909 resultados para think aloud


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Depuis quelques années, plusieurs didacticiens du français se penchent sur l’enseignement et l’évaluation de l’oral, mais peu d’informations sont encore disponibles concernant les pratiques effectives des enseignants à cet égard. Notre recherche vise à décrire les croyances de deux enseignants de français au secondaire et leurs pratiques au sujet de l’évaluation de l’oral, plus particulièrement de l’oral dans une situation d’interaction entre pairs. Une entrevue dirigée a permis d’avoir accès à leurs croyances et à leurs pratiques déclarées, alors que le think-aloud a été employé pour observer leur pratique d’évaluation, à l’étape du jugement, d’une situation d’interaction entre pairs. Nos résultats montrent que, du point de vue de leurs croyances, les enseignants ont tous deux des préoccupations concernant les tâches et les instruments d’évaluation, et que leurs pratiques d’évaluation déclarées sont assez semblables en ce qui a trait aux tâches retenues, à leur fréquence et à l’intention poursuivie. Du côté de leurs pratiques d’évaluation observées à l’étape du jugement, nous exposons de façon détaillée les gestes d’enseignants en situation authentique, en identifiant les principaux processus cognitifs et métacognitifs impliqués dans cette tâche complexe. Des divergences entre les deux enseignants ont été observées relativement à leurs croyances, pratiques déclarées et pratiques observées durant le jugement. Tout d’abord, les critères retenus pour l’évaluation (pratique déclarée) ne tiennent pas toujours compte de ce qu’ils croient important d’enseigner en classe (croyance). De plus, malgré une pratique déclarée positive concernant l’autoévaluation, ces enseignants n’y ont peu ou pas eu recours durant leur jugement. Enfin, les gestes de l’un, durant le jugement, tendaient vers la posture d’instructeur-contrôleur, alors que ceux de l’autre s’inscrivaient davantage dans la posture de conseiller-didacticien. De façon générale, nous constatons que les pratiques de ces enseignants sont plus influencées par les situations rencontrées en tant qu’élèves et les traditions d’enseignement de la discipline que par le programme en vigueur.

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Adaptar el programa think aloud (pensar en voz alta) de Bash y Camp a las necesidades cognitivas de alumnos procedentes de medios socio-ambientalmente deprivados, con el fin de facilitar la adquisición de estrategias de resolución de problemas tanto cognitivos como sociales; conjugando para ello la metodología cognitivo-conductual de dicho programa con los planteamientos que sobre el desarrollo socio-cognitivo presenta la Escuela de Ginebra. Formulan 3 hipótesis. 25 alumnos pertenecientes al programa de educación compensatoria, con edades comprendidas entre los 5 y 7 años, escolarizados en centros públicos de Palencia capital. Utilizan un diseño cuasiexperimental de grupo control no equivalente. Realizan una fase de pretest o evaluación inicial, aplican el programa de desarrollo socio-cognitivo, evaluan y por último efectuan un seguimiento. Las variables utilizadas son: 1. V. D.; Habilidad para resolver problemas sociales, habilidad para resolver problemas cognitivos, 2. V. I.; Aplicación del programa de desarrollo socio-cognitivo, 3. V. C.; Aplicación del programa por 4 profesores, teorías educativas y estilos de enseñanza. 1. Batería de habilidades sociales en la solución de problemas interpersonales para ciclo inicial; prueba de inducción de causas, prueba de generación de alternativas, prueba de identificación de sentimientos, prueba de estrategias medios-fines, 2. Escala para la medición de las estrategias de resolución de problemas cognitivos, 3. Cuestionario para padres, 4. Escala de inteligencia de Wechsler para preescolar y primaria (WPPSI), 5. Hoja de registro del estilo de enseñanza del profesor, 6. Cuestionario de las teorías implícitas de la educación, 7. Escala de evaluación de programas de entrenamiento, 8. Cuestionario de evaluación de la intervención por unidades, 9. Cuestionario de evaluación de la intervención global, 10. Indicadores de evaluación por unidades, 11. Programa de entrenamiento socio-cognitivo. Análisis intragrupo, análisis intergrupo, análisis de la varianza de dos clasificaciones por rangos de Friedman, prueba de rangos y pares igualados de Wilcoxon, tablas. 1. Los sujetos del grupo experimental comparados con ellos mismos mejoran en la resolución de problemas tanto sociales como cognitivos. 2. Los sujetos del grupo experimental comparados con los del grupo control mejoran en la resolución de problemas sociales y en la resolución de problemas cognitivos en el apartado de entrada de la información, en el procesamiento y salida de la información se aprecian simplemente ciertos avances cualitativos. 3. El programa de entrenamiento sirve para que los alumnos progresen en aspectos atencionales, en inhibición de conductas impulsivas y en estrategias de autocontrol. 4. El profesorado considera que el programa motiva a los niños y que se inserta perfectamente en la actividad curricular ordinaria, facilitando la generalización de lo aprendido.

