838 resultados para Web-Based Interventions


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Tässä työssä tutkittiin sosiaalista mediaa ja sen työvälineitä yritysten näkökannalta. Kirjallisuuden pohjalta selvitettiin sosiaalisen median käsitteitä, nykytilaa ja teknologioita sekä miten niitä voitaisiin parhaiten hyödyntää yrityksissä. Työn tavoitteena oli laatia suositus käyttöönotettavista Web 2.0 –teknologioista toimeksiantajayritykseen MaestroYhtiöihin. Tutkimuksen teoreettisessa osuudessa selvitettiin kirjallisuuden avulla sosiaalisen median nykytilaa yrityskäytössä. Teorian ja toimeksiantajayrityksen kanssa käytyjen keskustelujen perusteella laadittiin ehdotus sosiaalisen median käyttöönotosta kyseisessä yrityksessä. Ehdotuksena oli luoda sosiaalisen median strategia, jossa määritellään Web 2.0 –teknologioiden käyttö yrityksessä sekä sisäisesti että ulkoisesti. Strategiassa tulisi rajata, resursoida ja asettaa tavoitteet MaestroYhtiöiden sosiaalisen median käytölle, yrityksen näkyvyydelle erilaisissa virtuaaliyhteisöissä sekä Web 2.0 –teknologioiden hyödyntämiselle verkkoliiketoiminnassa. Samassa yhteydessä haluttiin päivittää myös asiakasyhteistyön ylläpitoon tarkoitettu Maestro ProForum vastaamaan nykyisiä ja tulevia asiakastarpeita.

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The purpose of this paper is to show the perceptions of the academic staff of classical languages (ancient Greek and Latin) concerning use of online activities during their courses. The study was carried out in three countries: Greece (three major Universities), Spain (University of Barcelona) and the United States (University of California, Berkeley) with the participation of thirty-three academic instructors. Depending on the level of use and acceptance of the ICT and following G. Moore¿s classification, we separated the participating academics in three groups: the conservatives, the mainstream and the early adopters. The fact that the smallest group is the third clearly shows the necessity for teachers¿ preparation and training before introducing innovative projects in the classroom. Since the starting point for the application of innovation in the classroom is the teacher, policy makers should focus on helping them become conscious of changes in teaching methods and include their opinion during the design of innovative projects.

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The purpose of this paper is to show the perceptions of the academic staff of classical languages (ancient Greek and Latin) concerning use of online activities during their courses. The study was carried out in three countries: Greece (three major Universities), Spain (University of Barcelona) and the United States (University of California, Berkeley) with the participation of thirty-three academic instructors. Depending on the level of use and acceptance of the ICT and following G. Moore¿s classification, we separated the participating academics in three groups: the conservatives, the mainstream and the early adopters. The fact that the smallest group is the third clearly shows the necessity for teachers¿ preparation and training before introducing innovative projects in the classroom. Since the starting point for the application of innovation in the classroom is the teacher, policy makers should focus on helping them become conscious of changes in teaching methods and include their opinion during the design of innovative projects.

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En este estudio se analiza el impacto de la interactividad de un entorno virtual, el fomento del aprendizaje colaborativo de un grupo conformado por diez y seis (N=16) estudiantes del segundo semestre del programa de Ingeniería Industrial de la universidad Santiago de Cali. Se planteó como objetivo, establecer un foro virtual con una actividad de aprendizaje colaborativo, basada en un problema a resolver como tarea conjunta.La experiencia se desarrolló mediante un diseño de tipo exploratorio y descriptivo, enfocado en recolectar y analizar información que permitió comprender y valorar el impacto de la interactividad en el aprendizaje colaborativo de los estudiantes. Con el estudio, se apertura un espacio de discusión en torno al impacto real de las interacciones en el fomento del aprendizaje, durante la realización de tareas colaborativas de los estudiantes, utilizando el foro virtual como herramienta de apoyo.

