936 resultados para writing to learn
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Peer-reviewed
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Study techniques in out of school secondary education in the province of Girona. It is important to provide students with different ways to study so they can find the most appropriate method for them. Our research focuses on the study techniques used in secondary education by those students attending classes out of school time. In order to conduct this research, we have developed a general questionnaire after reviewing the existing literature on the topic. Some of the results obtained with this study are the following: adolescents attach great importance to learn study techniques, being summaries, diagrams and underlining the most well-known strategies for them, and mind maps and teamwork the least popular ones; they prefer dynamic teaching and learning methodologies, such as making interactive discussions; tutoring is the most valued element. Based on the results obtained with the study, we have developed some proposals to facilitate the work of the teacher when teaching study techniques and helping students to improve their academic performance
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The activated sludge process - the main biological technology usually applied towastewater treatment plants (WWTP) - directly depends on live beings (microorganisms), and therefore on unforeseen changes produced by them. It could be possible to get a good plant operation if the supervisory control system is able to react to the changes and deviations in the system and can take thenecessary actions to restore the system’s performance. These decisions are oftenbased both on physical, chemical, microbiological principles (suitable to bemodelled by conventional control algorithms) and on some knowledge (suitable to be modelled by knowledge-based systems). But one of the key problems in knowledge-based control systems design is the development of an architecture able to manage efficiently the different elements of the process (integrated architecture), to learn from previous cases (spec@c experimental knowledge) and to acquire the domain knowledge (general expert knowledge). These problems increase when the process belongs to an ill-structured domain and is composed of several complex operational units. Therefore, an integrated and distributed AIarchitecture seems to be a good choice. This paper proposes an integrated and distributed supervisory multi-level architecture for the supervision of WWTP, that overcomes some of the main troubles of classical control techniques and those of knowledge-based systems applied to real world systems
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Network virtualisation is considerably gaining attentionas a solution to ossification of the Internet. However, thesuccess of network virtualisation will depend in part on how efficientlythe virtual networks utilise substrate network resources.In this paper, we propose a machine learning-based approachto virtual network resource management. We propose to modelthe substrate network as a decentralised system and introducea learning algorithm in each substrate node and substrate link,providing self-organization capabilities. We propose a multiagentlearning algorithm that carries out the substrate network resourcemanagement in a coordinated and decentralised way. The taskof these agents is to use evaluative feedback to learn an optimalpolicy so as to dynamically allocate network resources to virtualnodes and links. The agents ensure that while the virtual networkshave the resources they need at any given time, only the requiredresources are reserved for this purpose. Simulations show thatour dynamic approach significantly improves the virtual networkacceptance ratio and the maximum number of accepted virtualnetwork requests at any time while ensuring that virtual networkquality of service requirements such as packet drop rate andvirtual link delay are not affected.
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In this study we describe an experimental procedure based on a chemical industrial process of soya-bean oil extraction applied in general chemistry for undergraduate students. The experiment was planned according to the Science, Technology and Society (STS) approach to teach basic chemical concepts and provide grounding in the management of environmental care. The use of real life chemistry problems seems to salient the relevance of chemistry to our students and enhances their motivation to learn both the practical and theoretical components of the discipline.
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This paper describes an experimental design technique, known as variables search, developed to expose the critical variables and screen out the irrelevant ones. It is easy to learn and use and clearly dissociates the main and interactions effects from each other. An example of air separation process by pressure swing adsorption was used to demonstrate how the variables search technique works. The phases of identification of the critical variables is shown, step by step,.
