770 resultados para clusterizing of learning activities
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The search for international impact and the need to create formal or informal networks of academic cooperation are some of the most common features of the current training offered by many universities. Aware of this difficulty and the desirability of creating synergies to enrich teaching and academic collaboration networks between universities, an experience is presented, in the context of the teaching of Information and Documentation, of inter-university collaboration for the joint design of learning activities and skills assessment, developed by teachers in the public universities of Zaragoza and Salamanca (Spain) and the São Paulo Universidade Estadual Paulista Júlio de Mesquita Filho (São Paulo, Brazil). The experience is developed using models that facilitate the structuring of learning activities aimed at the acquisition of common skills. Each activity that is proposed and developed is recorded in a spreadsheet which collects the information arranged in various fields such as: description, skills, objectives, expected learning outcomes, tools, required resources and materials, evaluation criteria, amongst others, so that the student can see what he is asked to do, how to do it and how useful it will be. This way of designing skills-based learning activities is possible, in geographically diverse academic settings through the use of Information Technology and Communication, enabling both remote cooperation between teachers and also materials offered on the platforms of each of the universities.
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This paper describes the objectives, contents learning methodology and results of an on-line course about History of Algorithms for engineering students of the Polytechnic University of Madrid. This course is conducted in a virtual environment based on Moodle, with an educational model centered at student which includes a detailed planning of learning activities. . Our experience indicates that this subject is is highly motivating for students and the virtual environment facilitates competencies development.
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Neste trabalho fazemos uma revisão das novas tecnologias da informação e comunicação (TIC), definindo o que são Objetos de Aprendizagem (OA) e como eles têm sido utilizados no ensino de Física. Revisamos ainda o trabalho de Vigotski buscando indicações de sua teoria educacional para investigar a aplicabilidade de atividades didáticas em ensino de Física que lancem mão de OA no ensino médio. Elaboramos um instrumento de pesquisa voltado para professores do ensino médio para avaliar seu efetivo uso nas escolas públicas e privadas brasileiras e as limitações funcionais por eles identificadas ao utilizarem esses recursos computacionais. Com base na literatura, e sob uma ótica vigotskiana, aplicamos algumas atividades com OA pré-selecionados e avaliamos com outro instrumento de pesquisa a opinião dos alunos quanto ao seu uso para o ensino de Física. Nosso trabalho pôde corroborar a boa aceitação por parte dos alunos com relação ao seu uso, já divulgada na literatura e também por parte dos professores, mas mostrou que para além das limitações de uso dos OA, especialmente das simulações computacionais, destacadas na literatura e relacionadas às limitações cognitivas que elas podem trazer quando utilizadas de maneira indiscriminada, existem problemas mais profundos de natureza funcional que têm limitado a disseminação de seu uso efetivo pelo corpo docente.
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This paper reports on an ongoing partnership between Queensland University of Technology and Volunteering Queensland regarding the development and revision of a website for community leaders. The website, designed in late 2003, was established to provide a range of learning activities for community leaders including a problem based learning activity, case studies of community leaders and a range of resources deemed significant for leaders in the community. To date, anecdotal evidence as well as some more hard evidence (i.e. number of visits to the site), indicates that the site appears to be a valuable resource for community leaders. The purpose of this paper was firstly to investigate the utility of the site and secondly to consider some bigger issues concerning its sustainability. To achieve this, the paper explores the perceptions of (i) a group of community leaders regarding the strengths and weaknesses of the site; and (ii) key stakeholders (from QUT and Volunteering Queensland) who participated in a focus group discussion to consider important issues relating to its management and sustainability. Themes emerging from the two groups are provided and implications for small scale partnership projects such as this one are discussed.
