875 resultados para Computer, Audio, Culture, Education, Environment
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Learning is not only happening in school or university; it is also an important aspect of the daily life that allows students to remain in their biological and physical environment helping to reshape it, by applying what they have learnt. Today, the higher education sector is a part of important strategies used by countries in order to foster their development. Despite its geographical location, i.e. its closeness to Europe and Asia, the MENA (Middle East and North Africa) region still needs an integrated strategy for the advancement, reform, and update of its higher educational landscape. Although some solutions have been experimented in the region in the field of higher education, they have not been able to raise the quality of education to the level comparable that observed in developed countries. In other words, many MENA higher education systems are facing problems, for which solution ought to be sought. We analyse the situation of higher education systems in the MENA countries and the factors that affect the delay in achieving the level of education existing in other world regions, e.g. Europe, especially in the higher education sector. During the discussion, the impact of new technology-enhanced tools, such as remote laboratories, in the process of development and consolidation of MENA universities, is particularly stressed.
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Num sistema de ensino cada vez mais exigente, a experimentação assume um papel fundamental na aquisição e validação do conhecimento. No ensino da Física, a necessidade de compreender a influência do meio num dado conceito teórico leva a que a experimentação tenha um carácter obrigatório. Neste contexto, surgem três cenários capazes de suportar a aprendizagem dos conceitos teóricos adquiridos. A simulação que faz uso da velocidade e capacidades de cálculo do computador para obter o resultado de uma experiência, a experimentação tradicional em laboratório, na qual o aluno executa, presencialmente, a sua experiência e por último a experimentação remota, que permite a execução de uma experiência real sem a presença física do aluno. Esta dissertação apresenta o projeto de um aparato para experimentação remota do “Lançamento de projéteis”. De forma a providenciar um meio de ensino de Física mais flexível, o aparato desenvolvido permite, aos alunos, a determinação da aceleração da gravidade e o estudo da dependência do movimento de um projétil num conjunto de parâmetros. Este aparato, operado remotamente, é acedido via web, onde primeiramente é reservado um intervalo de tempo. O conjunto de parâmetros (“Bola”, “Altura de lançamento” e “Ângulo de lançamento”) da máquina permite suportar vários cenários de ensino da Física, com diferentes complexidades.
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In these days the learning experience is no longer confined within the four walls of a classroom. Computers and primarily the internet have broadened this horizon by creating a way of delivering education that is known as e-learning. In the meantime, the internet, or more precisely, the Web is heading towards a new paradigm where the user is no longer just a consumer of information and becomes an active part in the communication. This two-way channel where the user takes the role of the producer of content triggered the appearance of new types of services such as Social Networks, Blogs and Wikis. To seize this second generation of communities and services, educational vendors are willing to develop e-learning systems focused on the new and emergent users needs. This paper describes the analysis and specification of an e-learning environment at our School (ESEIG) towards this new Web generation, called PEACE – Project for ESEIG Academic Environment. This new model relies on the integration of several services controlled by teachers and students such as social networks, repositories libraries, e-portfolios and e-conference sytems, intelligent tutors, recommendation systems, automatic evaluators, virtual classrooms and 3D avatars.
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It is widely accepted that solving programming exercises is fundamental to learn how to program. Nevertheless, solving exercises is only effective if students receive an assessment on their work. An exercise solved wrong will consolidate a false belief, and without feedback many students will not be able to overcome their difficulties. However, creating, managing and accessing a large number of exercises, covering all the points in the curricula of a programming course, in classes with large number of students, can be a daunting task without the appropriated tools working in unison. This involves a diversity of tools, from the environments where programs are coded, to automatic program evaluators providing feedback on the attempts of students, passing through the authoring, management and sequencing of programming exercises as learning objects. We believe that the integration of these tools will have a great impact in acquiring programming skills. Our research objective is to manage and coordinate a network of eLearning systems where students can solve computer programming exercises. Networks of this kind include systems such as learning management systems (LMS), evaluation engines (EE), learning objects repositories (LOR) and exercise resolution environments (ERE). Our strategy to achieve the interoperability among these tools is based on a shared definition of programming exercise as a Learning Object (LO).
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The participation of the Fraunhofer Institute for Manufacturing Engineering and Automation IPA (Stuttgart, Germany) and the companies User Interface Design GmbH (Ludwigsburg, Germany) plus MLR System GmbH (Ludwigsburg, Germany) enabled the research and findings presented in this paper; we would like to namely mention Birgit Graf and Theo Jacobs (Fraunhofer IPA) furthermore Peter Klein and Christiane Hartmann (User Interface Design GmbH).
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The use of Laptops and the Internet has produced the technological conditions for instructors and students can take advantage from the diversity of online information, communication, collaboration and sharing with others. The integration of Internet services in the teaching practices can be responsible for thematic, social and digital improvement for the agents involved. There are many benefits when we use a Learning Management Systems (LMS) such as Moodle, to support the lectures in higher education. We also will consider its implications for student support and online interaction, leading educational agents to a collaborating of different learning environments, where they can combine face-to-face instruction with computer-mediated instruction, blended-learning, and increases the possibilities for better quality and quantity of human communication in a learning background. In general components of learning management systems contain synchronous and asynchronous communication tools, management features, and assessment utilities. These assessment utilities allow lecturers to systematize basic assessment tasks. Assessments can be straightaway delivered to the student, and upon conclusion, immediately returned with grades and detailed feedback. Therefore learning management systems can also be used for assessment purposes in Higher Education.