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El objeto de esta comunicación es presentar un estudio exploratorio sobre las funciones y tipologías de metáfora estructurales presentes en productos de e-learning, para estudiar con más detalle dos ejemplos: Geolearning y Activewolds. Estos servirán para realizar un ejercicio de identificación de los elementos audiovisuales presentes en la interface, el tratamiento de las dimensiones espacio y tiempo; el uso de 'avatares' y de las posibilidades de navegación e interacción dentro de los dos sistemas. La teoría de la muldimodalidad (Kress i van Leeuwen) es el marco teórico que conduce la reflexión sobre la representación, orientación y organización de la comunicación. Desde la misma perspectiva teórica, el trabajo de Burn y Parker nos indica pautas metodológicas para el análisis de los productos

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The development of new tools for chemoinformatics, allied to the use of different algorithms and computer programmes for structure elucidation of organic compounds, is growing fast worldwide. Massive efforts in research and development are currently being pursued both by academia and the so-called chemistry software development companies. The demystification of this environment provoked by the availability of software packages and a vast array of publications exert a positive impact on chemistry. In this work, an overview concerning the more classical approaches as well as new strategies on computer-based tools for structure elucidation of organic compounds is presented. Historical background is also taken into account since these techniques began to develop around four decades ago. Attention will be paid to companies which develop, distribute or commercialize software as well as web-based and open access tools which are currently available to chemists.

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El objetivo del presente trabajo es tratar de identificar algunas estrategias discursivas que puedan asociarse de manera específica a y al mismo tiempo, configurar las diversas fases de construcción colaborativa del conocimiento desarrolladas por grupos de estudiantes universitarios que resuelven tareas de elaboración conjunta de productos escritos en un entorno de aprendizaje mediado por ordenador. Para ello, se ha realizado un estudio de casos en situación natural, en dos situaciones o contextos instruccionales distintos, correspondientes a sendas asignaturas del ámbito de la Psicología de la Educación. En cada situación, se han seguido tres pequeños grupos de estudiantes, y se han analizado las tareas correspondientes a dos secuencias didácticas completas y consecutivas. Como resultado, se ha podido identificar un amplio conjunto de estrategias discursivas típicas de cada una de las fases de construcción colaborativa del conocimiento consideradas. Estas estrategias remiten a formas de uso del lenguaje mediante las cuales los miembros del grupo consiguen, en cada caso, alcanzar el nivel de intersubjetividad y el grado de construcción de conocimiento compartido propio de la fase.

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The virtual learning environments are an option in permanent training with great possibilities for adults who look for studies that are compatible with their jobs and with their family life. So as to participate in determined learning as much in attitudes as knowledge and skills. The article is dedicated to analysing the necessary linguistic habits for moving within an environment of this type and offers didactic proposals that can facilitate the active participation in a virtual course and widen the perspectives of the control of new channels of communication with objectives that are different to learning

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In general, laboratory activities are costly in terms of time, space, and money. As such, the ability to provide realistically simulated laboratory data that enables students to practice data analysis techniques as a complementary activity would be expected to reduce these costs while opening up very interesting possibilities. In the present work, a novel methodology is presented for design of analytical chemistry instrumental analysis exercises that can be automatically personalized for each student and the results evaluated immediately. The proposed system provides each student with a different set of experimental data generated randomly while satisfying a set of constraints, rather than using data obtained from actual laboratory work. This allows the instructor to provide students with a set of practical problems to complement their regular laboratory work along with the corresponding feedback provided by the system's automatic evaluation process. To this end, the Goodle Grading Management System (GMS), an innovative web-based educational tool for automating the collection and assessment of practical exercises for engineering and scientific courses, was developed. The proposed methodology takes full advantage of the Goodle GMS fusion code architecture. The design of a particular exercise is provided ad hoc by the instructor and requires basic Matlab knowledge. The system has been employed with satisfactory results in several university courses. To demonstrate the automatic evaluation process, three exercises are presented in detail. The first exercise involves a linear regression analysis of data and the calculation of the quality parameters of an instrumental analysis method. The second and third exercises address two different comparison tests, a comparison test of the mean and a t-paired test.

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The purpose of this thesis is to develop an environment or network that enables effective collaborative product structure management among stakeholders in each unit, throughout the entire product lifecycle and product data management. This thesis uses framework models as an approach to the problem. Framework model methods for development of collaborative product structure management are proposed in this study, there are three unique models depicted to support collaborative product structure management: organization model, process model and product model. In the organization model, the formation of product data management system (eDSTAT) key user network is specified. In the process model, development is based on the case company’s product development matrix. In the product model framework, product model management, product knowledge management and design knowledge management are defined as development tools and collaboration is based on web-based product structure management. Collaborative management is executed using all these approaches. A case study from an actual project at the case company is presented as an implementation; this is to verify the models’ applicability. A computer assisted design tool and the web-based product structure manager, have been used as tools of this collaboration with the support of the key user. The current PDM system, eDSTAT, is used as a piloting case for key user role. The result of this development is that the role of key user as a collaboration channel is defined and established. The key user is able to provide one on one support for the elevator projects. Also the management activities are improved through the application of process workflow by following criteria for each project milestone. The development shows effectiveness of product structure management in product lifecycle, improved production process by eliminating barriers (e.g. improvement of two-way communication) during design phase and production phase. The key user role is applicable on a global scale in the company.