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This study examines the role of visual literacy in learning biology. Biology teachers promote the use of digital images as a learning tool for two reasons: because biology is the most visual of the sciences, and the use of imagery is becoming increasingly important with the advent of bioinformatics; and because studies indicate that this current generation of teenagers have a cognitive structure that is formed through exposure to digital media. On the other hand, there is concern that students are not being exposed enough to the traditional methods of processing biological information - thought to encourage left-brain sequential thinking patterns. Theories of Embodied Cognition point to the importance of hand-drawing for proper assimilation of knowledge, and theories of Multiple Intelligences suggest that some students may learn more easily using traditional pedagogical tools. To test the claim that digital learning tools enhance the acquisition of visual literacy in this generation of biology students, a learning intervention was carried out with 33 students enrolled in an introductory college biology course. The study compared learning outcomes following two types of learning tools. One learning tool was a traditional drawing activity, and the other was an interactive digital activity carried out on a computer. The sample was divided into two random groups, and a crossover design was implemented with two separate interventions. In the first intervention students learned how to draw and label a cell. Group 1 learned the material by computer and Group 2 learned the material by hand-drawing. In the second intervention, students learned how to draw the phases of mitosis, and the two groups were inverted. After each learning activity, students were given a quiz on the material they had learned. Students were also asked to self-evaluate their performance on each quiz, in an attempt to measure their level of metacognition. At the end of the study, they were asked to fill out a questionnaire that was used to measure the level of task engagement the students felt towards the two types of learning activities. In this study, following the first testing phase, the students who learned the material by drawing had a significantly higher average grade on the associated quiz compared to that of those who learned the material by computer. The difference was lost with the second “cross-over” trial. There was no correlation for either group between the grade the students thought they had earned through self-evaluation, and the grade that they received. In terms of different measures of task engagement, there were no significant differences between the two groups. One finding from the study showed a positive correlation between grade and self-reported time spent playing video games, and a negative correlation between grade and self-reported interest in drawing. This study provides little evidence to support claims that the use of digital tools enhances learning, but does provide evidence to support claims that drawing by hand is beneficial for learning biological images. However, the small sample size, limited number and type of learning tasks, and the indirect means of measuring levels of metacognition and task engagement restrict generalisation of these conclusions. Nevertheless, this study indicates that teachers should not use digital learning tools to the exclusion of traditional drawing activities: further studies on the effectiveness of these tools are warranted. Students in this study commented that the computer tool seemed more accurate and detailed - even though the two learning tools carried identical information. Thus there was a mismatch between the perception of the usefulness of computers as a learning tool and the reality, which again points to the need for an objective assessment of their usefulness. Students should be given the opportunity to try out a variety of traditional and digital learning tools in order to address their different learning preferences.
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Person-to-stock order picking is highly flexible and requires minimal investment costs in comparison to automated picking solutions. For these reasons, tradi-tional picking is widespread in distribution and production logistics. Due to its typically large proportion of manual activities, picking causes the highest operative personnel costs of all intralogistics process. The required personnel capacity in picking varies short- and mid-term due to capacity requirement fluctuations. These dynamics are often balanced by employing minimal permanent staff and using seasonal help when needed. The resulting high personnel fluctuation necessitates the frequent training of new pickers, which, in combination with in-creasingly complex work contents, highlights the im-portance of learning processes in picking. In industrial settings, learning is often quantified based on diminishing processing time and cost requirements with increasing experience. The best-known industrial learning curve models include those from Wright, de Jong, Baloff and Crossman, which are typically applied to the learning effects of an entire work crew rather than of individuals. These models have been validated in largely static work environments with homogeneous work contents. Little is known of learning effects in picking systems. Here, work contents are heterogeneous and individual work strategies vary among employees. A mix of temporary and steady employees with varying degrees of experience necessitates the observation of individual learning curves. In this paper, the individual picking performance development of temporary employees is analyzed and compared to that of steady employees in the same working environment.
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One of the e-learning environment goal is to attend the individual needs of students during the learning process. The adaptation of contents, activities and tools into different visualization or in a variety of content types is an important feature of this environment, bringing to the user the sensation that there are suitable workplaces to his profile in the same system. Nevertheless, it is important the investigation of student behaviour aspects, considering the context where the interaction happens, to achieve an efficient personalization process. The paper goal is to present an approach to identify the student learning profile analyzing the context of interaction. Besides this, the learning profile could be analyzed in different dimensions allows the system to deal with the different focus of the learning.
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What do visitors want or expect from an educational leisure activity such as a visit to a museum, zoo, aquarium or other such experience? Is it to learn something or to experience learning? This paper uses the term 'learning for fun' to refer to the phenomenon in which visitors engage in a learning experience because they value and enjoy the process of learning itself. Five propositions regarding the nature of learning for fun are discussed, drawing on quantitative and qualitative data from visitors to a range of educational leisure activities. The commonalities between learning for fun and other theoretical constructs such as 'experience,' 'flow', 'intrinsic motivation', and 'curiosity' are explored. It is concluded that learning for fun is a unique and distinctive offering of educational leisure experiences, with implications for future research and experience design.
