806 resultados para Virtual Reality Learning Environment


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En el siguiente trabajo se presenta en primer lugar de forma detallada la enfermedad denominada negligencia espacial unilateral (síntomas, tipos, causas, evaluación y tratamientos) para proporcionar una mejor comprensión del principal objetivo del estudio, que es el análisis de las soluciones virtuales, existentes en la literatura, aplicadas al tratamiento de esta enfermedad, incluyéndose una amplia descripción de cada estudio encontrado sobre el tema. A continuación, se han realizado tres implementaciones en realidad virtual de tres técnicas clásicas de rehabilitación llevadas a cabo en un entorno virtual, que son la estimulación optocinética, eye patching, y adaptación prismática y se ha desarrollado una aplicación 3D para evaluar el grado y tipo de negligencia sufrida por los pacientes. Que de forma conjunta, constituyen un primer paso hacia un enfoque alternativo para el tratamiento de la enfermedad, más personalizado y eficaz. Por último, en las conclusiones, se analizan las principales ventajas y desventajas encontradas en el uso de estas tecnologías aplicadas a la enfermedad y los trabajos futuros que pueden derivar de este trabajo.---ABSTRACT---The following work starts by presenting in detail a disease called unilateral spatial neglect (symptoms, types, causes, assessment and treatment) to provide the background for this study's main objective, which is the analysis of the virtual solutions existing in the literature for the treatment of this disease. The document includes an extensive description of the previous work found in this topic. Afterwards, three implementations of three classical rehabilitation techniques were performed in virtual reality: optokinetic stimulation, eye patching and prism adaptation, as a proof-of-concept, and a 3D application was implemented to assess the degree and type of negligence suffered by patients. Altogether, they constitute a first step towards an alternative approach for the treatment of disease, more personalized and effective. Finally, the conclusions analyze the main advantages and disadvantages encountered in the use of these technologies when applied to this disease and suggest future work.

