Constituye un avance en el diseño y elaboración de la tesis que aborda el impacto que tiene la formación profesional de la enseñanza de la gimnasia en la educación formal. Hace más de 20 años que un determinado tipo de gimnasia se enseña en el Profesorado en Educación Física (PEF) (FHCE - UNLP), las indagaciones se orientan a poder determinar la trascendencia de este tipo de gimnasia más allá del ámbito académico. Se parte del supuesto de que la gimnasia no es un contenido sustancial en las clases de Educación Física en las escuelas. La investigación se sustenta en la inquietud de poder comprender, de confirmarse los supuestos, la poca incidencia de las actividades gímnicas que se observan en las clases de Educación Física o en todo caso, cuando estas actividades aparecen, generalmente, no son significadas como tales. Con un abordaje de tipo cualitativo, se pretende investigar a los actores y a las instituciones comprendidas en todo este proceso
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El presente trabajo fue presentado como resultado del Taller de Tesis, asignatura obligatoria en la maestría de posgrado en Educación Corporal de la Facultad de Humanidades y Ciencias de la Educación de la Universidad Nacional de La Plata (FHCE - UNLP). El texto está diagramado de forma tal que se perciba la estructura del proyecto. Constituye un avance en el diseño y elaboración de la tesis que aborda el impacto que tiene la formación profesional de la enseñanza de la gimnasia en la educación formal. Hace más de 20 años que un determinado tipo de gimnasia se enseña en el Profesorado en Educación Física (PEF) (FHCE - UNLP), las indagaciones se orientan a poder determinar la trascendencia de este tipo de gimnasia más allá del ámbito académico. Se parte del supuesto de que la gimnasia no es un contenido sustancial en las clases de Educación Física en las escuelas. La investigación se sustenta en la inquietud de poder comprender, de confirmarse los supuestos, la poca incidencia de las actividades gímnicas que se observan en las clases de Educación Física o en todo caso, cuando estas actividades aparecen, generalmente, no son significadas como tales. Con un abordaje de tipo cualitativo, se pretende investigar a los actores y a las instituciones comprendidas en todo este proceso
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El presente trabajo fue presentado como resultado del Taller de Tesis, asignatura obligatoria en la maestría de posgrado en Educación Corporal de la Facultad de Humanidades y Ciencias de la Educación de la Universidad Nacional de La Plata (FHCE - UNLP). El texto está diagramado de forma tal que se perciba la estructura del proyecto. Constituye un avance en el diseño y elaboración de la tesis que aborda el impacto que tiene la formación profesional de la enseñanza de la gimnasia en la educación formal. Hace más de 20 años que un determinado tipo de gimnasia se enseña en el Profesorado en Educación Física (PEF) (FHCE - UNLP), las indagaciones se orientan a poder determinar la trascendencia de este tipo de gimnasia más allá del ámbito académico. Se parte del supuesto de que la gimnasia no es un contenido sustancial en las clases de Educación Física en las escuelas. La investigación se sustenta en la inquietud de poder comprender, de confirmarse los supuestos, la poca incidencia de las actividades gímnicas que se observan en las clases de Educación Física o en todo caso, cuando estas actividades aparecen, generalmente, no son significadas como tales. Con un abordaje de tipo cualitativo, se pretende investigar a los actores y a las instituciones comprendidas en todo este proceso
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In this paper, we describe the successful results of an international research project focused on the use of Web technology in the educational context. The article explains how this international project, funded by public organizations and developed over the last two academic years, focuses on the area of open educational resources (OER) and particularly the educational content of the OpenCourseWare (OCW) model. This initiative has been developed by a research group composed of researchers from three countries. The project was enabled by the Universidad Politécnica de Madrid OCW Office�s leadership of the Consortium of Latin American Universities and the distance education know-how of the Universidad Técnica Particular de Loja (UTPL, Ecuador). We give a full account of the project, methodology, main outcomes and validation. The project results have further consolidated the group, and increased the maturity of group members and networking with other groups in the area. The group is now participating in other research projects that continue the lines developed here
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The educational platform Virtual Science Hub (ViSH) has been developed as part of the GLOBAL excursion European project. ViSH (http://vishub.org/) is a portal where teachers and scientist interact to create virtual excursions to science infrastructures. The main motivation behind the project was to connect teachers - and in consequence their students - to scientific institutions and their wide amount of infrastructures and resources they are working with. Thus the idea of a hub was born that would allow the two worlds of scientists and teachers to connect and to innovate science teaching. The core of the ViSH?s concept design is based on virtual excursions, which allow for a number of pedagogical models to be applied. According to our internal definition a virtual excursion is a tour through some digital context by teachers and pupils on a