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A key highlight of this study is generating evidence of children ‘making aware the unaware’, making tacit knowledge explicit. The research explores the levels of awareness in thinking used by eight 7–8 year-old children when engaged in school-based genre writing tasks. The focus is on analysing children’s awareness of their thought processes, using a framework originally devised by Swartz and Perkins (1989), in order to investigate ways in which children can transform their tacit knowledge to explicit within the writing process. Classroom ‘think aloud’ protocols are used to help children ‘manage their knowledge transfer’, to speak the unspoken. In their framework Swartz and Perkins distinguish between four levels of thought that they view as hierarchical and ‘increasingly metacognitive.’ However, there is little evidence in this study to show that levels of awareness in thinking are increasingly progressive and observations made during the study suggest that young writers move in and out of the suggested levels of thinking during different elements of a writing task. The reasons for this may depend on a number of factors which are noted in this paper. Evidence does suggest children in this age group are consciously aware of their own and others’ thought processes both with and without adult prompting. By using collaborative talk, their awareness of these thought processes is highlighted enabling the co-construction and integration of new ideas into their existing knowledge base.

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Background In the UK occupational therapy pre-discharge home visits are routinely carried out as a means of facilitating safe transfer from the hospital to home. Whilst they are an integral part of practice, there is little evidence to demonstrate they have a positive outcome on the discharge process. Current issues for patients are around the speed of home visits and the lack of shared decision making in the process, resulting in less than 50 % of the specialist equipment installed actually being used by patients on follow-up. To improve practice there is an urgent need to examine other ways of conducting home visits to facilitate safe discharge. We believe that Computerised 3D Interior Design Applications (CIDAs) could be a means to support more efficient, effective and collaborative practice. A previous study explored practitioners perceptions of using CIDAs; however it is important to ascertain older adult’s views about the usability of technology and to compare findings. This study explores the perceptions of community dwelling older adults with regards to adopting and using CIDAs as an assistive tool for the home adaptations process. Methods Ten community dwelling older adults participated in individual interactive task-focused usability sessions with a customised CIDA, utilising the think-aloud protocol and individual semi-structured interviews. Template analysis was used to carry out both deductive and inductive analysis of the think-aloud and interview data. Initially, a deductive stance was adopted, using the three pre-determined high-level themes of the technology acceptance model (TAM): Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Actual Use (AU). Inductive template analysis was then carried out on the data within these themes, from which a number of sub-thmes emerged. Results Regarding PU, participants believed CIDAs served as a useful visual tool and saw clear potential to facilitate shared understanding and partnership in care delivery. For PEOU, participants were able to create 3D home environments however a number of usability issues must still be addressed. The AU theme revealed the most likely usage scenario would be collaborative involving both patient and practitioner, as many participants did not feel confident or see sufficient value in using the application autonomously. Conclusions This research found that older adults perceived that CIDAs were likely to serve as a valuable tool which facilitates and enhances levels of patient/practitioner collaboration and empowerment. Older adults also suggested a redesign of the interface so that less sophisticated dexterity and motor functions are required. However, older adults were not confident, or did not see sufficient value in using the application autonomously. Future research is needed to further customise the CIDA software, in line with the outcomes of this study, and to explore the potential of collaborative application patient/practitioner-based deployment.