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Una de las aplicaciones más interesantes de las tecnologías de Realidad Acústica Virtual es la posibilidad de recuperar el patrimonio cultural del sonido de los recintos históricos que se han perdido o cuyas características se han modificado a lo largo de los siglos. En este trabajo, las tecnologías de realidad acústica virtual se utilizan para tratar de reconstruir virtualmente el sonido producido en las actividades litúrgicas del antiguo rito hispánico. Bajo este nombre se conoce a la liturgia que celebraban los cristianos de la península ibérica hasta su prohibición, en favor del culto romano, a mediados del siglo XI. El rito hispánico -también conocido como rito visigótico-mozárabe- es una de las manifestaciones culturales más interesantes de la Alta Edad Media en occidente. Se trata de un patrimonio cultural desaparecido, tanto desde el punto de vista de las señales sonoras que lo integraban -ya que la mayoría de las melodías que conformaban el rito se han perdido- como desde el punto de vista de los espacios en los que se desarrollaba, debido a que las iglesias conservadas de la época han experimentado modificaciones a lo largo de los siglos que alteran sus condiciones acústicas con respecto a las que tenían en el periodo de vigencia de esta liturgia. Para llevar a cabo este proyecto, se han realizado modelos acústicos digitales de un grupo representativo de iglesias prerrománicas de la Península Ibérica en su estado primitivo. Se ha procurado que las iglesias seleccionadas representen la variedad de comportamientos acústicos esperables en este tipo de edificios. Con este objetivo, se han elegido cinco iglesias prerrománicas que presentan diferencias sustanciales en los parámetros que, a priori, van a influir en mayor manera a su comportamiento acústico: el volumen del recinto, la forma de la planta y el tipo de cubierta. El proceso de creación de los modelos acústicos digitales de las iglesias se ha dividido en dos fases: en la primera se han creado modelos de los edificios en su estado actual, que se han validado a partir de los datos obtenidos en mediciones acústicas realizadas in situ; a partir de los modelos validados de las iglesias en su estado actual, en la segunda fase se han generado los modelos acústicos digitales correspondientes al estado primitivo de las mismas, modificando los modelos anteriores de acuerdo con las hipótesis de reconstrucción propuestas en las investigaciones arqueológicas más recientes. Se han realizado grabaciones en cámara anecoica de una serie de piezas del repertorio original del canto mozárabe. Las grabaciones se han llevado a cabo con un array esférico compuesto por 32 micrófonos, con objeto de obtener información sobre la directividad de la emisión sonora de los cantantes, que se aplicará en las auralizaciones. Finalmente, se han realizado diversas auralizaciones, teniendo en cuenta diferentes configuraciones litúrgicas que eran usuales en este rito. ABSTRACT One of the most interesting applications of the Acoustic Virtual Reality technologies is the possibility to recover the cultural heritage of the sound of the historical sites that have been lost or whose characteristics have been modified through time. In this work, Acoustic Virtual Reality technologies are used to try to reconstruct virtually the sound produced in the liturgical activities of the Hispanic Rite. This is the name given to the liturgy celebrated by Christians of the Iberian Peninsula prior to the introduction of the Roman cult in the mid-eleventh century. The Hispanic Rite (also known as Visigothic or Mozarabic rite) is one of the most interesting cultural manifestations of the Middle Ages. It is a lost cultural heritage, both from the point of view of the sound signals that were used since the majority of the melodies that conformed the rite have been lost, and from the point of view of the spaces in which this liturgy was celebrated, because the churches preserved from that era have changed over the centuries altering its acoustic conditions respect to which they were in the period in which this liturgy was in effect. To carry out this project, acoustic models of a representative group of the pre-Romanesque churches in the Iberian Peninsula have been made in his primitive state. To select the sample of buildings to study, efforts have been made to ensure that the selected churches were representative of the range of expected acoustic behaviors in this type of buildings. Five churches have been selected, showing differences in the parameters that have the greatest influence on their acoustic behavior: the enclosure volume, the shape of the floor plan and the type of roof. The process of creating digital acoustic models of the churches has been divided into two phases. In the first phase acoustic models of the churches in its current state have been created. These models have been validated with the data obtained from in situ acoustic measurements. From the validated models of churches in its current state, in the second phase, changes in the acoustic models have been performed in order to represent the primitive state of the churches, according to the historical reconstruction hypothesis that have been proposed in the most recent archaeological investigations. Anechoic recordings of a series of pieces of the original Mozarabic Chant repertoire have been recorded. The recordings were made with a spherical array composed of 32 microphones, in order to obtain information on the directivity of the sound emission of the singers. These directivity data will be used to simulate the directional radiation of the sound sources in the auralizations. Finally, auralizations were produced corresponding to different liturgical configurations which were common in this rite.

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The use of the Information and Communication Technologies (ICT) in Learning Environment allows achieving the maximum interaction between Teachers and Students.The Virtual Learning Environments are computer programs that benefit the learning facilitating the communication between users. Open Source software allow to create the own online modular learning environment with a fast placed in service. In the present paper the use of a Learning Management Systems (LMS) as continuous education tool is proposed.

