875 resultados para Computer, Audio, Culture, Education, Environment
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Int’l J. of Information and Communication Technology Education, 3(2), 1-14, April-June 2007
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March 19 - 22, 2006, São Paulo, BRAZIL World Congress on Computer Science, Engineering and Technology Education
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O estudo insere-se no âmbito da educação matemática, mais especificamente na área da geometria. Com esta investigação pretende-se compreender qual o contributo do Ambiente de Geometria Dinâmica (AGD), GeoGebra, e do material manipulável (geoplano) na identificação das propriedades e relações entre quadriláteros: trapézio, paralelogramo, retângulo, losango e quadrado. De acordo com o objetivo do estudo formularam-se três questões: Qual o papel das representações na identificação das propriedades dos quadriláteros? Que influência tem a visualização na identificação das propriedades dos quadriláteros? Quais os contributos da utilização do AGD, GeoGebra, e do material manipulável (geoplano) na compreensão das propriedades e relações entre os quadriláteros? Atendendo à problemática em estudo, optou-se por uma metodologia de investigação predominantemente qualitativa, baseada em três estudos de caso. A recolha de dados empíricos foi realizada numa turma de 4.º ano do 1.º ciclo do ensino básico onde se implementou uma experiência de ensino, envolvendo todos os alunos e recorrendo ao geoplano e ao GeoGebra. Essa recolha incidiu na observação participante, em sala de aula, no registo de notas da investigadora, nos documentos produzidos pelos alunos e nos registos áudio e vídeo das discussões nos grupos e no coletivo da turma. Em termos de resultados, salienta-se que a utilização de representações evidenciou a compreensão que os alunos têm dos conceitos, facilitou a identificação das propriedades dos quadriláteros e a compreensão das relações entre eles. Os alunos identificaram as propriedades com base nas representações, no entanto focaram-se em casos particulares, de acordo com a imagem mental que têm da figura, especificamente o protótipo, indiciando a influência da visualização. Dos resultados sobressai também a dificuldade que os alunos sentiram em considerar uma figura como representante de uma classe e em distinguir atributos essenciais e não essenciais. Da análise dos dados ressalta também que tanto o geoplano como o GeoGebra foram uma mais-valia na concretização da experiência de ensino deste estudo. Os dois possuem vantagens e limitações e podem ser usados de maneira que um complemente o outro, podendo dessa forma contribuir, favoravelmente, para a aprendizagem da geometria. - ABSTRACT The study falls within the scope of mathematics education, specifically in the area of geometry. This research aims to understand the contribution of the Dynamic Geometry Environment (GeoGebra) and manipulative material (Geoboard) in the identification of properties and relations of quadrilaterals: trapezium, parallelogram, rectangle, diamond and square. According to the purpose of the study three questions were formulated: What is the role of the representations in the identification of the properties of quadrilaterals? What is the influence of visualization on the identification of the properties of quadrilaterals? What are the contributions on the use of Dynamic Geometry Environment (GeoGebra) and manipulative material (Geoboard) to understand the properties and relationships among quadrilaterals? Given the problem under study, it was chosen a predominantly qualitative research methodology based on three case studies. The empirical data collection was carried out on a fourth primary grade class, where it was implemented a teaching experience, involving all students and the use of Geoboard and GeoGebra. This collection was focused on participant observation in the classroom, in the record of the researcher’s notes, the documents produced by the students and the audio and video recordings of group discussions and collective class. In terms of results, it is noted that the use of representations showed the students understanding of the concepts and that it has facilitated the identification of the properties of quadrilaterals and understanding of the relationships between them. The students identified properties based on representations, however they focused in particular cases, according to the mental image that they have of the figure, specifically the prototype, indicating the influence of visualization. Results also highlights the difficulty that students felt in considering a figure as a representation of a group and distinguishing essential and nonessential attributes. Data analysis also highlights that both Geoboard and GeoGebra have been an asset in the delivery of teaching experience in this study. Both have advantages and limitations and they may be used to complement each other and contribute favorably to the learning of geometry.