given topic that is attractive and has an educational purpose. Inquiry-based learning, project-based and problem-based learning are the most prominent approaches that a virtual excursion may serve. The domain specific resources and scientific infrastructures currently available on the ViSH are focusing on life sciences, nano-technology, biotechnology, grid and volunteer computing. The virtual excursion approach allows an easy combination of these resources into interdisciplinary teaching scenarios. In addition, social networking features support the users in collaborating and communicating in relation to these excursions and thus create a community of interest for innovative science teaching. The design and development phases were performed following a participatory design approach. An important aspect in this process was to create design partnerships amongst all actors involved, researchers, developers, infrastructure providers, teachers, social scientists, and pedagogical experts early in the project. A joint sense of ownership was created and important changes during the conceptual phase were implemented in the ViSH due to early user feedback. Technology-wise the ViSH is based on the latest web technologies in order to make it cross-platform compatible so that it works on several operative systems such as Windows, Mac or Linux and multi-device accessible, such as desktop, tablet and mobile devices. The platform has been developed in HTML5, the latest standard for web development, assuring that it can run on any modern browser. In addition to social networking features a core element on the ViSH is the virtual excursions editor. It is a web tool that allows teachers and scientists to create rich mash-ups of learning resources provided by the e-Infrastructures (i.e. remote laboratories and live webcams). These rich mash-ups can be presented in either slides or flashcards format. Taking advantage of the web architecture supported, additional powerful components have been integrated like a recommendation engine to provide personalized suggestions about educational content or interesting users and a videoconference tool to enhance real-time collaboration like MashMeTV (http://www.mashme.tv/).
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This paper presents a model that enables the integration of SCORM packages into web games. It is based on the fact that SCORM packages are prepared to be integrated into Learning Management Systems and to communicate with them. Hence in a similar way they can also be integrated into web games. The application of this model results in the linkage between the Learning Objects inside the package and specific actions or conditions in the game. The educational content will be shown to the players when they perform these actions or the conditions are met. For example, when they need a special weapon they will have to consume the Learning Object to get it. Based on this model we have developed an open source web platform which main aim is to facilitate teachers the creation of educational games. They can select existing SCORM packages or upload their own ones and then select a game template in which the Learning Objects will be integrated. The resulting educational game will be available online. Details about the model and the developed platform are explained in this paper. Also links to the platform and an example of a generated game will be provided.
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En los últimos dos años la formación online ha experimentado un auge significativo gracias al paradigma de formación denominado MOOC (Massive Open Online Course). Un MOOC simplifica la formación a distancia gracias a sus características de abierto, colaborativo, masivo y gratuito. Por desgracia en lengua española la utilización de este tipo de recurso formativo todavía es minoritaria. La presente investigación recoge una experiencia de innovación educativa en la que se destaca el diseño, implementación y difusión del primer MOOC en lengua española dedicado a la seguridad de la información por parte de la Universidad Politécnica de Madrid. Esta experiencia aborda las ventajas e inconvenientes de este tipo de recurso formativo, debatiendo aspectos vitales para la elaboración prolongada de cursos tipo MOOC, como son la interactividad y retroalimentación con los usuarios del curso o la forma más adecuada de representar el contenido docente. Todas estas cuestiones reciben respuesta en el MOOC Crypt4you, que con más de 10 meses de vida permite vislumbrar un gran éxito de este tipo de cursos en la formación, al menos en lengua española, de hispanohablantes. ABSTRACT In the last two years, online training has boomed thanks to significant training paradigm called MOOC (Massive Open Online Course). A MOOC simplifies remote training thanks to its open, collaborativend free mass features. Unfortunately, the use of this kind of learning resource in Spanish teaching is still a minority. This research includes an educational experience which emphasizes the design, implementation and dissemination of the first Spanish-language MOOC devoted to information security by the Technical University of Madrid. This experiment addresses the advantages and disadvantages of this kind of learning resource discussing critical issues for developing type MOOC prolonged courses, such as interactivity and feedback from users of the course or the most appropriate way of representing the educational content. All these questions are answered in the MOOC Crypt4you which, over its 10 months of life, can glimpse a great success of this type of training course, at least in Spanish, Spanish-speakers.