806 resultados para Virtual Reality Learning Environment
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Relatório de Estágio apresentado para a obtenção do grau de mestre em Educação e Comunicação Multiméddia
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SCAP’s Information Systems Department is composed of about twenty teachers who have, for several years, been using an e-learning environment (Moodle) combined with traditional assessment. A new e-assessment strategy was implemented recently in order to evaluate a practical topic, the use of spreadsheets to solve management problems. This topic is common to several courses of different undergraduate degree programs. Being e-assessment an outstanding task regarding theoretical topics, it becomes even more challenging when the topics under evaluation are practical. In order to understand the implications of this new type of assessment from the viewpoint of the students, questionnaires and interviews were undertaken. In this paper the analysis of the questionnaires are presented and discussed.
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The aim of this study was to gain a deeper understanding of the learning experiences of upper secondary school students in a virtual learning environment. The focus of the study is younger students aged 16–18. Virtual learning environments are defined as collaborative, interactive and communicative digital environments. The main research question was to distinguish the meaning of learning given by the participants. Did the participants perceive learning potential in the virtual learning environment, and if so, what signifies learning potential? Sub-questions were: What enhances learning? What might inhibit learning in a distance course? How do the participants relate to their role as distant learners? Four upper secondary schools in Finland took part in the study. Thirteen upper secondary students were interviewed after a distance course in social studies. During the analysis, four main categories were identified: responsibility, freedom, time and communication. A constructivist approach to learning was adopted while analysing the interviews, and the categories were understood through cognitive, affective and social dimensions of learning. The implications of the study are that a student-centred pedagogy and a social constructivist course design have the potential to motivate students to interact to learn, while the software, such as Second Life, Google+ and Wikibooks, offers them the possibility to do so. The study introduces an empirically supported concept, virtual learning. Virtual learning assumes an active learner who manages different learning spaces while communicating with people and metacognitively assessing the learning process. At the same time, students get used to the virtual and everchanging nature of information and knowledge.
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The SimProgramming teaching approach has the goal to help students overcome their learning difficulties in the transition from entry-level to advanced computer programming and prepare them for real-world labour environments, adopting learning strategies. It immerses learners in a businesslike learning environment, where students develop a problem-based learning activity with a specific set of tasks, one of which is filling weekly individual forms. We conducted thematic analysis of 401 weekly forms, to identify the students’ strategies for self-regulation of learning during assignment. The students are adopting different strategies in each phase of the approach. The early phases are devoted to organization and planning, later phases focus on applying theoretical knowledge and hands-on programming. Based on the results, we recommend the development of educational practices to help students conduct self-reflection of their performance during tasks.
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Trabalho apresentado em PAEE/ALE’2016, 8th International Symposium on Project Approaches in Engineering Education (PAEE) and 14th Active Learning in Engineering Education Workshop (ALE)
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There is evidence that students benefit from teachers’ explicit fostering of metacognitive strategy knowledge (MSK). However, there is insufficient understanding about the effect of implicit promotion of MSK in regular school instruction. This study investigates the relationship between perceived characteristics of learning environments (social climate, support, autonomy, self-reflection) and students’ MSK. A representative cohort of students (Nt1 = 1,272/Nt2 = 1,126) in Grades 10 and 11 at schools at the upper secondary education level (ISCED Level 3A) in Switzerland participated in this two-wave longitudinal study. Multilevel analysis showed effects on both the individual and the class level. Students who experienced higher social integration showed a higher extent of MSK at the beginning of the school year than students who experienced less social integration. Perceived autonomy was also positively related to students’ MSK on the individual level. In contrast, the results showed a negative relationship between perceived self-reflection and students’ MSK. On the class level, there was a negative relationship between self-reflection and students’ MSK. Teachers’ support did not correlate with students’ MSK on either the individual or the class level. Implications of these results for education and further studies are discussed. (DIPF/Orig.)
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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Educação, Programa de Pós-Graduação em Educação, 2016.
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Trabalho apresentado em iLRN 2016 - Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference, Santa Barbara, California, USA, 2016.
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Part 13: Virtual Reality and Simulation
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Cada vez mais, se torna necessário, apresentar, transpor e adequar as Novas Tecnologias ao ambiente de aprendizagem na sala de aula, interligando não só as Áreas Curriculares Não Disciplinares (ACND) como as Áreas Curriculares Disciplinares (ACD) a um trabalho colaborativo. Por conseguinte, o objetivo deste projeto de investigação é aplicar um projeto de aprendizagem colaborativa denominado “Triângulo das Histórias”, utilizando como instrumento de partilha um blogue na internet, e avaliar o tipo de aceitação que a sua aplicação gerou. A aplicação do projeto em contexto educativo visará uma interação entre a comunidade educativa, possibilitando assim, a experimentação de comunidades virtuais de comunicação e de colaboração escolar. Para complementar este estudo pretende-se também perceber os hábitos de utilização da Internet dos alunos envolvidos no projeto. A amostra utilizada para este estudo foi um conjunto de dezoito alunos dos 1.º e 2.º Ciclos do Ensino Básico, com idades compreendidas entre os 6 e os 12 anos de idade, dos regimes público, cooperativo e particular, repartidos por três escolas distintas, com meios socioeconómicos também diferentes. Para a recolha dos dados foi realizado um inquérito aos alunos envolvidos no projeto e realizadas observações sobre as suas interações e comportamentos. Os dados extraídos dos inquéritos foram apresentados sob a forma de gráfico. A implementação deste projeto permitiu perceber que os alunos foram recetivos a esta nova abordagem de realização de trabalho de grupo colaborativo recorrendo às comunidades virtuais. A criação de uma história associando três escolas distintas permitiu que os alunos, para além de terem de elaborar um texto de forma coletiva, tivessem acesso a novas ferramentas tanto da internet como do sistema operativo, tornando-se, desta forma, um bom complemento de aprendizagem.
