908 resultados para Digital technologies


Relevância:

70.00% 70.00%

Publicador:

Resumo:

Esta investigación se propone identificar las actitudes y competencias de los estudiantes adultos en relación con el uso de las TIC, con especial atención al uso de plataformas digitales de aprendizaje y redes sociales (Web 2.0). Asimismo, evalúa la incidencia de algunas variables sociodemográficas (género y edad) en el uso estas herramientas y en la autopercepción de los estudiantes sobre sus competencias digitales. Se ha realizado un estudio tipo encuesta con una muestra de 382 estudiantes que acceden a la Universidad de Sevilla a través de las vías establecidas para mayores de 25, de 40 y 45 años. Los resultados ponen de manifiesto una actitud generalmente positiva ante las TIC que puede calificarse como de pragmática, ya que estas herramientas se valoran positivamente en función de sus potenciales beneficios en los procesos de aprendizaje. Se constata a la vez que no han recibido formación específica en el uso de las TIC. El nivel de competencia que este alumnado percibe tener en el uso de estos recursos es medio-bajo. Además, el grupo de estudiantes mayores de 45 años se considera menos competente que los mayores de 25 y de 40 años. En consecuencia, se realizan algunas propuestas para mejorar la participación de los estudiantes maduros en la enseñanza universitaria.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

The continuous advancement in computing, together with the decline in its cost, has resulted in technology becoming ubiquitous (Arbaugh, 2008, Gros, 2007). Technology is growing and is part of our lives in almost every respect, including the way we learn. Technology helps to collapse time and space in learning. For example, technology allows learners to engage with their instructors synchronously, in real time and also asynchronously, by enabling sessions to be recorded. Space and distance is no longer an issue provided there is adequate bandwidth, which determines the most appropriate format such text, audio or video. Technology has revolutionised the way learners learn; courses are designed; and ‘lessons’ are delivered, and continues to do so. The learning process can be made vastly more efficient as learners have knowledge at their fingertips, and unfamiliar concepts can be easily searched and an explanation found in seconds. Technology has also enabled learning to be more flexible, as learners can learn anywhere; at any time; and using different formats, e.g. text or audio. From the perspective of the instructors and L&D providers, technology offers these same advantages, plus easy scalability. Administratively, preparatory work can be undertaken more quickly even whilst student numbers grow. Learners from far and new locations can be easily accommodated. In addition, many technologies can be easily scaled to accommodate new functionality and/ or other new technologies. ‘Designing and Developing Digital and Blended Learning Solutions’ (5DBS), has been developed to recognise the growing importance of technology in L&D. This unit contains four learning outcomes and two assessment criteria, which is the same for all other units, besides Learning Outcome 3 which has three assessment criteria. The four learning outcomes in this unit are: • Learning Outcome 1: Understand current digital technologies and their contribution to learning and development solutions; • Learning Outcome 2: Be able to design blended learning solutions that make appropriate use of new technologies alongside more traditional approaches; • Learning Outcome 3: Know about the processes involved in designing and developing digital learning content efficiently and what makes for engaging and effective digital learning content; • Learning Outcome 4: Understand the issues involved in the successful implementation of digital and blended learning solutions. Each learning outcome is an individual chapter and each assessment unit is allocated its own sections within the respective chapters. This first chapter addresses the first learning outcome, which has two assessment criteria: summarise the range of currently available learning technologies; critically assess a learning requirement to determine the contribution that could be made through the use of learning technologies. The introduction to chapter one is in Section 1.0. Chapter 2 discusses the design of blended learning solutions in consideration of how digital learning technologies may support face-to-face and online delivery. Three learning theory sets: behaviourism; cognitivism; constructivism, are introduced, and the implication of each set of theory on instructional design for blended learning discussed. Chapter 3 centres on how relevant digital learning content may be created. This chapter includes a review of the key roles, tools and processes that are involved in developing digital learning content. Finally, Chapter 4 concerns delivery and implementation of digital and blended learning solutions. This chapter surveys the key formats and models used to inform the configuration of virtual learning environment software platforms. In addition, various software technologies which may be important in creating a VLE ecosystem that helps to enhance the learning experience, are outlined. We introduce the notion of personal learning environment (PLE), which has emerged from the democratisation of learning. We also review the roles, tools, standards and processes that L&D practitioners need to consider within a delivery and implementation of digital and blended learning solution.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Most economic transactions nowadays are due to the effective exchange of information in which digital resources play a huge role. New actors are coming into existence all the time, so organizations are facing difficulties in keeping their current customers and attracting new customer segments and markets. Companies are trying to find the key to their success and creating superior customer value seems to be one solution. Digital technologies can be used to deliver value to customers in ways that extend customers’ normal conscious experiences in the context of time and space. By creating customer value, companies can gain the increased loyalty of existing customers and better ways to serve new customers effectively. Based on these assumptions, the objective of this study was to design a framework to enable organizations to create customer value in digital business. The research was carried out as a literature review and an empirical study, which consisted of a web-based survey and semi-structured interviews. The data from the empirical study was analyzed as mixed research with qualitative and quantitative methods. These methods were used since the object of the study was to gain deeper understanding about an existing phenomena. Therefore, the study used statistical procedures and value creation is described as a phenomenon. The framework was designed first based on the literature and updated based on the findings from the empirical study. As a result, relationship, understanding the customer, focusing on the core product or service, the product or service quality, incremental innovations, service range, corporate identity, and networks were chosen as the top elements of customer value creation. Measures for these elements were identified. With the measures, companies can manage the elements in value creation when dealing with present and future customers and also manage the operations of the company. In conclusion, creating customer value requires understanding the customer and a lot of information sharing, which can be eased by digital resources. Understanding the customer helps to produce products and services that fulfill customers’ needs and desires. This could result in increased sales and make it easier to establish efficient processes.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