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Mediayhtiöt miettivät keinoja joilla saataisiin lukijat maksamaan myös verkkopalveluihin julkaistavista sisällöistä. Tässä tutkimuksessa selvitettiin tilaajapohjaisen maksullisen verkkopalvelu-mallin soveltuvuutta Talentum Media Oy:lle sekä kehitettiin yritykselle maksavia asiakkaita houkuttelevan sisältötuotteen konsepti. Tutkimuksessa ei ilmennyt syitä, joiden takia yrityksen olisi syytä lykätä maksullisen verkkopalvelun kehittämistä. Perinteistä lehteä ja sen verkkopalvelua ei kannata nähdä toistensa kilpailijoina. Käyttäjät ovat yhä valmiimpia maksamaan sisällöstä verkossa, kun se on järjestelty houkutteleviksi kokonaisuuksiksi ja paketoitu oikein, sekä kun he säästävät aikaa tai vaivaa verkkopalvelun käytöllä. Verkkopalvelun muuntaminen maksulliseksi on kuitenkin suunniteltava erittäin tarkkaan, muuten käyttäjät saattavat siirtyä ilmaisiin palveluihin. Talentumin verkkopalveluiden käyttäjille tehdyn kyselytutkimuksen mukaan yrityksen verkkopalveluiden käyttäjät maksaisivat mieluiten verkkokoulutuksista, erityisraporteista ja tutkivasta journalismista, ammattikirjojen tiivistelmistä, opastavista tietopaketeista, pörssi- ja yritystiedosta sekä näköislehdistä. Tutkimuksessa kehitettiin maksullisen verkkopalvelun konsepti, joka tarjoaa lukijoille itsensä kehittämisen välineitä sekä informaatiota nopeasti ja vaivattomasti heidän haluamaansa aikaan ja valitsemallaan päätelaitteella. Konseptia seuraavan tuotekehityshankkeen tuloksena syntyvästä verkkopalvelusta odotetaan saatavan merkittävää lisäliikevaihtoa yrityksen online-toiminnoille.

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Tässä työssä keskitytään web-pohjaisiin sisällönhallintajärjestelmiin. Teoriaosassa käydään läpi aiheeseen liittyviä tekniikoita, web-ohjelmistotekniikan erityispiirteitä ja sisällönhallinnan käsitettä ja sen järjestelmiä. Teoriapuolella huomataan, kuinka laajaa osaa liiketoimintaprosesseista sisällönhallinta koskettaa. Siksi sen hahmottaminen on vaikeaa ja sitä voi lähestyä monesta eri suunnasta. Erilaisia järjestelmiä on lukuisia ja ne soveltuvat erilaisiin tilanteisiin. Käytännön työnä toteutetaan Codens Oy:n uuden sisällönhallinnan kehitystyö. Tavoitteena on saada huomattavia parannuksia vanhaan järjestelmään. Erityisesti kiinnitetään huomiota sivupohjasysteemiin ja käyttöliittymään, johon tuodaan mukaan web2.0:n tarjoamia uusia työkaluja. Järjestelmään saatiin useita parannuksia, mutta sen kehittämistä on vielä jatkettava, ennen kuin siitä saadaan kaupallisesti valmis tuote.

