788 resultados para virtual learning sites
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El propósito del estudio fue analizar el nivel de conocimiento y dominio sobre el doping que tienen las deportistas élite en México, para emprender acciones que permitan educar a los deportistas y su equipo de entrenamiento en el juego limpio, a través de acciones psicopedagógicas que faciliten un aprendizaje significativo, evitando que las deportistas usen de manera voluntaria o involuntaria sustancias y métodos prohibidos. Las pregunta principal que orientó la investigación fue la siguiente: ¿Qué nivel de conocimiento y dominio sobre el doping tienen las deportistas élite en México?. Para la investigación de campo, se elaboró un cuestionario de 22 preguntas para explorar el nivel de conocimiento y dominio que tenían los deportistas considerados élite por pertenecer a la selección estatal o nacional de los deportes de gimnasia olímpica, tiro con arco y hockey sobre pasto. Las respuestas encontradas demuestran que en algunos aspectos existe desconocimiento en materia de dopaje, y se devela la necesidad de profundizar en el programa de educación antidoping. Se manifiesta que la ignorancia que existe en diferentes aspectos, pone en riesgo a los deportistas en el uso inconsciente de sustancias y métodos prohibidos en el deporte
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During Ocean Drilling Program Leg 198, Sites 1207, 1208, 1212, 1213, and 1214 were drilled on Shatsky Rise, coring Lower to mid-Cretaceous successions of nannofossil chalk, porcellanite, and chert. Although recovery was poor, these sites yielded an outstanding record of calcareous nannoplankton, providing valuable data concerning the evolutionary succession and paleobiogeography of the largest Cretaceous marine habitat. Mid-Cretaceous sections (Aptian-Cenomanian) were recovered at all sites, and Site 1213 includes an apparently complete Berriasian-Hauterivian section. Biostratigraphic dating is problematic in places because of the absence or rarity of zonal fossils of both Boreal and Tethyan affinity. The majority of nannofossil assemblages are relatively typical of this age, but there are clear differences that set them apart from coeval epicontinental assemblages: for example, Lithraphidites carniolensis is common to abundant throughout and was most likely an oceanic-adapted taxon; the cold- to temperate-water species Crucibiscutum salebrosum, Repagulum parvidentatum, and Seribiscutum primitivum are entirely absent, indicating the persistence of tropical, warm surface water temperatures; and the warm-water species Hayesites irregularis is common. Most striking, however, is the virtual absence of Nannoconus and Micrantholithus, both taxa that were conspicuous and often common components of many Tethyan and Atlantic nannofloras. These forms were almost certainly neritic adapted and usually absent in deep open-ocean settings away from guyots and platforms. Other Tethyan taxa are also absent or rare and sporadically distributed (e.g., Calcicalathina oblongata, Conusphaera spp., Tubodiscus verenae, and Lithraphidites bollii), and factors related to neritic environments presumably controlled their distribution. Site 1213 also records extended Early Cretaceous ranges for species previously thought to have become extinct during the Late Jurassic (e.g., Axopodorhabdus cylindratus, Hexapodorhabdus cuvillieri, and Biscutum dorsetensis), suggesting these species became Pacific-restricted prior to their extinction. Watznaueria britannica may also have been a species with Pacific affinities before reexpansion of its biogeography in the early Aptian. One new genus (Mattiolia) and thirteen new species (Zeugrhabdotus clarus, Zeugrhabdotus petrizzoae, Helicolithus leckiei, Rhagodiscus amplus, Rhagodiscus robustus, Rhagodiscus sageri, Rhagodiscus adinfinitus, Tubodiscus bellii, Tubodiscus frankiae, Gartnerago ponticula, Haqius peltatus, Mattiolia furva, and Kokia stellata) are described from the Shatsky Rise Lower Cretaceous section.
