802 resultados para ICT, Digital learning


Relevância:

90.00% 90.00%

Publicador:

Resumo:

AIM This study aimed to evaluate the effect of a digital learning tool on undergraduate dental students' performance in detecting dental caries using ICDAS. METHODS An experimental digital learning tool (DLT) was created using digital photographs of sound and carious teeth. Thirty-nine students were divided into three groups (n = 13) and each assessed 12 randomly allocated patients before and after learning strategies: G1, ICDAS e-learning program; G2, ICDAS e-learning program plus DLT; G3, no learning strategy. Students (n = 32) reassessed patients 2 weeks after training. RESULTS Comparing before and after the learning strategies, any difference in the values of specificity and area under the ROC curve for all groups was found. Sensitivity was statistically significantly higher for G1 and G2. Comparing the groups, G2 showed a significant increase in sensitivity at the D2 and D3 thresholds. Spearman's correlations with the gold standard before and after the learning strategy were 0.60 and 0.61 for G1, 0.57 and 0.63 for G2, and 0.54 and 0.54 for G3, respectively. The Wilcoxon test showed a statistically significant difference between the values obtained before and after learning strategies for G1 and G2. CONCLUSIONS Use of the DLT after the ICDAS e-learning program tended to increase the sensitivity of ICDAS used by undergraduate dental students. The DLT appeared to improve dental students' ability to use ICDAS.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The present paper seeks to explain the diverse advantages of virtual books and also the main barriers that make it difficult their implementation in the classroom. A brief review of the literature on ICT, e-learning, distance education and e-books will be complemented with a case study about the preparation, development and implementation of an e-book. The paper could be helpful both for systems analysts and for teachers when they are developing and implementing e-books.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Dissertação de mestrado, Educação (Área de especialidade em Educação e Tecnologias Digitais), Universidade de Lisboa, Instituto de Educação, 2016

Relevância:

90.00% 90.00%

Publicador:

Resumo:

How should educators respond to the whole phenomenon of ‘digital learning’? This question has been in vogue for the past twenty years or more and there is a need for a regular renewal of this question as societies change. This article will draw on some post-structuralist writing, particularly Deleuze and Guattari, to try to understand better the divide between the optimistic account and the pessimistic account of the effect of ICT on teaching and learning. It argues in particular 1) that ICT in its current form signals a paradigm shift in education—but this thesis is difficult either to prove or disprove; 2) that Deleuze and Guattari’s rhizome provides us with a theoretical tool for understanding the pedagogical nature of this shift; 3) that this change is wider than literacy itself and announces posthuman elements in the socio-cultural environment of learning.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

En el presente artículo se reflexiona sobre los modos - dinámicos y cambiantes - en que la apropiación de las Tecnologías de Información y Comunicación (TIC) opera en la constitución de las desigualdades sociales y sobre las categorías utilizadas para comprenderlos. La reflexión se ilustra con los hallazgos de una investigación que compara la apropiación de las TIC por jóvenes de clases medias - altas y clases populares urbanas en el Gran La Plata. En el actual contexto de marcado crecimiento del acceso a la computadora e Internet, es preciso revisar las nociones de "brecha digital" y "nativos e inmigrantes digitales", superar resabios tecnologicistas y desplazar la mirada de los objetos a los procesos que resultan significativos para los propios actores: cómo se configuran las trayectorias de acceso; por qué se han convertido las TIC y ciertos saberes y habilidades en bienes de alta deseabilidad colectiva; qué procesos habilitan o permiten en el marco de una sociabilidad específica y qué diferencias logran así los actores suplir. De este modo, se espera contribuir a una evaluación cualitativa de las políticas públicas sobre el terreno "realmente existente" en que operan las desigualdades en la sociedad argentina contemporánea.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