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Tutkimuksen tavoitteena oli selvittää, miten yrityksessä käytetään markkinatutkimustietoa ja -työkaluja sekä miten markkinatutkimustiedon käyttöä yrityksessä voisi kehittää tukemaan myynnin ja markkinoinnin tarpeita. Tutkimus suoritettiin laadullisena case-tutkimuksena. Tutkimuksen teoreettinen lähdeaineisto kerättiin kirjallisuudesta sekä tieteellisistä artikkeleista ja empiirinen aineisto suorittamalla haastatteluja sekä kysely yrityksen työntekijöille. Tutkimuksen teoreettisena pohjana käytettiin liiketoimintatiedon, markkinatiedon ja kilpailijatiedon hallintaa sekä markkinatietoprosessia erityisesti tiedon käytön ja hyödyntämisen näkökulmasta. Empiirinen aineisto tutkimukseen kerättiin haastattelemalla sekä suorittamalla kysely yrityksen myynnin ja markkinoinnin parissa toimiville henkilöille. Niin teorialähteiden kuin kohdeyrityksessä kerätyn empiirisen materiaalin pohjalta voidaan todeta, että markkinatietoa käytetään asiakasrajapinnassa sekä yrityksen sisäisessä strategiatyössä. Markkinatutkimustyökalujen ja -tiedon käyttöön organisaatiossa kannustavat tiedon helppo saatavuus ja käyttö sekä ajankäytön resurssointi uuden oppimiseen. Myös tiedon tuoreus ja lyhyet yhteenvedot koettiin tärkeiksi tekijöiksi tiedon tehokkaamman hyödyntämisen edesauttajaksi.

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The main objective for this study was to explore certain organization’s product line rebranding process and its impact on product line’s perceived image. The case company is a global paper, packaging and forest products company, business segment paper board. The audience explored is one of the company’s major customers, merchant in Germany. The research was performed as a descriptive case study with a purpose to provide longitudinal insight into the product line image and its eventual alteration as a result of the case company’s rebranding process. Mainly qualitative methods were used for conducting the research. The data for the empirical part was collected with a web-based survey at two different points of time; before the rebranded products entered the market and after they had been available approximately six months. The results of this study reveal that the case company has performed well in its attempt to improve product line’s brand image through rebranding. It was found that between the two brand image measurements the product brand image seems to have improved in all of the areas which according to theoretical framework of this study contribute to formation of brand image; brand associations, marketing communications and interpersonal relationships, not forgetting the original platform that initiated the change; technical quality modifications. In other words it may be concluded that as technical quality was brought to a new level, also assessments about the brand image improved respectively.

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The skill of programming is a key asset for every computer science student. Many studies have shown that this is a hard skill to learn and the outcomes of programming courses have often been substandard. Thus, a range of methods and tools have been developed to assist students’ learning processes. One of the biggest fields in computer science education is the use of visualizations as a learning aid and many visualization based tools have been developed to aid the learning process during last few decades. Studies conducted in this thesis focus on two different visualizationbased tools TRAKLA2 and ViLLE. This thesis includes results from multiple empirical studies about what kind of effects the introduction and usage of these tools have on students’ opinions and performance, and what kind of implications there are from a teacher’s point of view. The results from studies in this thesis show that students preferred to do web-based exercises, and felt that those exercises contributed to their learning. The usage of the tool motivated students to work harder during their course, which was shown in overall course performance and drop-out statistics. We have also shown that visualization-based tools can be used to enhance the learning process, and one of the key factors is the higher and active level of engagement (see. Engagement Taxonomy by Naps et al., 2002). The automatic grading accompanied with immediate feedback helps students to overcome obstacles during the learning process, and to grasp the key element in the learning task. These kinds of tools can help us to cope with the fact that many programming courses are overcrowded with limited teaching resources. These tools allows us to tackle this problem by utilizing automatic assessment in exercises that are most suitable to be done in the web (like tracing and simulation) since its supports students’ independent learning regardless of time and place. In summary, we can use our course’s resources more efficiently to increase the quality of the learning experience of the students and the teaching experience of the teacher, and even increase performance of the students. There are also methodological results from this thesis which contribute to developing insight into the conduct of empirical evaluations of new tools or techniques. When we evaluate a new tool, especially one accompanied with visualization, we need to give a proper introduction to it and to the graphical notation used by tool. The standard procedure should also include capturing the screen with audio to confirm that the participants of the experiment are doing what they are supposed to do. By taken such measures in the study of the learning impact of visualization support for learning, we can avoid drawing false conclusion from our experiments. As computer science educators, we face two important challenges. Firstly, we need to start to deliver the message in our own institution and all over the world about the new – scientifically proven – innovations in teaching like TRAKLA2 and ViLLE. Secondly, we have the relevant experience of conducting teaching related experiment, and thus we can support our colleagues to learn essential know-how of the research based improvement of their teaching. This change can transform academic teaching into publications and by utilizing this approach we can significantly increase the adoption of the new tools and techniques, and overall increase the knowledge of best-practices. In future, we need to combine our forces and tackle these universal and common problems together by creating multi-national and multiinstitutional research projects. We need to create a community and a platform in which we can share these best practices and at the same time conduct multi-national research projects easily.