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Se presentan los resultados obtenidos del seguimiento efectuado durante el año 2006 a alumnos del primer año de las carreras del profesorado y traductorado de inglés de la Facultad de Humanidades y Ciencias de la Educación (F.H.C.E.) de la Universidad Nacional de La Plata (U.N.L.P.) en el uso de una plataforma virtual de enseñanza-aprendizaje. La motivación principal en la implementación de una plataforma virtual surge de la necesidad de poder brindar a los alumnos de Lengua Inglesa 1 más horas de práctica del idioma y de poder guiarlos en su primer año de estudios. Si bien la experiencia realizada en los prácticos de la cátedra de Lengua Inglesa 1 por parte de los alumnos en el uso de una plataforma virtual no fue muy extensa en tiempo, sí fue enriquecedora en datos que nos proporcionaron los usuarios con respecto a la factibilidad de poder implementar la modalidad 'blended learning' en futuros cursos. Este trabajo resume los datos y presenta algunas conclusiones preliminares
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The goal of this paper is to show the results of an on-going experience on teaching project management to grade students by following a development scheme of management related competencies on an individual basis. In order to achieve that goal, the students are organized in teams that must solve a problem and manage the development of a feasible solution to satisfy the needs of a client. The innovative component advocated in this paper is the formal introduction of negotiating and virtual team management aspects, as different teams from different universities at different locations and comprising students with different backgrounds must collaborate and compete amongst them. The different learning aspects are identified and the improvement levels are reflected in a rubric that has been designed ad hoc for this experience. Finally, the effort frameworks for the student and instructor have been established according to the requirements of the Bologna paradigms. This experience is developed through a software-based support system allowing blended learning for the theoretical and individual?s work aspects, blogs, wikis, etc., as well as project management tools based on WWW that allow the monitoring of not only the expected deliverables and the achievement of the goals but also the progress made on learning as established in the defined rubric
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The confluence of three-dimensional (3D) virtual worlds with social networks imposes on software agents, in addition to conversational functions, the same behaviours as those common to human-driven avatars. In this paper, we explore the possibilities of the use of metabots (metaverse robots) with motion capabilities in complex virtual 3D worlds and we put forward a learning model based on the techniques used in evolutionary computation for optimizing the fuzzy controllers which will subsequently be used by metabots for moving around a virtual environment.
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This communication presents the results of an innovative approach for competencedevelopment suggesting a new methodology for the integration of these elements in professional development within the ADA initiative (AulaaDistanciaAbierta, Distance and Open Classroom) of the Community of Madrid. The main objective of this initiative is to promote the use of Information and Communication Technologies (ICTs) for educational activities by creating a new learning environment structured on the premises of commitment to self–learning, individual work, communication and virtual interaction, and self and continuous assessment. Results from this experience showed that conceptualization is a positive contribution to learning, as students added names and characteristics to competences and abilities that were previously unknown or underestimated. Also, the diversity of participants’ disciplines indicated multidimensional interest in this idea and supported the theory that this approach to competencedevelopment could be successful in all knowledge areas.
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DynaLearn (http://www.DynaLearn.eu) develops a cognitive artefact that engages learners in an active learning by modelling process to develop conceptual system knowledge. Learners create external representations using diagrams. The diagrams capture conceptual knowledge using the Garp3 Qualitative Reasoning (QR) formalism [2]. The expressions can be simulated, confronting learners with the logical consequences thereof. To further aid learners, DynaLearn employs a sequence of knowledge representations (Learning Spaces, LS), with increasing complexity in terms of the modelling ingredients a learner can use [1]. An online repository contains QR models created by experts/teachers and learners. The server runs semantic services [4] to generate feedback at the request of learners via the workbench. The feedback is communicated to the learner via a set of virtual characters, each having its own competence [3]. A specific feedback thus incorporates three aspects: content, character appearance, and a didactic setting (e.g. Quiz mode). In the interactive event we will demonstrate the latest achievements of the DynaLearn project. First, the 6 learning spaces for learners to work with. Second, the generation of feedback relevant to the individual needs of a learner using Semantic Web technology. Third, the verbalization of the feedback via different animated virtual characters, notably: Basic help, Critic, Recommender, Quizmaster & Teachable agen
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BIOLOGY is a dynamic and fascinating science. The study of this subject is an amazing trip for all the students that have a first contact with this subject. Here, we present the development of the study and learning experience of this subject belonging to an area of knowledge that is different to the training curriculum of students who have studied Physics during their degree period. We have taken a real example, the “Elements of Biology” subject, which is taught as part of the Official Biomedical Physics Master, at the Physics Faculty, of the Complutense University of Madrid, since the course 2006/07. Its main objective is to give to the student an understanding how the Physics can have numerous applications in the Biomedical Sciences area, giving the basic training to develop a professional, academic or research career. The results obtained when we use new virtual tools combined with the classical learning show that there is a clear increase in the number of persons that take and pass the final exam. On the other hand, this new learning strategy is well received by the students and this is translated to a higher participation and a decrease of the giving the subject up