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El sistema SONRIE (Sistema de terapia, basadO en KiNect, paRa nIños con parálisis cErebral), realizado como Proyecto Fin de Grado por Dña. Estefanía Sampedro Sánchez, se desarrolló con el fin de permitir el proceso de rehabilitación de los músculos faciales en niños con Parálisis Cerebral Infantil (PCI). SONRIE se compone de una plataforma de juegos cuyo objetivo es lograr una mejora terapéutica en la musculatura orofacial de niños diagnosticados de PCI con edades comprendidas entre los 4 y los 12 años. El escenario de aplicación del sistema SONRIE son las escuelas de integración que tienen escolarizados alumnos diagnosticados con este trastorno. La posibilidad de rehabilitación de los músculos faciales mediante tratamientos que se apoyan en el uso de sistemas telemáticos, junto con el empleo de tecnologías actuales (Realidad Virtual, Realidad Aumentada y Serious Games) supone una gran innovación en el entorno de la neuro-rehabilitación, entendida como el proceso de terapia que permite optimizar la participación de una persona en la sociedad, alcanzando un grado de bienestar óptimo. El trabajo realizado en este Proyecto Fin de Grado pretende escalar el sistema SONRIE, mediante el análisis, diseño y desarrollo de un Framework encargado de facilitar, ampliar y validar el uso adecuado del sistema SONRIE en entornos escolares a través de la integración de nuevas tecnologías. La plataforma desarrollada en este proyecto, permite dotar de dinamismo y persistencia a la plataforma de juegos, ofreciendo a los usuarios de SONRIE (principalmente fisioterapeutas y rehabilitadores que trabajan en entornos escolares) un sistema de terapia para niños con PCI accesible vía web. En este Proyecto Fin de Grado se describe el conjunto de componentes software desarrollados con el fin de proporcionar un entorno web que escale el sistema SONRIE, convirtiéndolo en un sistema de terapia efectivo, completo y usable. ABSTRACT. The SONRIE system (Sistema de terapia, basadO en KiNect, paRa nIños con parálisis cErebral), performed as a final project by Miss Estefanía Sampedro, was developed in order to allow the rehabilitation process of the facial muscles of children with Cerebral Palsy (CP). SONRIE consists of a gaming platform which aims to achieve a therapeutic improvement in the orofacial musculature on children diagnosed with CP aged between 4 and 12 years. The application scenario of the SONRIE system are the integration schools that have students diagnosed with this disorder. The possibility of rehabilitation of facial muscles through treatments based on the use of telematics systems, together with the use of new technologies (Virtual Reality, Augmented Reality and Serious Games) is a great innovation in the neuro-rehabilitation environment, understood as the therapy process that optimizes the participation of a person in the society, reaching an optimum level of welfare. The work done in this final project aims to scale the SONRIE system, through the analysis, design and development of a framework in charge of facilitating, extending and validating the proper use of the SONRIE system in school environments, through the integration of new technologies. The platform developed in this project, can provide dynamism and persistence to the gaming platform, offering to the SONRIE users (mainly physiotherapists and rehabilitators who work in school settings) a therapy system for children with CP accessible via web. In this final project are described the software components developed in order to provide a web environment that scales the SONRIE system, making it an effective, complete and usable therapy system.

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La forma de consumir contenidos en Internet ha cambiado durante los últimos años. Inicialmente se empleaban webs estáticas y con contenidos pobres visualmente. Con la evolución de las redes de comunicación, esta tendencia ha variado. A día de hoy, deseamos páginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear páginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones móviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos móviles y de las aplicaciones ha sido el principal motivo de la realización de este proyecto. En él se realizará un análisis de las diferentes tecnologías existentes y se elegirá la mejor opción que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximación innovadora al aprendizaje de idiomas con la ayuda de un dispositivo móvil. En este documento se va a ofrecer una panorámica general acerca del desarrollo de aplicaciones para dispositivos móviles en el entorno del e-learning. Se estudiarán características técnicas de diferentes plataformas seleccionando la mejor opción para la implementación de un sistema que proporcione los contenidos básicos para el aprendizaje de un idioma, en este caso del inglés, de forma intuitiva y divertida. Dicho sistema permitirá al usuario mejorar su nivel de inglés mediante una interfaz web de forma dinámica y cercana empleando los recursos que ofrecen los dispositivos móviles y haciendo uso del diseño adaptativo. Este proyecto está pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor aún, para reforzar o repasar contenidos ya aprendidos por otros medios más tradicionales o no. La aplicación ofrece la posibilidad de que se haga uso del sistema de forma fácil y sencilla desde cualquier dispositivo móvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando así el nivel de partida a través de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluirá con un caso práctico analizando los requisitos técnicos y llevando a cabo las fases de análisis, diseño, creación de la base de datos, implementación y pruebas dentro del ciclo de vida del software. Finalmente, se migrará la aplicación con toda la información a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.