En el presente artículo se reflexiona sobre los modos - dinámicos y cambiantes - en que la apropiación de las Tecnologías de Información y Comunicación (TIC) opera en la constitución de las desigualdades sociales y sobre las categorías utilizadas para comprenderlos. La reflexión se ilustra con los hallazgos de una investigación que compara la apropiación de las TIC por jóvenes de clases medias - altas y clases populares urbanas en el Gran La Plata. En el actual contexto de marcado crecimiento del acceso a la computadora e Internet, es preciso revisar las nociones de "brecha digital" y "nativos e inmigrantes digitales", superar resabios tecnologicistas y desplazar la mirada de los objetos a los procesos que resultan significativos para los propios actores: cómo se configuran las trayectorias de acceso; por qué se han convertido las TIC y ciertos saberes y habilidades en bienes de alta deseabilidad colectiva; qué procesos habilitan o permiten en el marco de una sociabilidad específica y qué diferencias logran así los actores suplir. De este modo, se espera contribuir a una evaluación cualitativa de las políticas públicas sobre el terreno "realmente existente" en que operan las desigualdades en la sociedad argentina contemporánea.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

En el presente artículo se reflexiona sobre los modos - dinámicos y cambiantes - en que la apropiación de las Tecnologías de Información y Comunicación (TIC) opera en la constitución de las desigualdades sociales y sobre las categorías utilizadas para comprenderlos. La reflexión se ilustra con los hallazgos de una investigación que compara la apropiación de las TIC por jóvenes de clases medias - altas y clases populares urbanas en el Gran La Plata. En el actual contexto de marcado crecimiento del acceso a la computadora e Internet, es preciso revisar las nociones de "brecha digital" y "nativos e inmigrantes digitales", superar resabios tecnologicistas y desplazar la mirada de los objetos a los procesos que resultan significativos para los propios actores: cómo se configuran las trayectorias de acceso; por qué se han convertido las TIC y ciertos saberes y habilidades en bienes de alta deseabilidad colectiva; qué procesos habilitan o permiten en el marco de una sociabilidad específica y qué diferencias logran así los actores suplir. De este modo, se espera contribuir a una evaluación cualitativa de las políticas públicas sobre el terreno "realmente existente" en que operan las desigualdades en la sociedad argentina contemporánea.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Barnsley College’s level 3 and 4 diplomas in digital learning design are delivered in one year, enabling apprentices to be employed alongside their studies in the college’s innovative learning design company, Elephant Learning Designs. The limited time this allows for delivery and assessment has prompted course leaders to rethink their approach to course structure, assessment and feedback design, and the role of technology in evidence collection.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Os avanços e a disseminação do uso das Tecnologias de Informação e Comunicação (TIC) descortinam novas perspetivas para a educação com suporte em ambientes digitais de aprendizagem usados via internet (Fiolhais & Trindade, 2003). A plataforma usada no Projeto Matemática Ensino (PmatE) da Universidade de Aveiro (UA) é uma das ferramentas informáticas que suporta esses ambientes através da avaliação baseada no Modelo Gerador de Questões (MGQ), possibilitando a obtenção da imagem do progresso feito pelos alunos (Vieira, Carvalho & Oliveira, 2004). Reconhecendo a importância didática desta ferramenta, já demonstrada noutras investigações (por exemplo, Carvalho, 2011; Pais de Aquino, 2013; Peixoto, 2009), o presente estudo tem como objetivo geral desenvolver material didático digital de Física, no contexto do programa moçambicano de Física da 12ª classe, para alunos e professores sobre radiações e conteúdos da Física Moderna. Pretendeu-se, ainda, propor estratégias de trabalho com recurso às TIC para a melhoria da qualidade das aprendizagens nesta disciplina. O estudo assentou nas três seguintes questões de investigação: (a) Como conceber instrumentos de avaliação das aprendizagens baseadas no modelo gerador de questões para o estudo das radiações e conteúdos da Física Moderna, no contexto do programa moçambicano de Física da 12ª classe? (b) Que potencialidades e constrangimentos apresentam esses instrumentos quando implementados com alunos e professores? (c) De que forma o conhecimento construído pode ser mobilizado para outros temas da Física e para o ensino das ciências em geral? O estudo seguiu uma metodologia de Estudos de Desenvolvimento, de natureza mista, que compreendeu as fases da Análise, Design, Desenvolvimento e Avaliação, seguindo como paradigma um estudo de cariz exploratório, com uma vertente de estudo de caso. Assim, na Análise, foi discutido o contexto da educação em Moçambique e a problemática da abordagem das radiações e conteúdos de Física Moderna no ensino secundário no quadro desafiante que se coloca atualmente à educação científica. No Design foram avaliadas as abordagens dasTIC no ensino e aprendizagem da Física e das ciências em geral e construída a árvore de objetivos nos conteúdos referidos na fase anterior. Na fase do Desenvolvimento foram construídos os instrumentos de recolha de dados, elaborados os protótipos de MGQ e sua posterior programação, validação e testagem em formato impresso no estudo exploratório. Na Avaliação, foi conduzido o estudo principal com a aplicação dos modelos no formato digital e feita sua avaliação, o que incluiu a administração de inquéritos por questionário a alunos e professores. Os resultados indicam que na conceção de MGQ, a definição dos objetivos de aprendizagem em termos comportamentais é fundamental na formulação de questões e na análise dos resultados da avaliação com o objetivo de reajustar as estratégias didáticas. Apontam também que a plataforma do PmatE que suporta os MGQ, embora possua constrangimentos devido a sua dependência da internet e limitações de ordem didática, contribui positivamente na aprendizagem e na identificação das dificuldades e principais erros dos alunos, por um lado. Por outro, estimula através da avaliação os processos de assimilação e acomodação do conhecimento. O estudo recomenda a necessidade de mudanças nas práticas de ensino e de aprendizagem para que seja possível a utilização de conteúdos digitais como complemento à abordagem didática de conteúdos.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