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The purpose of this comparative study is to profile second language learners by exploring the factors which have an impact on their learning. The subjects come from two different countries: one group comes from Milwaukee, US, and the other from Turku, Finland. The subjects have attended bilingual classes from elementary school to senior high school in their respective countries. In the United States, the subjects (N = 57) started in one elementary school from where they moved on to two high schools in the district. The Finnish subjects (N = 39) attended the same school from elementary to high school. The longitudinal study was conducted during 1994-2004 and combines both qualitative and quantitative research methods. A Pilot Study carried out in 1990-1991 preceded the two subsequent studies that form the core material of this research. The theoretical part of the study focuses first on language policies in the United States and Finland: special emphasis is given to the history, development and current state of bilingual education, and the factors that have affected policy-making in the provision of language instruction. Current language learning theories and models form the theoretical foundation of the research, and underpin the empirical studies. Cognitively-labeled theories are at the forefront, but sociocultural theory and the ecological approach are also accounted for. The research methods consist of questionnaires, compositions and interviews. A combination of statistical methods as well as content analysis were used in the analysis. The attitude of the bilingual learners toward L1 and L2 was generally positive: the subjects enjoyed learning through two languages and were motivated to learn both. The knowledge of L1 and parental support, along with early literacy in L1, facilitated the learning of L2. This was particularly evident in the American subject group. The American subjects’ L2 learning was affected by the attitudes of the learners to the L1 culture and its speakers. Furthermore, the negative attitudes taken by L1 speakers toward L2 speakers and the lack of opportunities to engage in activities in the L1 culture affected the American subjects’ learning of L2, English. The research showed that many American L2 learners were isolated from the L1 culture and were even afraid to use English in everyday communication situations. In light of the research results, a politically neutral linguistic environment, which the Finnish subjects inhabited, was seen to be more favorable for learning. The Finnish subjects were learning L2, English, in a neutral zone where their own attitudes and motivation dictated their learning. The role of L2 as a means of international communication in Finland, as opposed to a means of exercising linguistic power, provided a neutral atmosphere for learning English. In both the American and Finnish groups, the learning of other languages was facilitated when the learner had a good foundation in their L1, and the learning of L1 and L2 were in balance. Learning was also fostered when the learners drew positive experiences from their surroundings and were provided with opportunities to engage in activities where L2 was used.
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Tutkimuksessa selvitettiin Chris Argyriksen käsitettä puolustusrutiinit. Koska niiden tutkimus on jäänyt vähäiseksi, työn tarkoitus oli selvittää, voidaanko kohdeorganisaatiossa osoittaa olevan käyttäytymismalleja, jotka viittaisivat puolustusrutiinien olemassaoloon. Teoriaosassa lukija johdateltiin aiheeseen selvittämällä, kuinka organisaatio on osa ympäröivää maailmaa ja sitten, kuinka tärkeää oppiminen on yrityksen menestymiselle ja olemassaololle. Puolustusrutiinien teoriaa tutkittiin pääasiassa Chris Argyriksen materiaalin avulla. Tutkimus oli laadullinen puolistrukturoitu yksilöhaastattelu valitussa kohdeyrityksessä. Empiriaosuuden alussa kerrottiin haastateltavista sekä kohdeyrityksestä ja tutkimuksen suorittamisesta. Lopuksi haastattelujen tulokset esiteltiin lukijalle. Tutkimuksen tuloksien mukaan kohdeorganisaatiossa voitiin havaita lukuisia tilanteita, joissa puolustusrutiinit vaikuttivat jopa hyvinkin voimakkaasti. Lisäksi eri organisaatiotasojen välillä havaittiin toisistaan poikkeavia näkemyksiä. Siksi organisaation jäsenet eivät pystyneet muodostamaan yhtenäistä käsitystä organisaation toiminnasta ja ongelmista. Tämä vaikeuttaa organisaation oppimista, ympäristön muutokseen reagointia ja lopulta yrityksen menestymistä. (Argyris 1996, 67)
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Language acquisition is a complex process that requires the synergic involvement of different cognitive functions, which include extracting and storing the words of the language and their embedded rules for progressive acquisition of grammatical information. As has been shown in other fields that study learning processes, synchronization mechanisms between neuronal assemblies might have a key role during language learning. In particular, studying these dynamics may help uncover whether different oscillatory patterns sustain more item-based learning of words and rule-based learning from speech input. Therefore, we tracked the modulation of oscillatory neural activity during the initial exposure to an artificial language, which contained embedded rules. We analyzed both spectral power variations, as a measure of local neuronal ensemble synchronization, as well as phase coherence patterns, as an index of the long-range coordination of these local groups of neurons. Synchronized activity in the gamma band (2040 Hz), previously reported to be related to the engagement of selective attention, showed a clear dissociation of local power and phase coherence between distant regions. In this frequency range, local synchrony characterized the subjects who were focused on word identification and was accompanied by increased coherence in the theta band (48 Hz). Only those subjects who were able to learn the embedded rules showed increased gamma band phase coherence between frontal, temporal, and parietal regions.
