731 resultados para Sensor-based Learning


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Parents are increasingly expected to supplement their children's school-based learning by providing support for children's homework. However, parents' capacities to provide such support may vary and may be limited by the experience of depression. This may have implications for child development. In the course of a prospective, longitudinal study of children of postnatally depressed and healthy mothers, we observed mothers (N = 88) and fathers (N = 78) at home during maths homework interactions with their 8-year-old children. The quality of parental communication was rated and analysed in relation to child functioning. The quality of communication of each of the parents was related to their mental state, social class and IQ. While postnatal depression was not directly related to child development, there was some evidence of the influence of maternal depression occurring in the child's school years. Different aspects of parental communication with the child showed specific associations with different child outcomes, over and above the influence of family characteristics. In particular, child school attainment and IQ were associated with parental strategies to encourage representational thinking and mastery motivation, whereas child behavioural adjustment at school and self-esteem were linked to the degree of parental emotional support and low levels of coercion. Notably, the influence of maternal homework support was more strongly related to child outcome than was paternal support, a pattern reflected in mothers' greater involvement in children's schools and school-related activities. Some parents may need guidance in how to support their children's homework if it is to be of benefit to child functioning.

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The content of this paper is a snapshot of a current project looking at producing a real-time sensor-based building assessment tool, and a system that personalises work-spaces using multi-agent technology. Both systems derive physical environment information from a wireless sensor network that allows clients to subscribe to real-time sensed data. The principal ideologies behind this project are energy efficiency and well-being of occupants; in the context of leveraging the current state-of-the-art in agent technology, wireless sensor networks and building assessment systems to enable the optimisation and assessment of buildings. Participants of this project are from both industry (construction and research) and academia.

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The construction field is dynamic and dominated by complex, ill-defined problems for which myriad possible solutions exist. Teaching students to solve construction-related problems requires an understanding of the nature of these complex problems as well as the implementation of effective instructional strategies to address them. Traditional approaches to teaching construction planning and management have long been criticized for presenting students primarily with well-defined problems - an approach inconsistent with the challenges encountered in the industry. However, growing evidence suggests that employing innovative teaching approaches, such as interactive simulation games, offers more active, hands-on and problem-based learning opportunities for students to synthesize and test acquired knowledge more closely aligned with real-life construction scenarios. Simulation games have demonstrated educational value in increasing student problem solving skills and motivation through critical attributes such as interaction and feedback-supported active learning. Nevertheless, broad acceptance of simulation games in construction engineering education remains limited. While recognizing benefits, research focused on the role of simulation games in educational settings lacks a unified approach to developing, implementing and evaluating these games. To address this gap, this paper provides an overview of the challenges associated with evaluating the effectiveness of simulation games in construction education that still impede their wide adoption. An overview of the current status, as well as the results from recently implemented Virtual Construction Simulator (VCS) game at Penn State provide lessons learned, and are intended to guide future efforts in developing interactive simulation games to reach their full potential.

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Robotics is a key theme in many of the degrees offered in Systems Engineering. The topic has proved useful in attracting students to the University, and it also provides the basis of much practical and project work throughout the degrees. This paper focuses on one aspect, a Part 2 project in which students doing various degrees work together to develop a mobile robot which is controlled remotely to navigate an environment and perform specific tasks. In addition to providing practical experience of relevant academic topics, this project helps to contribute to key teaching and learning priorities including problem based learning, motivation and important employability skills.

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Since the Dearing Report .1 there has been an increased emphasis on the development of employability and transferable (‘soft’) skills in undergraduate programmes. Within STEM subject areas, recent reports concluded that universities should offer ‘greater and more sustainable variety in modes of study to meet the changing demands of industry and students’.2 At the same time, higher education (HE) institutions are increasingly conscious of the sensitivity of league table positions on employment statistics and graduate destinations. Modules that are either credit or non-credit bearing are finding their way into the core curriculum at HE. While the UK government and other educational bodies argue the way forward over A-level reform, universities must also meet the needs of their first year cohorts in terms of the secondary to tertiary transition and developing independence in learning.