A partir del movimiento estudiantil que surge en Chile en 2011 el artículo reflexiona sobre la escuela como espacio de aprendizaje situado de tecnologías digitales audiovisuales y el modo en que este proceso puede impactar sobre la dimensión político-comunicacional de un movimiento social. Para ello, se describe y analiza el caso de una escuela donde la educación formal en lenguajes y tecnologías digitales se imbrica con el uso que hacen, estudiantes secundarias que se convierten en dirigentas estudiantiles, de aplicaciones y recursos de la web social y los llamados “social media” (youtube, blogs, redes sociales). Se trabaja con datos generados a través de entrevistas a informantes claves y una selección de videos creados por el estudiantado y subidos a internet. El contenido de las entrevistas es abordado desde el concepto de aprendizaje situado (Lave y Wenger, 1991) y los videos desde el concepto de videoactivismo (Askanius, 2013; Mateos y Rajas, 2014). Los resultados muestran que el uso concreto de herramientas digitales obtenidas en contextos educativos formales y dentro de procesos de movilización, genera a su vez nuevas experiencias de aprendizaje no-formal, que permiten tanto a estudiantes como docentes reflexionar sobre sus prácticas y mejorar su potencial comunicativo. Asimismo, muestran un uso acrítico de las herramientas digitales, lo cual constituye un llamado de atención respecto a la necesidad de incorporar los tópicos de privacidad y autocuidado en internet dentro de los contenidos a desarrollar por la escuela como espacio de aprendizaje digital.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The briefing paper was commissioned by the Council of Australian University Librarians (CAUL) to examine the current picture and evolving role of electronic textbooks (eTextbooks) and third party eLearning products in the academic arena. The study reviews industry trends, identifies the major players and considers the different stakeholder perspectives of eTextbook adoption. Within the context of learning and teaching in the digital age, specific areas of research, policy and practice are highlighted to consider the implications that eTextbooks might have for universities in general and for university libraries in particular. An environmental scan focused on the analysis of current developments and the anticipated future directions of digital learning resources in Australia, as well as in other major English speaking countries such as the United Kingdom and the United States. This research guided the development of key interview questions aimed at examining, at a deeper level, diverse stakeholder perspectives about the roles university libraries can play in the adoption of digital learning content.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The term ‘partnership’ is increasingly used by governments, industry, community organisations and schools in supporting their daily businesses. Similar to the terms ‘ICT’ and ‘learning’, ‘partnerships’ are now ubiquitous in policy discourse. Yet, the term remains ill-defined and ambiguous. This study reviews and reflects on a government led industry-school partnership initiative in the state of Queensland, Australia, to understand how the term is used in this initiative. Given the frequent use of Public Private Partnership (PPP) language, PPP was used as a framework to review this initiative. The methodology of this qualitative case study involved consultations with stakeholders and an analysis of Gateway schools documents, policy documents, and literature. The review suggests that despite the use of terminology akin to PPP projects in Gateway school and policy documents, the implicit suggestion that this initiative is a public-private partnership is untenable. The majority of principles shaping a PPP have not been considered to a significant extent in the Gateway project. Although the review recognises the legitimate and sincere purpose of the Gateway schools initiative, the adoption of a PPP framework during the design, monitoring, or evaluation stages could have strengthened the initiative in terms of outcomes, benefits, and sustainability.