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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.
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Recentemente, tem-se assistido à utilização de ambientes imersivos 3D em vários domínios tais como: actividades empresariais, educativas, lúdicas, entre outras devido à expansão do Second Life. A finalidade deste conceito é oferecer aos utilizadores um acesso alternativo a valências existentes no mundo real, a partir de um computador ligado à Internet. Uma aplicação prática pode ser a sua utilização em laboratórios remotos, com a finalidade de controlar remotamente instrumentos de medição, a partir de um ambiente imersivo. Para isso, o mesmo deve permitir a construção de um laboratório virtual e respectivos instrumentos, também virtuais. Este tipo de solução é viável, devido a existirem dispositivos com interfaces de acesso remoto, e ambientes 3D desenvolvidos em linguagens de programação que possuem bibliotecas de código para protocolos de redes de computadores. A finalidade deste trabalho é desenvolver uma metodologia de acesso remoto, a instrumentos de medição em laboratórios de electricidade e electrónica, usando ambientes imersivos 3D. Como caso de estudo, o instrumento utilizado é um multímetro, controlado remotamente a partir de uma reprodução num mundo virtual, construído no ambiente 3D Open Wonderland. Nessa reprodução virtual, numa primeira fase, só serão disponibilizadas para medição, um conjunto limitado das variáveis eléctricas passíveis de medir através do multímetro seleccionado.
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As sociedades estão sendo moldados por estereótipos invasivos, baseados num factor puramente economico ou consumista, deixando de lado aspectos tradicionais, tais como a família, educação, cultura e até mesmo a política. Mediante a publicidade é possível difundir costumes e tradições que se manifestam dentro da sociedade, mas não é possível determinar até que ponto essas manifestações são características próprias da sociedade ou são conductas alheias, próprias de uma sociedade globalizada. Nesta situação surge a questão de saber se a publicidade emitida em contexto nacional reflecte os valores culturais da sociedade portuguesa. Como objectivo geral, procurou-se encontrar características similares nos anúncios publicitários televisivos, emitidos no horário nobre nos canais de maior audiência em Portugal, como são a TVI e a SIC. Estes anúncios foram analizados á luz das dimensões culturais de Hofstede (1997), com base das descrições dadas por de Mooij (2005). Para a análise do corpus (224 anúncios) utilizou-se um método do tipo qualitativo tendo sido considerados três aspectos fundamentais tais como: a mensagem central, o áudio e a imagem. Os resultados revelaram que as dimensões culturais mais usadas são a Masculinidade, o Individualismo e a Orientação a Curto Prazo. Estas descobertas permitiram concluir que a mensagem dos anúncios está mais direccionada à uma individualização do sujeito, em deterimento do grupo social.
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Not a year goes by that we don't hear of another hazing scandal in a higher education institution. Many researchers took interest in this issue in order to understand its causes and consequences. They provided definitions and lead to prevent it. We found hazing in many social groups around the world, with different names, and under specific forms. This paper aims to better understand hazing and its actors, with a specific focus on hazing in higher education. We presented three definitions to offer several perspectives on hazing, and facilitate its apprehension. Our method was to analyze the relevant scientific literature with the intention of reflecting on its roots and representation among individuals. Results are an exposition of motivations from hazing's actors, recommendations about how to define it and how to prevent derivations. Our main conclusions assume hazing is usually depicted as a deviant behavior, but it would appear to be a norm. Also, its core purpose would be the progression from newcomer to a group member. A lack of structure or meaning could lead to its misuse and facilitate outrageous events. In higher education, hazing seems to be used as a tool to integrate freshmen in their new institutional world. Scandals including violence, sexual and alcohol abuse could be a symptom of something deeper from hazing's environment.