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Rationale: Pramipexole, a D2/D3 dopamine receptor agonist, has been implicated in the development of impulse control disorders in patients with Parkinson's disease. Investigation of single doses of pramipexole in healthy participants in reward-based learning tasks has shown inhibition of the neural processing of reward, presumptively through stimulation of dopamine autoreceptors. Objectives: This study aims to examine the effects of pramipexole on the neural response to the passive receipt of rewarding and aversive sight and taste stimuli. Methods: We used functional magnetic resonance imaging to examine the neural responses to the sight and taste of pleasant (chocolate) and aversive (mouldy strawberry) stimuli in 16 healthy volunteers who received a single dose of pramipexole (0.25 mg) and placebo in a double-blind, within-subject, design. Results: Relative to placebo, pramipexole treatment reduced blood oxygen level-dependent activation to the chocolate stimuli in the areas known to play a key role in reward, including the ventromedial prefrontal cortex, the orbitofrontal cortex, striatum, thalamus and dorsal anterior cingulate cortex. Pramipexole also reduced activation to the aversive condition in the dorsal anterior cingulate cortex. There were no effects of pramipexole on the subjective ratings of the stimuli. Conclusions: Our results are consistent with an ability of acute, low-dose pramipexole to diminish dopamine-mediated responses to both rewarding and aversive taste stimuli, perhaps through an inhibitory action of D2/3 autoreceptors on phasic burst activity of midbrain dopamine neurones. The ability of pramipexole to inhibit aversive processing might potentiate its adverse behavioural effects and could also play a role in its proposed efficacy in treatment-resistant depression.

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Syfte: Syfte med denna studie var att belysa hur sjuksköterskestudenter upplevde den kliniska färdighetsträningen på Kompetenscenter. Metod: Den genomfördes som en empirisk studie med kvalitativ ansats där två fokusgruppsintervjuer med fem sjuksköterskestuderande i vardera utfördes. Deltagarna var mellan 22 och 30 år. Materialet analyserades med hjälp av kvalitativ innehållsanalys. Resultat: I analysen framkom ett tema, tre kategorier och tio subkategorier. Studenternas upplevelser speglade ett behov av att lärandemiljön, lärarna och undervisningen bör ha en verklighetsanknytning. Studenterna upplevde den fysiska miljön som autentiskt vilket var viktigt för dem. De framhöll även att läromaterialet bör vara verklighetstroget, vara av god kvalitet och finnas i tillräckligt antal. Studenterna uttryckte behov av trygghet och framhöll vikten av en god relation med läraren. De uttryckte även behov av samstämmiga lärare och poängterade behov att metoder och rutiner som lärs ut skulle vara enhetliga och baseras på aktuell evidens. För att läraren skulle uppfattas trovärdig framhöll de att vederbörande bör ha en verklighetsanknytning. De underströk vikten av att övningarna skulle upplevas verkliga och vara relevanta för det kommande yrket. Studenterna önskade interprofessionellt lärande då de trodde det kunde öka känslan av sammanhang och verklighet. Konklusion: Studenternas upplevelser av den kliniska färdighetsträningen på KC gav uttryck för en verklighetsförankrad lärandemiljö. Studenterna uttryckte behov av att övningarna skulle var evidensbaserade och upplevas verkliga då det ökade deras förmåga att tillägna sig kunskaper i den kliniska färdighetsträningen. 

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Interaction involves people communicating and reacting to each other. This process is key to the study of discourse, but it is not easy to study systematically how interaction takes place in a specific communicative event, or how it is typically performed over a series of repeated communicative events. However, with a written record of the interaction, it becomes possible to study the process in some detail. This thesis investigates interaction through asynchronous written discussion forums in a computer-mediated learning environment. In particular, this study investigates pragmatic aspects of the communicative event which the asynchronous online discussions comprise. The first case study examines response patterns to messages by looking at the content of initial messages and responses, in order to determine the extent to which characteristics of the messages themselves or other situational factors affect the interaction. The second study examines in what ways participants use a range of discourse devices, including formulaic politeness, humour and supportive feedback as community building strategies in the interaction. The third study investigates the role of the subject line of messages in the interaction, for example by examining how participants choose different types of subject lines for different types of messages. The fourth study examines to what extent features serving a deictic function are drawn on in the interaction and then compares the findings to both oral conversation and formal academic discourse. The overall findings show a complex communicative situation shaped by the medium itself, type of activity, the academic discipline and topic of discussion and by the social and cultural aspects of tertiary education in an online learning environment. In addition, the findings may also provide evidence of learning.  

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The aim of this study was to elucidate the selective traditions of Swedish primary school teachers in using inquiry-based learning.  Material from thirteen interviews where teachers described their own inquiry practice was used to study the selective traditions along with the qualities these traditions emphasized. Four different selective traditions were identified: the fact oriented, the activity oriented, the collaboration oriented and the community oriented traditions. Different qualities were emphasized in the different traditions, for instance regarding whether teaching and inquiry should be difficult, correct, free or fun.

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Background Young people are at an increased risk for illness in working life. The authorities stipulate certain goals for training in occupational health and safety (OHS) in vocational schools. A previous study concluded that pupils in vocational education had limited knowledge in the prevention of health risks at work. The aim of the current study, therefore, was to study how OHS training is organized in school and in workplace-based learning (WPL).   Method The study design featured a qualitative approach, which included interviews with 12 headmasters, 20 teachers, and 20 supervisors at companies in which the pupils had their WPL. The study was conducted at 10 upper secondary schools, located in Central Sweden, that were graduating pupils in four vocational programs.   Result The interviews with headmasters, teachers, and supervisors indicate a staggered picture of how pupils are prepared for safe work. The headmasters generally give teachers the responsibility for how goals should be reached. Teaching is very much based on risk factors that are present in the workshops and on teachers’ own experiences and knowledge. The teaching during WPL also lacks the systematic training in OHS as well as in the traditional classroom environment.   Conclusion Teachers and supervisors did not plan the training in OHS in accordance with the provisions of systematic work environment management. Instead, the teachers based the training on their own experiences. Most of the supervisors did not get information from the schools as to what should be included when introducing OHS issues in WPL.