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La introducción de las Tecnologías Informáticas en los centros educativos de enseñanza universitaria, así como la penetración de Internet en la vida académica, nos ofrece todo un caudal de oportunidades para optimizar el proceso de enseñanza-aprendizaje y experimentar con nuevas formas de enseñanza, basadas en el manejo de las herramientas digitales. Estas nuevas prácticas en el aula, que se han ido desarrollando en los últimos años, potencian el aprendizaje constructivo y colaborativo entre los educandos haciendo que reflexionen acerca de sus ideas y de las de los demás. La introducción de las TICs en el marco educativo universitario ha modificado considerablemente no solo el modo de enseñanza/aprendizaje sino también en el contexto de la evaluación. Dentro del concepto de evaluación colaborativa, existe un gran número de trabajos y propuestas desde los inicios de las prácticas educativas formales en contextos virtuales. A pesar de esta presencia la evaluación colaborativa sigue siendo un campo por explorar debido a la dificultad que entraña, el extraer indicadores para la evaluación del aprendizaje mediante recursos virtual e-learning como foros, debates, u otras herramientas más complejas que conllevan el trabajo/aprendizaje colaborativo entre alumnos (grupos virtuales) como es el caso de las webQuest, Wikis, etc. Una ventaja metodológica es que la tecnología nos aporta la posibilidad no sólo de evaluar el producto colaborativo sino también el proceso. Este hecho es significativamente diferente del que ocurre en las prácticas presenciales que resulta de mucho interés para una verdadera evaluación formativa. El proyecto solicitado “Diseño y aplicación de estrategias innovadoras de evaluación colaborativa y autoevaluación e-learning en los ejercicios de intercomparación de los laboratorios de química analítica supondrá la implantación de metodologías activas y participativas orientadas a facilitar y mejorar el proceso de enseñanza-aprendizaje en general, y la innovación en estrategias de evaluación y de autoevaluación en particular, favoreciendo la participación de los alumnos en actividades formativas fuera del aula como parte fundamental de una docencia de calidad dentro del Espacio Europeo de Educación Superior (EEES). En concreto se utilizará como herramienta una webquest en la cual se desarrollarán tareas de evaluación colaborativa como la elaboración de una wiki, y un e-portafolio entre otras, de aplicación a distintas asignaturas del área de la química que implementan los ejercicios de intercomparación de los resultados obtenidos en los laboratorios de química analítica (implantado mediante proyectos de innovación). Estos ejercicios permiten que los estudiantes reciban información comparada de los resultados de su trabajo con el obtenido por otros estudiantes de su mismo nivel, motivándoles a trabajar lo mejor posible para obtener buenos resultados y que quede demostrado la calidad del trabajo realizado. La participación en estos ejercicios de intercomparación es un requisito contemplado en la norma UNE-EN-ISO 17025 para asegurar la competencia técnica necesaria para realizar ensayos de calidad y de forma fiable. Este proyecto está basado en la experiencia del equipo docente que forma parte de este proyecto en la implementación de varios proyectos de innovación que han logrado la implementación de los ejercicios de intercomparción en la Facultad de Químicas como un elemento diferenciador y de calidad de los Grados impartidos en la UCM.
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Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Fisioterapia
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Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach.
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The inclusion of online elements in learning environments is becoming commonplace in Post Compulsory Education. A variety of research into the value of such elements is available, and this study aims to add further evidence by looking specifically at the use of collaborative technologies such as online discussion forums and wikis to encourage higher order thinking and self-sufficient learning. In particular, the research examines existing pedagogical models including Salmon’s five-stage model, along with other relevant literature. A case study of adult learners in community-based learning centres forms the basis of the research, and as a result of the findings, an arrow model is suggested as a framework for online collaboration that emphasises the learner, mentions pre-course preparation and then includes three main phases of activity: post, interact and critique. This builds on Salmon’s five-stage model and has the benefit of being flexible and responsive, as well as allowing for further development beyond the model, particularly in a blended learning environment.
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The research question for this study was: ‘Can the provision of online resources help to engage and motivate students to become self-directed learners?’ This study presents the results of an action research project to answer this question for a postgraduate module at a research-intensive university in the United Kingdom. The analysis of results from the study was conducted dividing the students according to their programme degree – Masters or PhD – and according to their language skills. The study indicated that the online resources embedded in the module were consistently used, and that the measures put in place to support self-directed learning (SDL) were both perceived and valued by the students, irrespective of their programme or native language. Nevertheless, a difference was observed in how students viewed SDL: doctoral students seemed to prefer the approach and were more receptive to it than students pursuing their Masters degree. Some students reported that the SDL activity helped them to achieve more independence than did traditional approaches to teaching. Students who engaged with the online resources were rewarded with higher marks and claimed that they were all the more motivated within the module. Despite the different learning experiences of the diverse cohort, the study found that the blended nature of the course and its resources in support of SDL created a learning environment which positively affected student learning.