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Las redes sociales son tan antiguas como las relaciones entre los humanos, ya que las labores de cooperación siempre fueron imprescindibles en los procesos de asociación, tanto los formados por simples células hasta los constituidos por seres vivos. La sociedad está formada por una gran cantidad de situaciones que fomentan dicha colaboración. Desde la creación del Espacio Europeo de Educación Superior se ha promovido la utilización de entornos virtuales de aprendizaje que favorezcan una evaluación más transparente y objetiva. Las redes sociales online son las interfaces digitales más utilizadas por los estudiantes universitarios, por lo que son muchos los expertos que recomiendan analizar la utilidad educativa de este tipo de aplicaciones. Siguiendo estas recomendaciones se implementó una red social online, llamada Formatio, que se utilizó para apoyar el proceso de enseñanza y aprendizaje en la educación superior. El objetivo general de esta tesis doctoral fue valorar el nivel de aceptación de este entorno virtual de aprendizaje para los estudiantes universitarios que participaron en este estudio. Para evaluar el uso de la plataforma se analizaron las actividades generadas por los 172 estudiantes, seleccionados aleatoriamente, matriculados en la asignatura de Estadística y TIC en el curso 2010/2011, del Grado en Ciencias de la Actividad Física y el Deporte. Con el objetivo de estimar la utilidad educativa de las redes sociales online se diseñó y validó el instrumento de Valoración de Recursos Educativos Online (VREO), que fue aplicado a otra muestra aleatoria de 452 estudiantes de la misma facultad durante el curso 2011/2012. Los resultados confirman el éxito de este tipo de espacios virtuales gracias a la alta frecuencia de uso conseguida y a las buenas puntuaciones obtenidas por los alumnos, quienes tienen una buena opinión sobre las ventajas de usar las redes sociales online en la educación superior. De todos los recursos analizados la red social online Formatio ha sido la opción mejor valorada, seguida de Moodle y Facebook en segundo y tercer lugar, y de Twitter y YouTube, en cuarta y en quinta posición. Este estudio establece un punto de partida para futuras investigaciones encaminadas a obtener ciertos indicadores cualitativos y cuantitativos que faciliten una evaluación más justa de los actores integrantes de los sistemas educativos, que ayude a abrir las puertas de nuestra sociedad a la responsabilidad, la eficiencia, la transparencia y la objetividad. ABSTRACT Social networks are as old as human relations, since cooperative work has always been indispensable in all processes of association, from those composed of simple cells to those formed by living beings. Society is shaped by a large amount of situations that stimulate this cooperation. Since the creation of the European Higher Education Area, the use of virtual learning environments that favor more transparent and objective evaluation has been promoted. On-line social networks are the digital interfaces most widely used by university students, which is the reason why many experts recommend an analysis of the educational utility of this type of applications. Following these recommendations, an on-line social network called Formatio was created, which was used in order to support the teaching and learning process in higher education. The general objective of this doctoral dissertation was to evaluate the level of acceptance of this virtual learning environment by the university students who participated in this study. In order to evaluate the use of the platform, the activity created by 172 students chosen at random was analyzed; they were registered in the course on Statistics and Information and Communication Technology of the degree program in Sciences of Physical Activity and Sport during the academic year 2010/2011. With the goal of appraising the educational utility of on-line social networks, a tool for Evaluation of On-line Educational Resources (EOER) was designed, validated, and applied to another random sample of 452 students from the same department during the academic year 2011/2012. The results confirm the success of this type of virtual spaces, thanks to the high frequency of use achieved and the good grades obtained by the students who had a favorable opinion of the advantages of using on-line social networks in higher education. Out of all the resources analyzed, the Formatio on-line social network was the option that received the best evaluation, followed by Moodle and Facebook, which were second and third, and Twitter and YouTube, in fourth and fifth place respectively. This study establishes a starting point for future research that aims to obtain certain qualitative and quantitative indicators that will make it easier to engage in a fairer evaluation of the parties involved in education systems, which will help open the doors of our society to responsibility, efficiency, transparency, and objectivity.

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Brain Injury (BI) has become one of the most common causes of neurological disability in developed countries. Cognitive disorders result in a loss of independence and patients? quality of life. Cognitive rehabilitation aims to promote patients? skills to achieve their highest degree of personal autonomy. New technologies such as virtual reality or interactive video allow developing rehabilitation therapies based on reproducible Activities of Daily Living (ADLs), increasing the ecological validity of the therapy. However, the lack of frameworks to formalize and represent the definition of this kind of therapies can be a barrier for widespread use of interactive virtual environments in clinical routine.