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23rd SPACE AGM and Conference from 9 to 12 May 2012 Conference theme: The Role of Professional Higher Education: Responsibility and Reflection Venue: Mikkeli University of Applied Sciences, Mikkeli, Finland
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It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.
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Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the “UVA On-line Judge”, an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodle and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students’ motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students’ academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experi- ment also showed an improvement in students’ academic outcomes. It must be noted that the students’ level of satisfaction did not depend on their computer skills or their gender.
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In the past few years the so-called gadgets like cellular phones, personal data assistants and digital cameras are more widespread even with less technological aware users. However, for several reasons, the factory-floor itself seems to be hermetic to this changes ... After the fieldbus revolution, the factory-floor has seen an increased use of more and more powerful programmable logic controllers and user interfaces but the way they are used remains almost the same. We believe that new user-computer interaction techniques including multimedia and augmented rcaliry combined with now affordable technologies like wearable computers and wireless networks can change the way the factory personal works together with the roachines and the information system on the factory-floor. This new age is already starting with innovative uses of communication networks on the factory-floor either using "standard" networks or enhancing industrial networks with multimedia and wireless capabilities.
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This paper presents part of a study that aimed to understand how the emergence of algebraic thinking takes place in a group of four-year-old children, as well as its relationship to the exploration of children‘s literature. To further deepen and guide this study the following research questions were formulated: (1) How can children's literature help preschoolers identify patterns?; (2) What strategies and thinking processes do children use to create, analyze and generalize repeating and growing patterns?; (3) What strategies do children use to identify the unit of repeat of a pattern? and (4) What factors influence the identification of patterns? The paper focuses only on the strategies and thinking processes that children use to create, analyze and generalize repeating patterns. The present study was developed with a group of 14 preschoolers in a private school in Lisbon, and it was carried out with all children. In order to develop the research, a qualitative research methodology under the interpretive paradigm was chosen, emphasizing meanings and processes. The researcher took the dual role of teacher-researcher, conducting the study with her own group and in her own natural environment. Participant observation and document analysis (audio and video recordings, photos and children productions) were used as data collection methods. Data collection took place from October 2013 to April 2014. The results of the study indicate that children master the concept of repeating patterns, and they are able to identify the unit of repeat, create and analyze various repeating patterns, evolving from simpler to more complex forms.
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Historical buildings are important fingerprints of the history and culture of a region and its communities. Climatic and environmental conditions are often very severe for construction materials, namely in presence of high humidity or in direct contact with water and salts. However, some historical buildings have in our days a very good condition, probably due to careful construction and/or accurate materials selection and to a specific technology. The knowledge of old mortars composition has a fundamental role on the preservation of cultural heritage, allowing information about the used materials, their performance in their specific environment, conducting to adequate and compatible materials to conservation purposes. This article presents two case studies of historical buildings with important defence functions in Lisbon coast, in which ancient lime mortars where used under severe seaside environmental actions. Mortar samples from these two case studies are characterized and the relationship of their composition with the good performance and high durability observed is discussed.
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Mestrado em Intervenção Sócio-Organizacional na Saúde - Área de especialização: Políticas de Administração e Gestão de Serviços de Saúde
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In this paper the authors intend to demonstrate the utilization of remote experimentation (RE) using mobile computational devices in the Science areas of the elementary school, with the purpose to develop practices that will help in the assimilation process of the subjects taught in classroom seeking to interlink them with the daily students? activities. Allying mobility with RE we intend to minimize the space-temporal barrier giving more availability and speed in the information access. The implemented architecture utilizes technologies and freely distributed softwares with open code resources besides remote experiments developed in the Laboratory of Remote Experimentation (RExLab) of Federal University of Santa Catarina (UFSC), in Brazil, through the physical computation platform of the ?open hardware of construction of our own. The utilization of open code computational tools and the integration of hardware to the 3D virtual worlds, accessible through mobile devices, give to the project an innovative face with a high potential for reproducibility and reusability.