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El Proyecto Final de Carrera(PFC)Implementación de Ingeniería Virtual con Joomla! tiene como objetivo la creación de una plataforma web. Para desarrollar un proyecto de ingeniería multidisciplinar, basado en el trabajo en red, grupos de trabajo y el trabajo flexible. El trabajo en red es desempeñar el trabajo por medio de las Tecnología de la Información y la comunicación (TIC). Los grupos de trabajo están compuestos por personas multidisciplinares, multirraciales, de diferentes religiones, situados en husos horarios distintos y multiculturales donde la colaboración, flexibilidad y la compartición de recursos están a la orden del día. La flexible es la capacidad de adaptación de los propios trabajadores a la demanda de la productividad, los responsables depositan sobre ellos su confianza, recibiendo el trabajo terminado en forma y fecha. Estos trabajadores no necesitan una supervisión constante ni un sitio fijo donde realizar su trabajo. Todo lo que necesitan esta en la red, la información que necesitan como las herramientas. Convirtiéndose este tipo de trabajador en teletrabajadores. Estos trabajadores utilizan de forma intensiva sus conocimientos, no se puede permitir quedarse obsoletos en su conocimientos, sería su gran desgracia. Por está razón, necesitan estar formándose continuamente, aprendiendo y conociendo las nuevas tecnologías que aparecen. Con el objetivo de conseguir nuevas líneas de negocio, con el fin de lograr nuevos ingresos. Los trabajadores que hacen un uso intensivo en la tecnología de la información y comunicación, se caracterizan por la continua innovación y cambio tecnológico. Estos trabajadores necesitan una red profesional, social amplia con enlaces fuertes y poderosos. Las redes son importantes, para estar actualizado con las innovaciones que se realizan en las empresas, optar a nuevos puesto de trabajo, curso en nuevas tecnologías… Gracias a los servicios actuales en Internet facilitan mantener vivos una gran cantidad de enlaces (contactos), en comparación con otras épocas. La plataforma propuesta en este proyecto final de carrera esta compuesta de todas las herramientas necesarias para que estos trabajadores puedan desarrollar su actividad y mantenimiento de sus redes profesionales. Abstract: The aim of this Final Project of Career, Implementation of Virtual Engineering with Joomla!, is to create a web software application where a multidisciplinary engineering project bases on the networking, working groups and the flexible working can be implemented. The networking is the job through the Information Technology and Communication (ITC) where working groups compounded of multidisciplinary and multiracial professions, different religions and located in different time zones are created. The multicultural environment, collaboration, flexibility and to share resources are the order of the day on this kind of groups. The flexibility is the ability to adaptability of workers to the productivity demand, with the trust which is placed on them by supervisor people who wait to receive the work completed in a specific form and date. These workers do not need either constant supervision or a fixed site where to do the job. Everything the workers need is on the network, as the information as the tools, that is why they become teleworkers. These workers demand a high use of their knowledge, so it can not be allowed to become obsolete. This would be a great misfortune. That is why they need to continue learning and knowing the new technologies emerging with the aim of getting new revenues. Workers do an intensive use of the information technology and communication, characterized by continuous innovation and technological change. These workers need a broad social and professional network with great power. This network is important to keep updated with innovations taking place at the companies, to apply for a new job, a new technology course etc.. Thanks to Internet services a bigger number of contacts are provided compared to earlier times. The software application of this project is compounded with enough tools with the aim of the workers can carry out their activity and maintenance of the links on their professional nets.
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Resumen: en este trabajo se presentan nuevas estrategias de enseñanza y aprendizaje a través de las nuevas tecnologías en su variante virtual a distancia (e-learning) implementadas en asignaturas relacionadas con la Geología. El objetivo básico fue acercar los aspectos geológicos a los estudiantes mediante el empleo de estas tecnologías. Se ha observado una mayor motivación y adquisición de conocimientos geológicos por parte del alumnado, que se ha traducido en una mejora en las calificaciones. Abstract: This paper deals with new teaching and learning approaches through the use of new technologies, mainly virtual distance learning (e-learning) in courses related to Geology. The main objective is to bring the geological aspects of Nature to students using these technologies. These new approaches have produced an increase in student motivation and acquisition of geological knowledge, accompanied by an improvement in their grades.
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This document presents an innovative, formal educational initiative that is aimed at enhancing the development of engineering students’ specific competences when studying Project Management (PM) subject. The framework of the experience combines (1) theoretical concepts, (2) the development of a real-case project carried out by multidisciplinary groups of three different universities, (3) the use of software web 2.0 tools and (4) group and individual assignments of students that play different roles (project managers and team members). Under this scenario, the study focuses on monitoring the communication competence in the ever growing PM virtual environment. Factors such as corporal language, technical means, stage, and PM specific vocabulary among others have been considered in order to assess the students’ performance on this issue. As a main contribution, the paper introduces an ad-hoc rubric that, based on previous investigations, has been adapted and tested for the first time to this new and specific context. Additionally, the research conducted has provided some interesting findings that suggest further actions to improve and better define future rubrics, oriented to communication or even other competences. As specific PM subject concerns, it has been detected that students playing the role of Project Managers strengthen their competences more than those ones that play the role of Team Members. It has also been detected that students have more difficulty assimilating concepts related to risk and quality management. However those concepts related with scope, time or cost areas of knowledge have been better assimilated by the students.