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Feedback-related negativity (FRN) is an ERP component that distinguishes positive from negative feedback. FRN has been hypothesized to be the product of an error signal that may be used to adjust future behavior. In addition, associative learning models assume that the trial-to-trial learning of cueoutcome mappings involves the minimization of an error term. This study evaluated whether FRN is a possible electrophysiological correlate of this error term in a predictive learning task where human subjects were asked to learn different cueoutcome relationships. Specifically, we evaluated the sensitivity of the FRN to the course of learning when different stimuli interact or compete to become a predictor of certain outcomes. Importantly, some of these cues were blocked by more informative or predictive cues (i.e., the blocking effect). Interestingly, the present results show that both learning and blocking affect the amplitude of the FRN component. Furthermore, independent analyses of positive and negative feedback event-related signals showed that the learning effect was restricted to the ERP component elicited by positive feedback. The blocking test showed differences in the FRN magnitude between a predictive and a blocked cue. Overall, the present results show that ERPs that are related to feedback processing correspond to the main predictions of associative learning models. ■
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The objective of teaching the abilities of the thought one would not have to consider as something opposed to teach the conventional content but as a complement of this. People frequently reason from an inferior to the good one; therefore, they are important to develop methods that allow to improve the thought abilities. The authentic protagonism of the school has to go to help to think the person and to teach to learn. The teacher has to teach learning strategies and it should promote the student’s effort to propitiate the construction of outlines and to facilitate the permanent learning. Finally, one of the current and future high-priority areas in investigation is that of the interventions in strategies metacognitives, their impact in the development cognitive of the students and the transfer and the duration of their effects in the learning
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Els jocs són una de les indústries de software més gran del món de la informàtica. Des dels primers jocs en blanc i negre que simulaven raquetes i una pilota, fins avui en dia, en que el desenvolupament d’un joc porta darrere un equip de professionals tant o més gran que el major dels projectes informàtics del món de les indústries, els jocs han evolucionat més que la majoria de programes. La possibilitat d’elaborar un joc és, a part d’una proposta temptadora (ja que difereix enormement de qualsevol pràctica feta durant la carrera), un repte de caire personal per algú que sempre ha estat en contacte amb videojocs i que, després d’adquirir una sèrie de coneixements indispensables, s’ha proposat d’intentar desenvolupar-ne un des de l’arrel. L’objectiu d’aquest treball és doncs això, aprendre com neix un joc partint de res, i veure totes les complicacions que sorgeixen a l’hora de desenvolupar-lo. Els resultats delt projecte mostren generosament el gran nombre de problemes que sorgeixen en un procés com aquest, però com a conclusions importants cal destacar la satisfacció envers els resultats obtinguts, així com els coneixements que s’han guanyat mitjançant el desenvolupament del programa.