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In 2002, an integrated basic science course was introduced into the Bachelor of Dental Sciences programme at the University of Queensland, Australia. Learning activities for the Metabolism and Nutrition unit within this integrated course included lectures, problem-based learning tutorials, computer-based self-directed learning exercises and practicals. To support student learning and assist students to develop the skills necessary to become lifelong learners, an extensive bank of formative assessment questions was set up using the commercially available package, WebCT®. Questions included short-answer, multiple-choice and extended matching questions. As significant staff time was involved in setting up the question database, the extent to which students used the formative assessment and their perceptions of its usefulness to their learning were evaluated to determine whether formative assessment should be extended to other units within the course. More than 90% of the class completed formative assessment tasks associated with learning activities scheduled in the first two weeks of the block, but this declined to less than 50% by the fourth and final week of the block. Patterns of usage of the formative assessment were also compared in students who scored in the top 10% for all assessment for the semester with those who scored in the lowest 10%. High-performing students accessed the Web-based formative assessment about twice as often as those who scored in the lowest band. However, marks for the formative assessment tests did not differ significantly between the two groups. In a questionnaire that was administered at the completion of the block, students rated the formative assessment highly, with 80% regarding it as being helpful for their learning. In conclusion, although substantial staff time was required to set up the question database, this appeared to be justified by the positive responses of the students.
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The LMS plays a decisive role in most eLearning environments. Although they integrate many useful tools for managing eLearning activities, they must also be effectively integrated with other specialized systems typically found in an educational environment such as Repositories of Learning Objects or ePortfolio Systems. Both types of systems evolved separately but in recent years the trend is to combine them, allowing the LMS to benefit from using the ePortfolio assessment features. This paper details the most common strategies for integrating an ePortfolio system into an LMS: the data, the API and the tool integration strategies. It presents a comparative study of strategies based on the technical skills, degree of coupling, security features, batch integration, development effort, status and standardization. This study is validated through the integration of two of the most representative systems on each category - respectively Mahara and Moodle.
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To start off, this document describes the Catalan model for emergencies response and its reference frame in terms of geography, location population…In addition, describes the main actors involved in emergencies response such as: police, the Fire and Rescue Emergency Service, the Emergency Medical System, Civil Protection, Reception and Management of Emergency Calls, Rural Agents, ADF’s and UME. Civil Protection, Firefighters and Police are includes in the training model developed by the Institute for Public Safety of Catalonia which at the same time does research in both security and safety matters. Research activities are performed by the Area for Research, Knowledge and International Cooperation at the ISPC and an example of these activities are European Research Projects such as COIM-Best (Coordination Improvement by Best Practices) and BESECU (cross-cultural differences of human behaviour in fire disasters and other crisis situations) among others.
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The identification and integration of reusable and customizable CSCL (Computer Supported Collaborative Learning) may benefit from the capture of best practices in collaborative learning structuring. The authors have proposed CLFPs (Collaborative Learning Flow Patterns) as a way of collecting these best practices. To facilitate the process of CLFPs by software systems, the paper proposes to specify these patterns using IMS Learning Design (IMS-LD). Thus, teachers without technical knowledge can particularize and integrate CSCL tools. Nevertheless, the support of IMS-LD for describing collaborative learning activities has some deficiencies: the collaborative tools that can be defined in these activities are limited. Thus, this paper proposes and discusses an extension to IMS-LD that enables to specify several characteristics of the use of tools that mediate collaboration. In order to obtain a Unit of Learning based on a CLFP, a three stage process is also proposed. A CLFP-based Unit of Learning example is used to illustrate the process and the need of the proposed extension.
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Scientific reporting and communication is a challenging topic for which traditional study programs do not offer structured learning activities on a regular basis. This paper reports on the development and implementation of a web application and associated learning activities that intend to raise the awareness of reporting and communication issues among students in forensic science and law. The project covers interdisciplinary case studies based on a library of written reports about forensic examinations. Special features of the web framework, in particular a report annotation tool, support the design of various individual and group learning activities that focus on the development of knowledge and competence in dealing with reporting and communication challenges in the students' future areas of professional activity.
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Peer-reviewed
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Online learning provides the opportunity to work on academic tasks at any time at the same time as doing other activities, such as using in web 2.0 tools. This study identifies factors that contribute to success in online learning from the students¿ perspective and their relationship with time patterns. A survey of learning outputs was used to find relationships between students¿ satisfaction, knowledge acquisition and knowledge transfer with time for working on academic tasks. In this study, 199 students from a university in Mexico completed the survey. Findings suggest that knowledge transfer has a significant association with the number of hours online per day, hours spent on social networks and the use made of e-learning during working hours. Learner satisfaction has a strong relationship with the time in years a learner has been using the Internet and the number of hours devoted to the course per week. The findings of this research will be helpful for faculty and instructional designers for implementing learning strategies.