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En el presente artículo abordamos la utilización de un Entorno Virtual de Aprendizaje para optimizar la gestión de la información y comunicación de la información entre los agentes implicados en la asignatura Practicum. Inicialmente presentamos una revisión sobre el tratamiento que dicha asignatura ha tenido desde mediados del siglo pasado hasta la actualidad en el estado español. Finalmente presentamos los resultados de un estudio piloto realizado con los estudiantes de Magisterio de la especialidad de Educación Física, que ponen de manifiesto las actitudes positivas del alumnado hacia el uso de las TIC y la percepción de la importancia que las mismas tienen dentro de los contenidos curriculares, por lo que, éstos elementos promueven el desarrollo de competencias no solo genéricas, sino también transversales, favoreciendo de este modo el desarrollo socio-personal y profesional.

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This work presents the main theories and models formulated with the purpose of offering a global overview on the acquisition of knowledge and skills involved in the initial development of expert competence. Setting from this background, we developed an empirical work whose main purpose is to define those factors in a complex learning situation such as chapter-sized in a knowledge-rich domain. The results obtained in a sample of Master students reveal that the several variables intervening, such as the qualitative organization of knowledge, intellectual ability, motivation, the deliberate use of strategies, and a rich learning environment, contribute in an independent way to provide an explanation for the acquired knowledge.

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This article describes the adaptation and validation of the Distance Education Learning Environments Survey (DELES) for use in investigating the qualities found in distance and hybrid education psycho-social learning environments in Spain. As Europe moves toward post-secondary student mobility, equanimity in access to higher education, and more standardised degree programs across the European Higher Education Area (EHEA) the need for a high quality method for continually assessing the excellence of distance and hybrid learning environments has arisen. This study outlines how the English language DELES was adapted into the new Spanish-Distance Education Learning Environments Survey (S-DELES) for use with a Bachelor of Psychology and Criminology degree program offering both distance and hybrid education classes. We present the relationships between psycho-social learning environment perceptions and those of student affect. We also present the asynchronous aspects of the environment, scale means, and a comparison between the perceptions of distance education students and their hybrid education counterparts that inform the university about the baseline health of the information and communication technologies (ICT) environment within which the study was conducted.

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El presente estudio persigue un doble objetivo: evaluar el grado de satisfacción de los estudiantes con la formación recibida en un entorno virtual y, analizar su capacidad predictiva sobre la satisfacción. Se ha utilizado la versión española del cuestionario Distance Education Learning Environments Survey (Sp-DELES). Los resultados ponen de manifiesto el significativo nivel de satisfacción de los estudiantes con la experiencia y revelan las variables más importantes a la hora de explicar la varianza en satisfacción.

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Contribuir a la mejora de la calidad de la enseñanza y de los resultados de aprendizaje constituye uno de los retos en el sistema universitario actual que exige un gran esfuerzo de coordinación en las acciones de investigación e innovación a desarrollar. Para alcanzar este propósito, desde el grupo de investigación EDUTIC-ADEI (VIGROB-039) de la Universidad de Alicante se ha promovido la constitución de una red docente interdepartamental e interuniversitaria que pretende investigar sobre cómo debe ser la enseñanza online que se desarrolla en el ámbito universitario. Para ello, se ha abordado el concepto de ambiente de aprendizaje en este contexto virtual con el fin de delimitar los parámetros que deben definir una enseñanza de calidad cuando hablamos de e-learning, Masive Open Online Courses [MOOCs], Personal Learning Environment [PLE], etc. La investigación, pues, ahonda en los aspectos curriculares que conforman dichos ambientes de aprendizaje online con el fin de delimitar los parámetros de una enseñanza virtual de calidad.

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Some would argue that there is a need for the traditional lecture format to be rethought in favour of a more active approach. However, this must form part of a bipartite strategy, considered in conjunction with the layout of any new space to facilitate alternative learning and teaching methods. With this in mind, this paper begins to examine the impact of the learning environment on the student learning experience, specifically focusing on students studying on the Architectural Technology and Management programme at Ulster University. The aim of this study is two-fold: to increase understanding of the impact of learning space layout, by taking a student centered approach; and to gain an appreciation of how technology can impact upon the learning space. The study forms part of a wider project being undertaken at Ulster University known as the Learning Landscape Transition Project, exploring the relationship between learning, teaching and space layout. Data collection was both qualitative and quantitative, with use of a case study supported by a questionnaire based on attitudinal scaling. A focus group was also used to further analyse the key trends resulting from the questionnaire. The initial results suggest that the learning environment, and the technology within it, can not only play an important part in the overall learning experience of the student, but also assist with preparation for the working environment to be experienced in professional life.

