888 resultados para Learning Society


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This chapter aims to demonstrate how PAOL - Unit for Innovation in Education, a project from ISCAP - School of Accounting and Administration of Oporto ....

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Book Subtitle International Conference, CENTERIS 2010, Viana do Castelo, Portugal, October 20-22, 2010, Proceedings, Part II

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— In the new learning environments, built width digital technologies, the need to promote quality of education resources, commonly known as Learning Objects, which can support formal and informal distance learning, emerge as one of the biggest challenge that educational institutions will have to face. Due to the fact that is expensive, the reuse and sharing became very important issue. This article presents a Learning Object Repository which aims to store, to disseminate and maintain accessible Learning Objects.

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Este estudo tem por objectivo reflectir sobre o papel da Terminologia na organização conceptual e linguística das áreas de especialidade. Defender-se-á que, pela sua natureza hermenêutica, organizadora, harmonizadora e heurística, esta área científica poderá reduzir a complexidade e a fragmentação lexical e conceptual que impera no domínio dos modelos de educação para o Ensino Superior, permitindo ajudar a clarificar a filiação ideológica das várias visões de ensino, levando deste modo a que o debate seja epistemologicamente transparente. Será focado o caso particular do Blended-Learning, enquanto exemplo de um sub-domínio ainda instável, do ponto de vista da sua organização ontológica e da sua materialização linguística e terminológica.

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Background Information:The incorporation of distance learning activities by institutions of higher education is considered an important contribution to create new opportunities for teaching at both, initial and continuing training. In Medicine and Nursing, several papers illustrate the adaptation of technological components and teaching methods are prolific, however, when we look at the Pharmaceutical Education area, the examples are scarce. In that sense this project demonstrates the implementation and assessment of a B-Learning Strategy for Therapeutics using a “case based learning” approach. Setting: Academic Pharmacy Methods:This is an exploratory study involving 2nd year students of the Pharmacy Degree at the School of Allied Health Sciences of Oporto. The study population consists of 61 students, divided in groups of 3-4 elements. The b-learning model was implemented during a time period of 8 weeks. Results:A B-learning environment and digital learning objects were successfully created and implemented. Collaboration and assessment techniques were carefully developed to ensure the active participation and fair assessment of all students. Moodle records show a consistent activity of students during the assignments. E-portfolios were also developed using Wikispaces, which promoted reflective writing and clinical reasoning. Conclusions:Our exploratory study suggests that the “case based learning” method can be successfully combined with the technological components to create and maintain a feasible online learning environment for the teaching of therapeutics.

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Relatório de Estágio apresentado à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Enisno do 1.º e 2.º Ciclo do Ensino Básico

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Relatório de Estágio apresentado à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Ensino do 1.º e do 2.º Ciclo do Ensino Básico

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Relatório Final de Estágio apresentado à Escola Superior de Educação de Lisboa para obtenção do grau de mestre em Ensino do 1.º e do 2.º Ciclo do Ensino Básico

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It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.

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A massificação das tecnologias, abrangendo cada vez mais instituições e população em geral, originou uma aproximação da informação e do conhecimento às pessoas, permitindo um novo olhar para esta área, para as novas tecnologias e para o seu uso. Tendo como ponto de partida, a sociedade de informação e o recurso às tecnologias, recursos esses tão patentes actualmente, é possível pensar em criar as condições necessárias para que seja viável evoluir sempre mais, através da imaginação e de ideias criativas. Com base na aproximação das tecnologias que são cada vez mais acessíveis, o presente estudo pretende avaliar se as novas tecnologias, nas suas mais variadas formas, podem ser uma mais valia no ensino de autistas. O autismo começa a ser encarado como um campo a desenvolver estudos e a explorar os conceitos tecnológicos. O estudo aqui apresentado, não pretende ser apenas mais um, mas antes mostrar o trabalho efectuado até à data e o que pode ser realizado, expondo propostas. No sentido de conhecer um pouco melhor os conceitos relacionados com a área do autismo, foi necessário recorrer a pesquisas na Internet, à leitura de livros e a reuniões com pessoas ligadas a essa área, tornando possível uma aquisição de saberes e uma nova visão sobre a temática. Explorados os conceitos iniciais do autismo tornou-se imprescindível a procura dos recursos educativos utilizados nesta área, não só recursos empregados no método tradicional de ensino, como também, os modelos que procuram usar as novas tecnologias. A análise dos recursos existentes permitiu conhecer o panorama actual dos métodos e modelos em uso que conjugado com o levantamento de necessidades efectuado no decorrer deste trabalho, contribuíram para compreender as carências existentes e assim com base nesse conhecimento adquirido efectuar uma proposta de modelo educativo baseado em tecnologias para apoio educativo de autistas.