A partir del movimiento estudiantil que surge en Chile en 2011 el artículo reflexiona sobre la escuela como espacio de aprendizaje situado de tecnologías digitales audiovisuales y el modo en que este proceso puede impactar sobre la dimensión político-comunicacional de un movimiento social. Para ello, se describe y analiza el caso de una escuela donde la educación formal en lenguajes y tecnologías digitales se imbrica con el uso que hacen, estudiantes secundarias que se convierten en dirigentas estudiantiles, de aplicaciones y recursos de la web social y los llamados “social media” (youtube, blogs, redes sociales). Se trabaja con datos generados a través de entrevistas a informantes claves y una selección de videos creados por el estudiantado y subidos a internet. El contenido de las entrevistas es abordado desde el concepto de aprendizaje situado (Lave y Wenger, 1991) y los videos desde el concepto de videoactivismo (Askanius, 2013; Mateos y Rajas, 2014). Los resultados muestran que el uso concreto de herramientas digitales obtenidas en contextos educativos formales y dentro de procesos de movilización, genera a su vez nuevas experiencias de aprendizaje no-formal, que permiten tanto a estudiantes como docentes reflexionar sobre sus prácticas y mejorar su potencial comunicativo. Asimismo, muestran un uso acrítico de las herramientas digitales, lo cual constituye un llamado de atención respecto a la necesidad de incorporar los tópicos de privacidad y autocuidado en internet dentro de los contenidos a desarrollar por la escuela como espacio de aprendizaje digital.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

The internet and digital technologies revolutionized the economy. Regulating the digital market has become a priority for the European Union. While promoting innovation and development, EU institutions must assure that the digital market maintains a competitive structure. Among the numerous elements characterizing the digital sector, users’ data are particularly important. Digital services are centered around personal data, the accumulation of which contributed to the centralization of market power in the hands of a few large providers. As a result, data-driven mergers and data-related abuses gained a central role for the purposes of EU antitrust enforcement. In light of these considerations, this work aims at assessing whether EU competition law is well-suited to address data-driven mergers and data-related abuses of dominance. These conducts are of crucial importance to the maintenance of competition in the digital sector, insofar as the accumulation of users’ data constitutes a fundamental competitive advantage. To begin with, part 1 addresses the specific features of the digital market and their impact on the definition of the relevant market and the assessment of dominance by antitrust authorities. Secondly, part 2 analyzes the EU’s case law on data-driven mergers to verify if merger control is well-suited to address these concentrations. Thirdly, part 3 discusses abuses of dominance in the phase of data collection and the legal frameworks applicable to these conducts. Fourthly, part 4 focuses on access to “essential” datasets and the indirect effects of anticompetitive conducts on rivals’ ability to access users’ information. Finally, Part 5 discusses differential pricing practices implemented online and based on personal data. As it will be assessed, the combination of an efficient competition law enforcement and the auspicial adoption of a specific regulation seems to be the best solution to face the challenges raised by “data-related dominance”.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

Smart Farming Technologies (SFT) is a term used to define the set of digital technologies able not only to control and manage the farm system, but also to connect it to the many disruptive digital applications posed at multiple links along the value chain. The adoption of SFT has been so far limited, with significant differences at country-levels and among different types of farms and farmers. The objective of this thesis is to analyze what factors contributes to shape the agricultural digital transition and to assess its potential impacts in the Italian agri-food system. Specifically, this overall research objective is approached under three different perspectives. Firstly, we carry out a review of the literature that focuses on the determinants of adoption of farm-level Management Information Systems (MIS), namely the most adopted smart farming solutions in Italy. Secondly, we run an empirical analysis on what factors are currently shaping the adoption of SFT in Italy. In doing so, we focus on the multi-process and multi-faceted aspects of the adoption, by overcoming the one-off binary approach often used to study adoption decisions. Finally, we adopt a forward-looking perspective to investigate what the socio-ethical implications of a diffused use of SFT might be. On the one hand, our results indicate that bigger, more structured farms with higher levels of commercial integration along the agri-food supply chain are those more likely to be early adopters. On the other hand, they highlight the need for the institutional and organizational environment around farms to more effectively support farmers in the digital transition. Moreover, the role of several other actors and actions are discussed and analyzed, by highlighting the key role of specific agri-food stakeholders and ad-hoc policies, with the aim to propose a clearer path towards an efficient, fair and inclusive digitalization of the agrifood sector.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