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Resultaten av de senaste PIRLS-undersökningarna visar att svenska elevers läsförståelse har försämrats under senare år. Enligt forskning bör undervisningen vara inriktad på lässtrategier för att elever ska utveckla läsförståelse. För att eleverna ska lära sig använda olika lässtrategier självständigt när de tolkar text och skapar mening behöver de undervisas explicit. Undervisningen bör vara strukturerad och varierad samtidigt som läraren stöttar eleverna och anpassar undervisningen efter deras individuella behov. Syftet med studien har varit att undersöka hur lärare i F–3 undervisar i läsförståelse och lässtrategier för att se vilka förtjänster och brister som finns. Studiens metod är kvalitativ och för att samla in material har fem halvstrukturerade intervjuer genomförts med fem verksamma lärare, fyra klasslärare och en specialpedagog, fördelade på fyra olika skolor. Resultaten visar att lärare använder sig av olika undervisningsmetoder när de undervisar i läsförståelse, såsom en läsande klass, think-aloud, cirkelmodellen och Chambers modell för boksamtal. Det som tycks genomsyra lärarnas undervisning i läsförståelse är kommunikation, vilket är nära sammankopplat med studiens teoretiska utgångspunkt, det sociokulturella perspektivet. Enligt lärarna samtalar de mycket med eleverna om texter, och de verkar försöka anpassa undervisningen efter elevernas individuella behov genom att välja texter som eleverna har förkunskaper i och om. När de undervisar explicit tycks lärarna diskutera olika lässtrategiers nyttoanvändning genom att samtala om hur och varför olika lässtrategier är lämpliga att använda i olika sammanhang. Enligt lärarna erbjuds eleverna undervisning i olika gruppkonstellationer såsom arbete i helklass, halvklass, mindre grupper, parvis och enskilt. Lärarna tycks vara tydliga i sin undervisning för att eleverna ska bli medvetna om i vilket syfte de ska läsa.

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Massively Multiplayer Online Role-Playing Games (MMORPGs) are role-playing games that, through the Internet, can integrate thousands of players interacting at the same time in at least one virtual world. This way, these games can provide, further than fun, a greater familiarity with the additional language and opportunity to improve the linguistic proficiency in a real context. Hence, what is proposed in this study is extended knowledge about the learning of an additional language mediated by MMORPGs for teachers to know how, if relevant, to present, use or encourage this practice to their students. Based on this major purpose, we seek to answer the following research questions: (a) what distinguishes the learning profile of the gamers and non-gamers; (b) if MMORPGs can, through a hybrid and systematic approach, assist the development of proficiency of the additional language and (c) what the think-aloud protocols show about the learning mediated by the MMORPG Allods Online. Following an experimental method (NUNAN, 1997), 16 students of the curricular component Reading and Writing Practices in English Language have comprised the control group and 17 students of the same class formed the experimental group and were submitted to a pre and post-test adapted from the Key English Test (KET) by the Cambridge University (2008). The tests were conducted before and after a period of 5 weeks of 3 hours of practice with Allods Online a week (experimental group), and classes of the curricular component (both groups). A quantitative analysis of the questionnaires about the exposure to English profiles of the participants, a quantitative analysis of the tests scores and a qualitative analysis of the thinkaloud protocols collected during the experiment were conducted based on the theories of (a) motivation (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANO-HOUZEL, 2005); (b) active learning (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) interaction and collaborative learning (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) situated learning (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) and (e), tangential learning (PORTNOW, 2008; MATTAR, 2010). The results indicate that the participants of the experimental group (gamers) seem to be more engaged in tangential English learning activities, such as playing games, listening to music in English, communicating with foreigners and reading in English. We also deduced that the period of experiment possibly generated positive results on the gamers proficiency scores, mainly in the parts related to orthographic development, reading and comprehension, writing with focus on content and orthographic accuracy. Lastly, the think-aloud protocols presented evidences that the gamers have engaged in active English language learning, they have interacted in English with other players, and learned linguistic aspects through the experience with the MMORPG Allods Online