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Purpose: Surgical simulators are currently essential within any laparoscopic training program because they provide a low-stakes, reproducible and reliable environment to acquire basic skills. The purpose of this study is to determine the training learning curve based on different metrics corresponding to five tasks included in SINERGIA laparoscopic virtual reality simulator. Methods: Thirty medical students without surgical experience participated in the study. Five tasks of SINERGIA were included: Coordination, Navigation, Navigation and touch, Accurate grasping and Coordinated pulling. Each participant was trained in SINERGIA. This training consisted of eight sessions (R1–R8) of the five mentioned tasks and was carried out in two consecutive days with four sessions per day. A statistical analysis was made, and the results of R1, R4 and R8 were pair-wise compared with Wilcoxon signed-rank test. Significance is considered at P value <0.005. Results: In total, 84.38% of the metrics provided by SINERGIA and included in this study show significant differences when comparing R1 and R8. Metrics are mostly improved in the first session of training (75.00% when R1 and R4 are compared vs. 37.50% when R4 and R8 are compared). In tasks Coordination and Navigation and touch, all metrics are improved. On the other hand, Navigation just improves 60% of the analyzed metrics. Most learning curves show an improvement with better results in the fulfillment of the different tasks. Conclusions: Learning curves of metrics that assess the basic psychomotor laparoscopic skills acquired in SINERGIA virtual reality simulator show a faster learning rate during the first part of the training. Nevertheless, eight repetitions of the tasks are not enough to acquire all psychomotor skills that can be trained in SINERGIA. Therefore, and based on these results together with previous works, SINERGIA could be used as training tool with a properly designed training program.
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The educational platform Virtual Science Hub (ViSH) has been developed as part of the GLOBAL excursion European project. ViSH (http://vishub.org/) is a portal where teachers and scientist interact to create virtual excursions to science infrastructures. The main motivation behind the project was to connect teachers - and in consequence their students - to scientific institutions and their wide amount of infrastructures and resources they are working with. Thus the idea of a hub was born that would allow the two worlds of scientists and teachers to connect and to innovate science teaching. The core of the ViSH?s concept design is based on virtual excursions, which allow for a number of pedagogical models to be applied. According to our internal definition a virtual excursion is a tour through some digital context by teachers and pupils on a given topic that is attractive and has an educational purpose. Inquiry-based learning, project-based and problem-based learning are the most prominent approaches that a virtual excursion may serve. The domain specific resources and scientific infrastructures currently available on the ViSH are focusing on life sciences, nano-technology, biotechnology, grid and volunteer computing. The virtual excursion approach allows an easy combination of these resources into interdisciplinary teaching scenarios. In addition, social networking features support the users in collaborating and communicating in relation to these excursions and thus create a community of interest for innovative science teaching. The design and development phases were performed following a participatory design approach. An important aspect in this process was to create design partnerships amongst all actors involved, researchers, developers, infrastructure providers, teachers, social scientists, and pedagogical experts early in the project. A joint sense of ownership was created and important changes during the conceptual phase were implemented in the ViSH due to early user feedback. Technology-wise the ViSH is based on the latest web technologies in order to make it cross-platform compatible so that it works on several operative systems such as Windows, Mac or Linux and multi-device accessible, such as desktop, tablet and mobile devices. The platform has been developed in HTML5, the latest standard for web development, assuring that it can run on any modern browser. In addition to social networking features a core element on the ViSH is the virtual excursions editor. It is a web tool that allows teachers and scientists to create rich mash-ups of learning resources provided by the e-Infrastructures (i.e. remote laboratories and live webcams). These rich mash-ups can be presented in either slides or flashcards format. Taking advantage of the web architecture supported, additional powerful components have been integrated like a recommendation engine to provide personalized suggestions about educational content or interesting users and a videoconference tool to enhance real-time collaboration like MashMeTV (http://www.mashme.tv/).
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This document presents an innovative, formal educational initiative that is aimed at enhancing the development of engineering students' specific competences. The subject of project management is the common theoretical and practical framework that articulates an experience that is carried out by multidisciplinary groups. Full utilization of Web 2.0 platforms and Project Based Learning constitutes the applied methodology. More specifically, this study focuses on monitoring communication competence when working in virtual environments, providing an ad-hoc rubric as a final result.