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Bologne came to globalize education in higher education, creating a unified architecture that potentiates higher education and enhances the continued interconnection of the spaces of education policy in higher education in the world, in particular in Europe. The aim of this work consists in the presentation of an identification model and skills’ classification and learning outcomes, based on the official documents of the course units (syllabus and assessment components) of a course of Higher Education. We are aware that the adoption of this model by different institutions, will contribute to interoperability learning outcomes, thus enhancing the mobility of teachers and students in the EHEA (European Higher Education Area) and third countries.

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Learning and teaching processes, like all human activities, can be mediated through the use of tools. Information and communication technologies are now widespread within education. Their use in the daily life of teachers and learners affords engagement with educational activities at any place and time and not necessarily linked to an institution or a certificate. In the absence of formal certification, learning under these circumstances is known as informal learning. Despite the lack of certification, learning with technology in this way presents opportunities to gather information about and present new ways of exploiting an individual’s learning. Cloud technologies provide ways to achieve this through new architectures, methodologies, and workflows that facilitate semantic tagging, recognition, and acknowledgment of informal learning activities. The transparency and accessibility of cloud services mean that institutions and learners can exploit existing knowledge to their mutual benefit. The TRAILER project facilitates this aim by providing a technological framework using cloud services, a workflow, and a methodology. The services facilitate the exchange of information and knowledge associated with informal learning activities ranging from the use of social software through widgets, computer gaming, and remote laboratory experiments. Data from these activities are shared among institutions, learners, and workers. The project demonstrates the possibility of gathering information related to informal learning activities independently of the context or tools used to carry them out.

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The application of information technologies (specially the Internet, Web 2.0 and social tools) make informal learning more visible. This kind of learning is not linked to an institution or a period of time, but it is important enough to be taken into account. On the one hand, learners should be able to communicate to the institutions they are related to, what skills they possess, whether they were achieved in a formal or informal way. On the other hand the companies and educational institutions need to have a deeper knowledge about the competencies of their staff. The TRAILER project provides a methodology supported by a technological framework to facilitate communication about informal learning between businesses, employees and learners. The paper presents the project and some of the work carried out, an exploratory analysis about how informal learning is considered and the technological framework proposed. Whilst challenges remain in terms of establishing the meaningfulness of technological engagement for employees and businesses, the continuing transformation of the social, technological and educational environment is likely to lead to greater emphasis for the effective exploitation of informal learning.

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Na sociedade actual é imperativo assegurar um emprego competente para que o Ser Humano possa atingir a sua subsistência, e consequentemente a sua própria felicidade. No entanto, devido à pressão da sociedade em que vivemos, promover a sustentabilidade do “emprego” hoje em dia, principalmente nas camadas mais jovens, traduz-se em algo extremamente difícil. Estes deparam-se com uma situação árdua quando escolhem um caminho para o seu futuro. Assim como eu, também os jovens da actualidade prevêem que no futuro essas dúvidas se irão manter, ainda de forma mais agravada devido à complexidade das profissões existentes no mundo do trabalho. O meu objectivo neste momento é facilitar a vida dos jovens que se vêem numa encruzilhada, com pouco tempo de resposta para a tomada de decisão do seu próprio futuro. Pretendo fomentar a descoberta e construção da sua própria vocação, dando uso aos novos avanços tecnológicos, juntamente com técnicas já utilizadas na área da Psicologia. Recorrendo a biossensores cognitivos, através do EPOC da Emotiv, que realiza a leitura de sinais neuronais e de uma aplicação informática criada para o efeito. Apesar de não resolver na totalidade, desejo reduzir substancialmente a dúvida dos Jovens na escolha da sua profissão futura.

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In this paper we discuss how the inclusion of semantic functionalities in a Learning Objects Repository allows a better characterization of the learning materials enclosed and improves their retrieval through the adoption of some query expansion strategies. Thus, we started to regard the use of ontologies to automatically suggest additional concepts when users are filling some metadata fields and add new terms to the ones initially provided when users specify the keywords with interest in a query. Dealing with different domain areas and having considered impractical the development of many different ontologies, we adopted some strategies for reusing ontologies in order to have the knowledge necessary in our institutional repository. In this paper we make a review of the area of knowledge reuse and discuss our approach.