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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The topic in this work involving the resolution of problems with structure multiplicativa emerged from discussions carried out on the difficulties encountered by students of the first cycle of the Fundamental School in Mathematics, mainly in respect of the arithmetic. The research had as objective to investigate the main difficulties presented by these students when they are faced with a task for a resolution of problems with multiplicativa structure. Were participants, in the first stage of the study, 20 students of the fifth year of the Fundamental School of a state school of public education of the State of Sao Paulo. These students have an assessment containing ten problems with structure multiplicativa answered a questionnaire regarding of mathematics. In the second stage, were selected two students to participate in the think aloud. The data analysis showed that the difficulties presented by the participants were: 1- difficulty to read and interpret the set of problems; 2- select the operation correct; 3- to operate correctly; 4 – Trouble writing

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Ein Tag ohne Internet ist für viele kaum vorstellbar. Das Spektrum der Internetnutzer ist breiter geworden und damit sind die Ansprüche an die Websites massiv angestiegen. Die Entscheidung auf einer Website zu bleiben oder auf einer anderen zu suchen fällt innerhalb von wenigen Sekunden. Diese Entscheidung ist sowohl vom Website-Design als auch von dem dargestellten Inhalt abhängig. Die Auswertung, wie schnell der Benutzer Online-Informationen finden und wie einfach er sie verstehen kann, ist die Aufgabe von Web-Usability-Testing. Für das Finden und Verstehen von Informationen sind die computertechnischen zusammen mit den linguistischen Aspekten zuständig. In der Usability-Forschung liegt jedoch der Fokus bislang weitgehend auf der Bewertung der computer¬linguistischen und ästhetischen Aspekte der Websites. In den Hintergrund gedrängt wurden dabei die linguistischen Aspekte. Im Vergleich sind diese weniger systematisch erforscht und in Usability-Richtlinien kaum zu finden. Stattdessen stößt man überwiegend auf allgemeine Empfehlungen. Motiviert davon hat die vorliegende Arbeit das Ziel, Die Web-Usability systematisch sowohl aus linguistischer als auch aus formaler Sicht zu erforschen. Auf linguistischer Ebene wurde in Anlehnung an die Zeichentheorie von Morris die Web-Usability analysiert und der Begriff Linguistische Web-Usability eingeführt. Auf Basis dieser Analyse sowie einer literaturstudie ‘literature review’ mehrerer Usability-Richtlinien wurde ein Kriterienkatalog entwickelt. Bei der Umsetzung dieses Kriterienkatalogs im Rahmen einer Usability-Studie wurde die Website der Universität Johannes Gutenberg-Universität Mainz (JGU) im Usability-Labor unter Anwendung der Methode Eye-Tracking zusammen mit der Think-Aloud-Methode und der Retrospective-Think-Aloud-Methode getestet. Die empirischen Ergebnisse zeigen, dass die linguistischen Usability-Probleme genau wie die formalen die Benutzer hindern, die gesuchten Informationen zu finden, oder zumindest ihre Suche verlangsamen. Dementsprechend sollten die linguistischen Perspektiven in die Usability-Richtlinien miteinbezogen werden.