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Computer games have become a commonplace but engaging activity among students. They enjoy playing computer games as they can perform larger-than-life activities virtually such as jumping from great heights, flying planes, and racing cars; actions that are otherwise not possible in real life. Computer games also offer user interactivity which gives them a certain appeal. Considering this appeal, educators should consider integrating computer games into student learning and to encourage students to author computer games of their own. It is thought that students can be engaged in learning by authoring and using computer games and can also gain essential skills such as collaboration, teamwork, problem solving and deductive reasoning. The research in this study revolves around building student engagement through the task of authoring computer games. The study aims to demonstrate how the creation and sharing of student-authored educational games might facilitate student engagement and how ICT (information and communication technology) plays a supportive role in student learning. Results from this study may lead to the broader integration of computer games into student learning and contribute to similar studies. In this qualitative case study, based in a state school in a low socio-economic area west of Brisbane, Australia, students were selected in both junior and senior secondary classes who have authored computer games as a part of their ICT learning. Senior secondary students (Year 12 ICT) were given the task of programming the games, which were to be based on Mathematics learning topics while the junior secondary students (Year 8 ICT) were given the task of creating multimedia elements for the games. A Mathematics teacher volunteered to assist in the project and provided guidance on the inclusion of suitable Mathematics curricular content into these computer games. The student-authored computer games were then used to support another group of Year 8 Mathematics students to learn the topics of Area, Volume and Time. Data was collected through interviews, classroom observations and artefacts. The teacher researcher, acting in the role of ICT teacher, coordinated with the students and the Mathematics teacher to conduct this study. Instrumental case study was applied as research methodology and Third Generation Activity Theory served as theoretical framework for this study. Data was analysed adopting qualitative coding procedures. Findings of this study indicate that having students author and play computer games promoted student engagement and that ICT played a supportive role in learning and allowed students to gain certain essential skills. Although this study will suggest integrating computer games to support classroom learning, it cannot be presumed that computer games are an immediate solution for promoting student engagement.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This thesis is an investigation of the media's representation of children and ICT. The study draws on moral panic theory and Queensland newspaper media, to identify the impact of newspaper reporting on the public's perceptions of young people and ICT.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

With the advancement of new technologies, this author has in 2010 started to engineer an online learning environment for investigating the nature and development of spatial abilities, and the teaching and learning of geometry. This paper documents how this new digital learning environment can afford the opportunity to integrate the learning about 3D shapes with direction, location and movement, and how young children can mentally and visually construct virtual 3D shapes using movements in both egocentric and fixed frames of reference (FOR). Findings suggest that year 4 (aged 9) children can develop the capacity to construct a cube using egocentric FOR only, fixed FOR only or a combination of both FOR. However, these young participants were unable to articulate the effect of individual or combined FOR movements. Directions for future research are proposed.