806 resultados para Virtual Reality Learning Environment


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The current curriculum policy of the Secretary of Education in the State of Sao Paulo introduced into the education environment the Registrar of Teacher and Student - support material to ease the teacher's work and the student's learning, in order to address all the curriculum components created as strategy of learning. The resulting guidelines that aim to transform the everyday policies of educational institutions and the individuals who compose them, are incorporated into the school experience. These decisions, however, do not transfer into life outside the learning environment nor are they translated into the work of the teachers exactly as their creators intended. Thus, in order to better understand the curriculum policies introduced by the Registrar in schools, it is essential to comprehend the viewpoint of the teachers who themselves are both the targets and agents of curriculum policy, and later the Registrar. For that was made reflexive interviews with eigth teachers that teach in São Paulo metropolitan region, than we could see that they adapt their external determinations in their own reality

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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In inclusive school there are many students and some with disabilities. One of the dimensions of human development of all people's is the sexuality, although there are erroneous beliefs about the relationship sexuality and disability. Teachers must be prepared to deal with the sexuality of their students with disabilities in school, and proposals of education in the form of distance education has been an alternative to the training. This article relate an educational proposal for teachers, linked to a part of the activities undertaken in the discipline "Human Development and Family" on a course of specialization in Special Education in Distance Education mode. Describes an educational object named "Game: challenges and actions in school" , that presented four situations on behaviors involving sexuality of students: question about sexuality, masturbation in the classroom, dating from students and discrimination an obese colleague. In each one, there was potential actions to the teachers choose and, consequently, its unfolding. The choice of actions would lead to the end of a "teacher profile", offering reflections. Teachers reported positive unsolicited comments about the content of the game. It is concluded that the proposal is an important educational tool used in the Virtual Learning Environment that can assist in teacher training courses in sexuality education.

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This article aims to discuss the use of business games for educational purposes taking into account evidence about the difficulty in managing financial resources. The use of business games is justified because the young generation tha are coming to the education system have grown up using business games, allowing a more motivating learning environment and stimulating investment and on how the concept to provide learning. Instead of pushing content well defined and wel-formatted for the student, promotes the use of games promote at the same time, a chalenge whose solution entails learning effort. Thus, the use of games affect educators, students and aducational institutions, requiring them new attitudes and patterns of thought about schooling. The elaboration of this article was based on experiences gained with the development and use of games for educational purposes, specifically the game "Mercado Virtual". Several articles have been published on research with indergraduates and postgraduate courses in business administration and engineering field. They have shown that the evaluation of the player, based on their decisions during the game, to detect specific aspects of learning. This exploratory research is based on data obteained in various experiments with the game Mercado Virtual.

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The rapid development of Information and Communication Technologies - TIC, coupled with the advancement of the global Internet computer network have framed new concepts and definitions such as virtual reality, immersive environments, webmuseums, digital museums, electronic art, cyber art, among other terminologies that are becoming more and more common and are present in everyday Web users. To better understand the terminologies used to describe museum in the virtual environment, we present a summarized table of terms such as webmuseum, virtual museum, digital museum and their derivatives in order to define the elements that differentiate or resemble them. We used the bibliographic descriptive method for identifying the concepts presented by some expert authors in the field. In conclusion, we recommend the use of the term webmuseum for museums in cyberspace as the most appropriate and we define the concept, comprehending its meaning and characteristics.

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Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio. Through techniques such as chroma-key, computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV, reduce cost and meet 12.485/2011 law, the Brazilian “Law of Pay TV”, which has among its objectives “to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income, royalties, professionalism and strengthening of national culture” (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background, an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented. This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP, São Paulo State University in Bauru, State of São Paulo, Brazil.

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Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .

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The work appeared before the process of articulation and curricular restructuring of Pedagogy courses conducted at the request of the Dean of undergraduate studies at UNESP. The documents surveyed pointed out that, although all courses obey the same laws, curriculum organization of each features singularities, where the course of pedagogy of Bauru (SP) is the only one which is distinguished by the presence of disciplines that work with the issue of technologies. Thus, we have as objectives: to analyze a proposal of curricular use of distance education; map of the curricula of pedagogy of UNESP with respect to technologies; Verify there is possibility of use of a virtual learning scenario in teachers ' initial formation. Thus, there was a didactic experience of use of distance education, which happened in 2010, 2011 and 2012, with students of the first and third year of the course. Were job steps: 1) literature review; 2) study of official documents of the courses of pedagogy of UNESP; 3) elaboration and execution of a didactic proposal of virtual learning environment; 4) description and categorization of data; 5) analysis and interpretation of results. We conclude that there is a need for reorganization of curriculum Pedagogy courses on the use of technologies and virtual learning environments are theoretical and practical articulation opportunities.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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In this action research study of my 8th grade mathematics classroom, I investigated how improving student discourse affects learning mathematics. I conducted this study because I wanted to give students more opportunities to develop and share their ideas with their peers as well as with me. My idea was to create a learning environment that encouraged students to voice their opinions. In order to do so, I needed to reassure and model with my students that they were in a classroom where it was safe to take risks, and they should feel comfortable sharing their ideas. By facilitating activities for students to complete in groups, asking students to prepare work to share with the class, and offering more opportunities for students to work with each other on discovering and exploring math skills being presented, I set the tone for abundant student discourse to take place in the mathematics classroom. I discovered that students became more comfortable with math skills the more opportunities they had to discuss the ideas in various settings. I also found that as the study went on, students discovered the importance of being able to share their mathematical ideas and valued the ability to verbalize their thoughts with others. As a result of this study, I plan to continue offering many opportunities for students to work in groups as well as to share their ideas with the class.

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This study examines how awareness of the interior architecture of a building, specifically daylighing, affects students academic performance. Extensive research has proven that the use of daylighting in a classroom can significantly enhance students’ academic success. The problem statement and purpose of this study is to determine if student awareness of daylighting in their learning environment affects academic performance compared to students with no knowledge of daylighting. Research and surveys in existing and newly constructed high schools were conducted to verify the results of this study. These design ideas and concepts could influence the architecture and design industry to advocate construction and building requirements that incorporate more sustainable design teaching techniques.