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Con il presente studio si è inteso analizzare l’impatto dell’utilizzo di una memoria di traduzione (TM) e del post-editing (PE) di un output grezzo sul livello di difficoltà percepita e sul tempo necessario per ottenere un testo finale di alta qualità. L’esperimento ha coinvolto sei studenti, di madrelingua italiana, del corso di Laurea Magistrale in Traduzione Specializzata dell’Università di Bologna (Vicepresidenza di Forlì). I partecipanti sono stati divisi in tre coppie, a ognuna delle quali è stato assegnato un estratto di comunicato stampa in inglese. Per ogni coppia, ad un partecipante è stato chiesto di tradurre il testo in italiano usando la TM all’interno di SDL Trados Studio 2011. All’altro partecipante è stato chiesto di fare il PE completo in italiano dell’output grezzo ottenuto da Google Translate. Nei casi in cui la TM o l’output non contenevano traduzioni (corrette), i partecipanti avrebbero potuto consultare Internet. Ricorrendo ai Think-aloud Protocols (TAPs), è stato chiesto loro di riflettere a voce alta durante lo svolgimento dei compiti. È stato quindi possibile individuare i problemi traduttivi incontrati e i casi in cui la TM e l’output grezzo hanno fornito soluzioni corrette; inoltre, è stato possibile osservare le strategie traduttive impiegate, per poi chiedere ai partecipanti di indicarne la difficoltà attraverso interviste a posteriori. È stato anche misurato il tempo impiegato da ogni partecipante. I dati sulla difficoltà percepita e quelli sul tempo impiegato sono stati messi in relazione con il numero di soluzioni corrette rispettivamente fornito da TM e output grezzo. È stato osservato che usare la TM ha comportato un maggior risparmio di tempo e che, al contrario del PE, ha portato a una riduzione della difficoltà percepita. Il presente studio si propone di aiutare i futuri traduttori professionisti a scegliere strumenti tecnologici che gli permettano di risparmiare tempo e risorse.

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Among daily computer users who are proficient, some are flexible at accomplishing unfamiliar tasks on their own and others have difficulty. Software designers and evaluators involved with Human Computer Interaction (HCI) should account for any group of proficient daily users that are shown to stumble over unfamiliar tasks. We define "Just Enough" (JE) users as proficient daily computer users with predominantly extrinsic motivation style who know just enough to get what they want or need from the computer. We hypothesize that JE users have difficulty with unfamiliar computer tasks and skill transfer, whereas intrinsically motivated daily users accomplish unfamiliar tasks readily. Intrinsic motivation can be characterized by interest, enjoyment, and choice and extrinsic motivation is externally regulated. In our study we identified users by motivation style and then did ethnographic observations. Our results confirm that JE users do have difficulty accomplishing unfamiliar tasks on their own but had fewer problems with near skill transfer. In contrast, intrinsically motivated users had no trouble with unfamiliar tasks nor with near skill transfer. This supports our assertion that JE users know enough to get routine tasks done and can transfer that knowledge, but become unproductive when faced with unfamiliar tasks. This study combines quantitative and qualitative methods. We identified 66 daily users by motivation style using an inventory adapted from Deci and Ryan (Ryan and Deci 2000) and from Guay, Vallerand, and Blanchard (Guay et al. 2000). We used qualitative ethnographic methods with a think aloud protocol to observe nine extrinsic users and seven intrinsic users. Observation sessions had three customized phases where the researcher directed the participant to: 1) confirm the participant's proficiency; 2) test the participant accomplishing unfamiliar tasks; and 3) test transfer of existing skills to unfamiliar software.

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Background: The design of Virtual Patients (VPs) is essential. So far there are no validated evaluation instruments for VP design published. Summary of work: We examined three sources of validity evidence of an instrument to be filled out by students aimed at measuring the quality of VPs with a special emphasis on fostering clinical reasoning: (1) Content was examined based on theory of clinical reasoning and an international VP expert team. (2) Response process was explored in think aloud pilot studies with students and content analysis of free text questions accompanying each item of the instrument. (3) Internal structure was assessed by confirmatory factor analysis (CFA) using 2547 student evaluations and reliability was examined utilizing generalizability analysis. Summary of results: Content analysis was supported by theory underlying Gruppen and Frohna’s clinical reasoning model on which the instrument is based and an international VP expert team. The pilot study and analysis of free text comments supported the validity of the instrument. The CFA indicated that a three factor model comprising 6 items showed a good fit with the data. Alpha coefficients per factor were 0,74 - 0,82. The findings of the generalizability studies indicated that 40-200 student responses are needed in order to obtain reliable data on one VP. Conclusions: The described instrument has the potential to provide faculty with reliable and valid information about VP design. Take-home messages: We present a short instrument which can be of help in evaluating the design of VPs.