862 resultados para Tecnologias da Informação e Comunicação


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Este trabalho busca os pontos de intersecção entre a Revolução das Tecnologias da Informação e Comunicação e a Economia Solidária, que propuseram um cenário novo à produção cultural, utilizando como foco de estudo uma iniciativa de produção cultural em rede colaborativa e autogerida: o Circuito Fora do Eixo. Partindo da influência mútua, a análise demonstra como o paradigma informacional potencializou os princípios solidários, com mudanças que ocorreram no âmbito do trabalho e da produção material, assim como transformações que se estabeleceram nas relações sociais e na subjetividade. E como os princípios solidários intervieram no paradigma informacional, possibilitando a produção de tecnologias abertas

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The project is a platform for education that provides a way where teachers can create and share educational content for their classes, and students can download that content to refer to it at any time. The solution is based on two Windows Phone 7 Apps: Kookaburra Teachers, where teachers can add content to their classes, and Kookaburra Students, where students can download and view the content of classroom. To realize the communication between these two applications, we use a Windows Azure server, that server is also responsible for processing some conversions, enabling real-time translation. In addition to storing all the content that is generated during the lessons

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As tecnologias de informação e comunicação (TICs), em especial, o setor de telefonia passou e, ainda, passa por mudanças importantes: o aumento do número de características incorporadas aos aparelhos celulares. Isto moldou o ambiente competitivo de alta concentração, através de aquisições das empresas (e ativos tecnológicas) e da emergência de “novos” competidores. Buscou-se analisar a trajetória recente da indústria de telequipamentos, no que diz respeito às estratégias das empresas. Bem como identificar tendências tecnológicas e o desenvolvimento de novas tecnologias

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This work was developed from a literature search in order to provide teachers of physics theoretical and methodological requirements for the use of experimentation in physics teaching, with the aim of contributing to the teaching practice of these teachers and, consequently, for improving teaching this discipline. Therefore, to deal in the course of this research, the goals and types of practical activities, new information and communication technologies that fit the experimental approaches and the role of the teacher in this context, specifying the variables that influence and relate with experimental activities. Studies are presented on the methodology and planning of experimental activities to draw attention to the teacher and the important issues relevant to the preparation of these activities as, for example, the proposed objectives and types of discourse and existing approaches for the conduct of practical activities. In this sense, the trend is highlighted for walks where the approach of practical activities, within the context of practices interactionist and are pointed out strengths and weaknesses of different types of activities presented. We also highlight aspects of the learning process associated with some theoretical reference that are on that subject, as Piaget, Vigotski and Ausubel, so that the teacher can apply the concepts in their theories worked in the practical lessons of physics

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O presente trabalho propõe-se a discutir os determinantes do processo de desenvolvimento de software livre, seus efeitos na indústria de software e as ações do governo em relação a estas iniciativas Impulsionados, principalmente, pelos impactos dos avanços nas tecnologias de informação e comunicação e por inovações de processos relacionados a estes progressos, projetos de desenvolvimento de Software Livre/Código Aberto vêm crescendo em ritmo cada vez mais acelerado e tornando-se alvo de estratégias de empresas e políticas públicas. A partir desta constatação, o trabalho procura relacionar o arcabouço teórico que visa explicar estas iniciativas com dados da indústria brasileira de software e verificar como este modelo de produção pode modificar e agregar às suas feições. Foi realizado também um balanço das intervenções do governo brasileiro relacionadas a software livre/código aberto

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This study has its objective to analyze how the Technology of Information and Communication-TIC will be applied in the construction on new knowledge in the schools bounded to the program Acessa Escola.( School turned on) This program from São Paulo’s Government, developed by the Secretary of Education of the State , under the coordination of the Foundation to the Development of the Education-FDE, which has the work proposal to promote the digital inclusion to all the educational community. Making it possible the access of the Technology of Information and Communication to the users; Students, teachers, and school employees to have the exchange of information and knowledge. Therefore, there is the collaboration between teachers and student.For the development of this research, there will be semi-structured interviews with high school teacher from 3 different High Schools of Piracicaba-SP. These interviews will be done in a qualitative approach and will be submitted to the Ethic Committee from the University

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In this paper expounds on the major phases or generations of the evolutionary process of wireless mobile communication, emphasizing their characteristics and changes over time. The main benefit of this process is the rate of data transfer remembering capacity spectral and methods of harnessing and improving its efficiency. The current network today is 4G and the technologies developed over the following requirements of the ITU are: Long Term Evolution Advanced (LTE-Advanced) and WirelessMAN-Advanced as part of the WiMAX IEEE 802.16m also described in this graduate work

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Pós-graduação em Estudos Linguísticos - IBILCE

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Pós-graduação em Educação Matemática - IGCE

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Pós-graduação em Educação Escolar - FCLAR

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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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This article presents a reflection on the historical aspects and legislation on Distance Learning (DL). For this, a bibliographic and documentary research was performed with the goal of raising the necessary notes for discussion. The text begins with the characterization of the current society, the Information Society, which supports the modern distance education, which uses information and communication technologies (ICTs) to establish the process of learning teaching. Five stages of the EAD are identified. Later, the Brazilian legislation concerning the DL is punctuated, starting with the passage by Article 80 of the Guidelines and Bases Law-LBD (Law 9394/96) along with the critical analysis of Decree 5,622/05. Finally, in the final considerations is discussed the negative image that the DL carries by the Brazilian population and obstacles in the existing rules that hinder the democratization of access to education that aims DL.

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The goal of our article is build – including universes to support empirical research in communication – an educational matrix for a different order of analysis, incorporating new possibilities available for the advancement of Information and Communication Technologies (ICTs). For this goal we use the game, as a source of playful learning and formation of being. Introducing the interaction from game plataform as middle convergent, where it is possible the diffusion and expansion of knowled in constant way that enables education and information exchanges oustide the status quo of schools, increasing the e effectiveness of knowledge fixing and interest to acquire it.

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This work had as objective the development of a prototype of educational content, as an experimental process, making use of resources from Interactive Digital TV. The characteristics of interactive digital terrestrial television are presented, in the form of a media mode capable of performing as a complementary source to education. The methodology used is composed of four phases: deduction, analysis, induction and synthesis. Its conception takes as issue the expressed need stated by UNESCO to use ICT (Information and Communications Technology) towards education, as well as the possibility of applying digital television in an educational process. The content is structured in the form of a quiz, a type of question-answer game as an informal way of education for high school students. The prototype developed in this work is presented as a structural script and map, taking into account the necessary activities and routines to put it into operation in the tested environments, eclipse, virtual set-top-box and Developer Box. The practice of prototyping was carried out in NCLua, based on middleware Ginga. As a result, we concluded that Ginga offers enough support to carry out the task, providing characteristics of interaction to publish the proposed content, at the moment of the actual practice.