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This paper appears in International Journal of Information and Communication Technology Education edited by Lawrence A. Tomei (Ed.) Copyright 2007, IGI Global, www.igi-global.com. Posted by permission of the publisher. URL:http://www.idea-group.com/journals/details.asp?id=4287.
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Video poker machines, a former symbol of fraud and gambling in Brazil, are now being converted into computer-based educational tools for Brazilian public primary schools and also for governmental and non-governmental institutions dealing with communities of poverty and social exclusion, in an attempt to reduce poverty risks (decrease money spent on gambling) and promote social inclusion (increase access and motivation to education). Thousands of illegal gambling machines are seized by federal authorities, in Brazil, every year, and usually destroyed at the end of the criminal apprehension process. This paper describes a project developed by the University of Southern Santa Catarina, Brazil, responsible for the conversion process of gambling machines, and the social inclusion opportunities derived from it. All project members worked on a volunteer basis, seeking to promote social inclusion of Brazilian young boys and girls, namely through digital inclusion. So far, the project has been able to convert over 200 gambling machines and install them in over 40 public primary schools, thus directly benefiting more than 12,000 schoolchildren. The initial motivation behind this project was technology based, however the different options arising from the conversion process of the gambling machines have also motivated a rather innovative and unique experience in allowing schoolchildren and young people with special (educational) needs to access to computer-based pedagogical applications. The availability of these converted machines also helps to place Information and Communication Technologies (ICT) in the very daily educational environment of these children and youngsters, thus serving social and cultural inclusion aspects, by establishing a dialogue with the community and their technological expectations, and also directly contributing to their digital literacy.
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INTED2010, the 4th International Technology, Education and Development Conference was held in Valencia (Spain), on March 8, 9 and 10, 2010.
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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
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Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Tradução e Interpretação Especializadas, sob orientação de Doutora Sandra Ribeiro “Esta versão contém as críticas e sugestões dos elementos do júri.”
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Cyanobacteria are important primary producers, and many are able to fix atmospheric nitrogen playing a key role in the marine environment. However, not much is known about the diversity of cyanobacteria in Portuguese marine waters. This paper describes the diversity of 60 strains isolated from benthic habitats in 9 sites (intertidal zones) on the Portuguese South and West coasts. The strains were characterized by a morphological study (light and electron microscopy) and by a molecular characterization (partial 16S rRNA, nifH, nifK, mcyA, mcyE/ndaF, sxtI genes). The morphological analyses revealed 35 morphotypes (15 genera and 16 species) belonging to 4 cyanobacterial Orders/Subsections. The dominant groups among the isolates were the Oscillatoriales. There is a broad congruence between morphological and molecular assignments. The 16S rRNA gene sequences of 9 strains have less than 97% similarity compared to the sequences in the databases, revealing novel cyanobacterial diversity. Phylogenetic analysis, based on partial 16S rRNA gene sequences showed at least 12 clusters. One-third of the isolates are potential N2-fixers, as they exhibit heterocysts or the presence of nif genes was demonstrated by PCR. Additionally, no conventional freshwater toxins genes were detected by PCR screening.
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Os paradigmas concernentes à educação e ao atendimento de crianças com necessidades educativas especiais têm evoluído ao longo do tempo. De facto, se no paradigma da segregação o foco de incapacidade se situava no indivíduo, com o paradigma da inclusão o foco desloca-se para o ambiente, na medida em que este se deve organizar e preparar para dar resposta aos indivíduos com incapacidade. Por conseguinte, o meio deve assumir-se como facilitador à participação de todas as crianças. Tal fundamento comporta desafios para os professores e educadores, aos quais compete identificar as pressões de exclusão que inibem a participação plena de todos os alunos em todas as atividades inerentes ao meio escolar e acionar os suportes necessários para que tal não suceda. Com a realização deste estudo pretendemos conhecer de modo mais aprofundado as representações dos professores acerca da participação de alunos com diferentes tipos de incapacidade em variadas atividades e contextos escolares, identificando barreiras e facilitadores à sua participação e analisando os possíveis contributos pessoais dos professores para incrementar o nível de participação dos alunos com incapacidade em atividades inerentes ao meio escolar. O estudo operacionalizou-se através da aplicação de um inquérito por questionário, destinado a professores de todos os níveis de ensino e grupos de recrutamento. Através da aplicação deste instrumento, procurámos obter informações sobre os inquiridos, as representações dos professores acerca da participação de alunos com diferentes tipos de incapacidade em diversas atividades escolares, e, por fim, possíveis contributos para incrementar o nível de participação desses mesmos alunos. Os resultados sugerem que o tipo de incapacidade apresentado pelo aluno influencia as expetativas de participação de educadores e professores do ensino regular e da educação especial. Contudo, não confirmámos a existência de diferenças estatisticamente significativas entre os dois grupos de professores. No que concerne a possíveis contributos para incrementar a participação de alunos com incapacidade em diversas atividades escolares, identificámos a necessidade de se fomentar e desenvolver uma cultura de inclusão na escola.
Resumo:
Currently, the teaching-learning process in domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivery, and assessment of student exercises. The main goal of this chapter is to foster practice-based learning in complex domains. This objective is attained with an e-learning framework—called Ensemble—as a conceptual tool to organize and facilitate technical interoperability among services. The Ensemble framework is used on a specific domain: computer programming. Content issues are tacked with a standard format to describe programming exercises as learning objects. Communication is achieved with the extension of existing specifications for the interoperation with several systems typically found in an e-learning environment. In order to evaluate the acceptability of the proposed solution, an Ensemble instance was validated on a classroom experiment with encouraging results.
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4th International Conference, SIMPAR 2014, Bergamo, Italy, October 20-23, 2014