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Graduate programs in library and information science programs provide strong theoretical foundations in information systems, library organization, library history, management, collection management to support user needs, reference, information literacy instruction, and specialized information resources. While practical course projects create approximations of professional librarianship, the best hands-on learning experiences include work-based learning through internship placements in actual libraries. Internships immerse students in valuable hands-on practical work in real-workd settings. Internships also learn from the interns' perspectives on library processes and challenges, while also providing library professionals with enriching opportunities to mentor library students and convey knowledge to future generations of professionals.

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Atualmente, a sociedade tem experimentado uma grande transformação devido à crescente incorporação da tecnologia em seu cotidiano. Estas mudanças demonstram o grande avanço tecnológico experimentado nas últimas décadas, principalmente na área de Redes e Telecomunicações. Este contexto tem gerado uma crescente procura por profissionais desta área, com um perfil que privilegie, além do conhecimento técnico, outras habilidades consideradas importantes, como o pensamento crítico, o auto-aprendizado e a habilidade para trabalhar em equipe, habilidades estas que não são normalmente focadas nos cursos atuais. Estas habilidades são estimuladas nas abordagens centradas nos alunos, com destaque ao Problem-Based Learning (PBL), uma abordagem na qual o aluno é exposto a problemas, sem nenhum conhecimento prévio, e que, para resolvê-los, precisa pesquisar e analisar novas informações, visando sua aplicação na solução dos mesmos. Apesar da grande utilização do PBL em diversas instituições no mundo, existem poucas ferramentas de software que dão apoio para sua total aplicação. Por outro lado, mesmo sendo bem estruturado, o PBL não sugere indicações de como assimilar melhor novas experiências, de como buscar o conhecimento em experiências anteriores e como desenvolver problemas atuais e interessantes com características reais. Estas dificuldades podem ser minimizadas com a utilização do CBR (Case-Based Reasoning). Entre as aplicações CBR desenvolvidas especificamente na área de Redes de Computadores, pode-se destacar o sistema DUMBO, um sistema CBR, desenvolvido na UFRGS, especificamente para o diagnóstico de problemas em Redes de Computadores. A integração com o DUMBO permite à abordagem PBL ser aplicada com maior eficiência, utilizando sua biblioteca de casos como ferramenta de pesquisa e para a sugestão de novos problemas a partir de casos reais e atuais. Com base nestas afirmações, este trabalho apresenta a proposta e o desenvolvimento de um protótipo de ambiente de aprendizado para o ensino de Redes de Computadores, utilizando a abordagem PBL em conjunto com a abordagem CBR através do sistema DUMBO.

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Nowadays computers have advanced beyond the desktop into many parts of everyday life and objects. To achieve this we have to make the computer invisible, and making a computer invisible is not a matter of size of the hardware, it’s all about how the human perceives the computer. To make this possible, the interaction with the computer has to be done in an alternative way, such that the user doesn’t notice the usual computer interfaces (mouse and keyboard) when using it. Therefore this thesis focuses on physical objects that are interactive to achieve various purposes like persuasive objects for stress relief, persuasive objects to help the process of teaching, persuasive objects for fun, persuasive objects to display internet information and persuasive objects to make people feel more in community (exchange virtual emotions), persuasive objects are going to be created and evaluated to see if they have the power to simplify and turn our lives better. The persuasive objects developed employ technology like sensors, actuators, microcontrollers, and computer/web services’ communication. This Master thesis starts by presenting a comprehensive introduction of what are persuasive objects and some general information about several areas that are related to our persuasive objects like stress relief, work experience, multimedia education and other major aspects. It continues by describing related work done in this area. Then we have a detailed view of each persuasive object and finally this thesis finishes with a general conclusion and notion of future work.

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Este estudo teve por objetivo avaliar a eficácia de uma estratégia de ensino sobre diagnósticos de enfermagem, fundamentada na aprendizagem, baseada em problemas no desempenho do raciocínio clínico e julgamento diagnóstico dos discentes de graduação. É estudo experimental, realizado em duas fases: validação de conteúdo dos problemas e aplicação da estratégia educativa. Os resultados mostraram melhora na capacidade de agrupamento dos dados dos discentes do grupo experimental. Conclui-se que houve influência positiva da estratégia implementada