765 resultados para B-learning environments


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La utilización de recursos electrónicos como el Adobe® Connect T.M. 8 en un tipo de aprendizaje denominado mixto es de notable importancia práctica y no sólo respecto de la docencia de las asignaturas de Grado, sino también para aquellas otras que se encuentran en proceso de extinción y de las que no se imparte docencia a los alumnos que no las han superado todavía. Más aún si se tiene presente que el B- Learning o aprendizaje mixto hace que el docente no sólo continúe ejerciendo su papel como formador tradicional, sino que también utilice en su proceso el material didáctico que la informática e Internet, en particular, le proporcionan. Convirtiéndose de este modo en tutor on line y formador mediante las clases presenciales

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Este trabalho teve por objetivo avaliar as perceções dos estudantes sobre o ambiente de aprendizagem online utilizado na instrução, em regime de b-learning e foi desenvolvido no contexto de duas unidades curriculares da área dos sistemas de informação do 1º ciclo de uma instituição de Ensino Superior portuguesa onde não existia experiência anterior da utilização de e-learning. Foi construído um ambiente de aprendizagem, suportado nas plataformas de comunicação assíncrona Moodle e síncrona Cisco WebEx, tendo a conceção da instrução privilegiado as estratégias orientadas para a aprendizagem centrada no estudante. Para responder às questões de investigação utilizou-se a técnica de inquérito por questionário. Os resultados revelam que os estudantes têm perceções positivas sobre o ambiente de aprendizagem online. Verificou-se uma forte correlação entre os aspetos relacionados com a conceção do ambiente de aprendizagem e o feedback, a interação, a gestão do tempo e a disponibilidade para o ensino online. A larga maioria dos estudantes (83,3%) indicou ainda que no futuro prefere optar por instrução em regime de b-learning. O desenvolvimento deste trabalho passa pelo aprofundamento do estudo, através da utilização de uma amostra mais representativa e da sua extensão aos professores de modo a percecionar como encaram a introdução do e-learning na instituição.

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For several years, online educational tools such as Blackboard have been used by Universities to foster collaborative learning in an online setting. Such tools tend to be implemented in a top-down fashion, with the institution providing the tool to the students and instructing them to use it. Recently, however, a more informal, bottom up approach is increasingly being employed by the students themselves in the form of social networks such as Facebook. With over 9,000 registered Facebook users at the beginning of this study, rising to over 12,000 at the University of Reading alone, Facebook is becoming the de facto social network of choice for higher education students in the UK, and there was increasing anecdotal evidence that students were actively learning via Facebook rather than through BlackBoard. To test the validity of these anecdotes, a questionnaire was sent to students, asking them about their learning experiences via BlackBoard and Facebook. The results show that students are making use of the tools available to them even when there is no formal academic content, and that increased use of a social networking tool is correlated with a reported increase in learning as a result of that use.

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Virtual learning environments (VLEs) would appear to be particular effective in computer-supported collaborative work (CSCW) for active learning. Most research studies looking at computer-supported collaborative design have focused on either synchronous or asynchronous modes of communication, but near-synchronous working has received relatively little attention. Yet it could be argued that near-synchronous communication encourages creative, rhetorical and critical exchanges of ideas, building on each other’s contributions. Furthermore, although many researchers have carried out studies on collaborative design protocol, argumentation and constructive interaction, little is known about the interaction between drawing and dialogue in near-synchronous collaborative design. The paper reports the first stage of an investigation into the requirements for the design and development of interactive systems to support the learning of collaborative design activities. The aim of the study is to understand the collaborative design processes while sketching in a shared white board and audio conferencing media. Empirical data on design processes have been obtained from observation of seven sessions with groups of design students solving an interior space-planning problem of a lounge-diner in a virtual learning environment, Lyceum, an in-house software developed by the Open University to support its students in collaborative learning.

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This paper presents two tools developed to facilitate the use and automate the process of using Virtual Worlds for educational purposes. The first tool has been developed to automatically create the classroom space, usually called region in the virtual world, which means, a region in the virtual world used to develop educational activities between professors, students and interactive objects. The second tool helps the process of creating 3D interactive objects in a virtual world. With these tools educators will be able to produce 3D interactive learning objects and use them in virtual classrooms improving the quality and appeal, for students, of their classes. © 2011 IEEE.

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The results of a pedagogical strategy implemented at the University of Sao Paulo at Sao Carlos are presented and discussed. The initiative was conducted in a transportation course offered to Civil Engineering students. The approach is a combination of problem-based learning and project-based learning (PBL) and blended-learning (B-learning). Starting in 2006, a different problem was introduced every year. From 2009 on, however, the problem-based learning concept was expanded to project-based learning. The performance of the students was analyzed using the following elements: (1) grades in course activities; (2) answers from a questionnaire designed for course evaluation; and (3) cognitive maps made to assess the effects of PBL through the comparison of the responses provided by the students involved and those not involved in the experiment. The results showed positive aspects of the method, such as a strong involvement of several students with the subject. A gradual increase in the average scores obtained by the students in the project activities (from 6.77 in 2006 to 8.24 in 2009) was concomitant with a better evaluation of these activities and of the course as a whole (90 and 97% of options "Good" or "Very good" in 2009, respectively). A growing interest in the field of transportation engineering as an alternative for further studies was also noticed. DOI: 10.1061/(ASCE)EI.1943-5541.0000115. (C) 2012 American Society of Civil Engineers.

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This paper presents our research works in the domain of Collaborative Environments centred on Problem Based Learning (PBL) and taking advantage of existing Electronic Documents. We first present the modelling and engineering problems that we want to address; then we discuss technological issues of such a research particularly the use of OpenUSS and of the Enterprise Java Open Source Architecture (EJOSA) to implement such collaborative PBL environments.