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A disciplina matemática e o tema sustentabilidade podem ser muito bem trabalhados pelos docentes da área de exatas. Pois, saber quantificar, calcular e associar o consumo e o impacto ambiental através de dados numéricos é uma possibilidade que pode ser desenvolvida em sala de aula. Saber interpretar e construir gráficos de colunas são outras competências e habilidades presentes na ciência da matemática. Compreender conceitos, estratégias e situações matemáticas numéricas para aplicá-los a situações diversas no contexto das ciências, da tecnologia e da atividade cotidiana se faz necessário. E também, reconhecer, pela leitura de textos apropriados, a importância da Matemática na elaboração de proposta de intervenção solidária na realidade. Dessa forma, conhecer o ambiente em que vivemos, verificar a influência do homem na Natureza e quais ações deverão ser tomadas pensando nas futuras gerações é um despertar para o consumo consciente. O que acarreta como possibilidade o retorno à natureza de recursos utilizados de maneira correta. Conhecer uma conta de luz detalhada, aprender a calcular o consumo mensal de Kwh e diminuir o consumo de energia elétrica através da mudança de hábitos são exemplos cotidianos em que a matemática se faz presente. Relacionar a matemática ao estudo do meio ambiente proporciona através dos números mensurar os prejuízos e projetar soluções, torna a aprendizagem construtiva, podendo se constituir num comportamento cotidiano ou numa ação educativa para formar uma consciência ecológica dentro de indicadores reais. A aprendizagem se torna significativa quando relacionada ao cotidiano do aluno no sentido de mostrar o meio ambiente a que estão inseridos para que possam ser agentes transformadores, através da mudança de hábitos e principalmente desenvolvendo suas habilidades matemáticas. Sendo assim, o processo de ensino aprendizagem matemática-meio ambiente é realizado no sentido de oportunizar o conhecimento do mundo e domínio da natureza, com base nas linguagens matemáticas, criando-se condições de melhorar a capacidade de agir na sociedade, assumindo ações permanentes concentradas em um desenvolvimento sustentável para a continuidade da vida na Terra. Nesse diapasão, é possível desenvolver trabalhos pedagógicos “na trilha da matemática: do raciocínio ao meio-ambiente”. A resolução de situações problemas e assuntos referentes ao meio ambiente fazem com que os alunos tomem os cuidados necessários para com o meio ambiente, aos recursos por ele oferecidos e as consequências das ações errôneas causadas pelo homem.

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The overarching purpose of this research program was to describe how intervening for academic deficits may be accompanied by changes in mental health. This multi-dimensional, multi-perspective, and iterative research program was developed to report on two distinct but related studies that addressed the same issue: in what ways does the mental health of students change as they transition from being struggling readers to more able readers? To describe the changes, these studies used a number of qualitative research methodologies—focus groups, individual interviews, and ethnographic case studies. Themes that emerged from the focus group and interview data in the first study were used to create a model that guided observations and interview questions in the second study. The first study described what parents, classroom teachers, and two reading instructors of nine previously struggling readers reported as the outcomes of becoming a more proficient reader. Data from this study indicated three broad domains in which change, as perceived by participants, occurred―cognitive/learning, behavioural/social, and psychological/emotional. Within these three domains, six dimensions were identified as having changed as reading improved: (a) academic achievement, (b) attitude, (c) attention, (d) behaviour, (e) mental health, and (f) empowerment. These domains, dimensions, and 15 constituent elements were used to create the model to guide the subsequent study. The purpose of the second study was to validate and refine this model by using an ethnographic case study approach to explore the ways in which the model accounted for the changes in reading and mental health seen in three boys over the months they participated in the intervention. By investigating the relationship between learning to read and mental health, this research aimed to enhance our understanding of how gains in reading may also improve the mental health of struggling readers. The model was found to be robust and a convenient conceptual framework to further our understanding of this relationship. Importantly, gains made in the cognitive/learning domain through an effective reading intervention, offered in a supportive learning environment, were shown to be accompanied by concomitant gains in both the behavioural/social and psychological/emotional domains—all of which enhance student thriving.