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L’OpenGL és un motor 3D que s’utilitza com a lligam entre el software i el hardware gràfic. Actualment és una de les tecnologies més utilitzades en el disseny d’aplicacions 3D. El treball està realitzat amb el programa Visual C++, que és el més recomanat per al desenvolupament d’aplicacions OpenGL. L’objectiu principal d’aquest treball és aprendre a programar amb aquest tipus de tecnologia que no hem estudiat durant el període de carrera. Un altre objectiu del treball era trobar una funció útil i pràctica per a l’aplicació i ens vam decantar per a realitzar un editor d’habitacions per un botiga o empresa de mobles. L’usuari pot de forma molt ràpida i senzilla dibuixar com és l’habitació que vol decorar de forma totalment personalitzada. El programa li generarà l’habitació en tres dimensions i amb els materials que s’han escollit (terra, parets, portes…). Després pot editar-hi mobles personalitzats o pertanyents a la llibreria del programa. El programa incorpora també una base de dades per a l’empresa que ens portarà la gestió de clients, habitacions, textures i mobles (permet ampliar la llibreria del programa). Un cop acabada l’habitació el programa ens hi permet fer una visita de forma interactiva i generar-ne la factura entre altres funcions. La conclusió principal després d’haver acabat aquest projecte, és que a part d’haver après OpenGL, hem aconseguit realitzar una aplicació molt pràctica de cares al disseny d’interiorisme.
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En aquest món on ens ha tocat viure i patir canvis tan durs amb la crisi econòmica que patim, que ens ha fet passar de lligar els gossos amb llonganisses a vigilar en les despeses del dia a dia per poder arribar just a final de mes, és el moment de reinventar-se. És per aquest motiu que presento aquesta idea, on el seu objectiu és desenvolupar una pàgina web que esdevingui un punt de trobada entre usuaris que volen transmetre o ampliar el seu coneixement i oferir-los la possibilitat que entre ells puguin compartir les seves habilitats i destreses. El web consistirà en un panell d’activitats on els usuaris un cop s’hagin registrat puguin crear les activitats que vulguin aprendre o bé ensenyar, tot demanant, si ho desitgen, quelcom a canvi. Aleshores la resta d’usuaris si els interessa l’activitat, poden acceptar la demanda o bé fer una proposta pròpia. A partir d’aquí els usuaris s’han de posar d’acord a l’hora de dur a terme l’activitat. El web disposarà d’una part pels usuaris amb permisos d’administrador perquè puguin gestionar el portal. Aquest projecte s’ha desenvolupat amb el framework de PHP Codeigniter, el qual utilitza la programació per capes MVC, la qual separa la programació en tres parts: el Model, la Vista i el Controlador. També s’han utilitzat els llenguatges HTML5 i CSS3, i jQuery, que és una llibreria de JavaScript. Com a sistema gestor de base de dades s’ha utilitzat el MySQL.
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Työssä lähdetään olettamuksesta, että organisaation oppiminen on keskeinen menestystekijä ja organisaation elinehtona on pystyä vastaamaan muutoksen tuomiin haasteisiin. Muutokseen vastaaminen puolestaan tarkoittaa sitä, että organisaatio oppii tekemään asioita toisin. Työssä on haettu vastausta sille kuinka käytäntöyhteisöillä voidaan tukea asiantuntijaorganisaation oppimista eräässä IT-alan organisaatiossa. Tuloksena syntynyttä mallia ja organisaation oppimisen käsitteitä tarkastelemalla osoitetaan, että käytäntöyhteisöillä pystytään edistämään asiantuntijaorganisaation oppimista tutkimuskohteena olevassa organisaatiossa. Käytäntöyhteisöissä ihmiset yhdistää aihealue, joka muodostaa yhteisölle yhteisen näkemyksen siitä, mitä yhteisö on ja mitä se tekee. Tiedon jakamiseen motivoi se, että yhteisössä henkilöt pystyvät nostamaan omaa arvostustaan tuomalla oman panoksensa yhteisen edun hyväksi. Mitä enemmän tietoa jaetaan, sitä suuremmaksi tulee yhteisen tiedon määrä, ja sen paremmaksi muodostuu organisaation kyky vastaanottaa uutta tietoa. Kyky vaikuttaa ongelmiin ja nähdä ongelmien taustalla todellisuudessa vaikuttavat asiat ovat keskeinen asia organisaation oppimisessa. Mallissa kuvataan esimerkein, miten uuden tiedon luominen yhteisöissä tapahtuu.