As tecnologias digitais estão a surtir um impacto significativo na indústria cinematográfica. O novo sector dos media incorpora muitos dos elementos da indústria dos media tradicional, incluindo a produção de filmes, a animação e a fotografia. Os produtores dos novos media procuram desenvolver um conteúdo audiovisual baseado nos padrões criados pelo sector internacional de produção cinematográfica e televisiva. Com a introdução de novas tecnologias tais como câmeras de vídeo digital, os realizadores dispõem de instrumentos que lhes possibilitam criar um produto relativamente barato num curto período. O impacto destas tecnologias faz-se sentir quer no topo quer nas bases do sector, e a Internet consiste num meio de distribuição global acessível a todos. Este artigo pretende examinar a relação crescentemente simbiótica entre os sectores dos novos media e dos media tradicionais. Tenciona-se ainda focar o desenvolvimento da produção cinematográfica digital e de tecnologias de distribuição, avaliando-se o seu impacto no produto audiovisual final. Este artigo debruçar-se-á também sobre a crescente sofisticação das audiências de cinema, à escala global, bem como sobre o processo de produção enquanto característica do produto cinematográfico. A Bolsa de Valores de Hollywood será analisada em termos do seu impacto na actual indústria do cinema e do grau surpreendente de conhecimento entretanto adquirido pelos participantes «online».

Relevância:

60.00% 60.00%

Publicador:

Resumo:

— In the new learning environments, built width digital technologies, the need to promote quality of education resources, commonly known as Learning Objects, which can support formal and informal distance learning, emerge as one of the biggest challenge that educational institutions will have to face. Due to the fact that is expensive, the reuse and sharing became very important issue. This article presents a Learning Object Repository which aims to store, to disseminate and maintain accessible Learning Objects.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This review aims to identify strategies to optimise radiography practice using digital technologies, for full spine studies on paediatrics focusing particularly on methods used to diagnose and measure severity of spinal curvatures. The literature search was performed on different databases (PubMed, Google Scholar and ScienceDirect) and relevant websites (e.g., American College of Radiology and International Commission on Radiological Protection) to identify guidelines and recent studies focused on dose optimisation in paediatrics using digital technologies. Plain radiography was identified as the most accurate method. The American College of Radiology (ACR) and European Commission (EC) provided two guidelines that were identified as the most relevant to the subject. The ACR guidelines were updated in 2014; however these guidelines do not provide detailed guidance on technical exposure parameters. The EC guidelines are more complete but are dedicated to screen film systems. Other studies provided reviews on the several exposure parameters that should be included for optimisation, such as tube current, tube voltage and source-to-image distance; however, only explored few of these parameters and not all of them together. One publication explored all parameters together but this was for adults only. Due to lack of literature on exposure parameters for paediatrics, more research is required to guide and harmonise practice.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The increasing use of information and communication technologies (ICT) in diverse professional and personal contexts calls for new knowledge, and a set of abilities, competences and attitudes, for an active and participative citizenship. In this context it is acknowledged that universities have an important role innovating in the educational use of digital media to promote an inclusive digital literacy. The educational potential of digital technologies and resources has been recognized by both researchers and practitioners. Multiple pedagogical models and research approaches have already contributed to put in evidence the importance of adapting instructional and learning practices and processes to concrete contexts and educational goals. Still, academic and scientific communities believe further investments in ICT research is needed in higher education. This study focuses on educational models that may contribute to support digital technology uses, where these can have cognitive and educational relevance when compared to analogical technologies. A teaching and learning model, centered in the active role of the students in the exploration, production, presentation and discussion of interactive multimedia materials, was developed and applied using the internet and exploring emergent semantic hypermedia formats. The research approach focused on the definition of design principles for developing class activities that were applied in three different iterations in undergraduate courses from two institutions, namely the University of Texas at Austin, USA and the University of Lisbon, Portugal. The analysis of this study made possible to evaluate the potential and efficacy of the model proposed and the authoring tool chosen in the support of metacognitive skills and attitudes related to information structuring and management, storytelling and communication, using computers and the internet.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The particular characteristics and affordances of technologies play a significant role in human experience by defining the realm of possibilities available to individuals and societies. Some technological configurations, such as the Internet, facilitate peer-to-peer communication and participatory behaviors. Others, like television broadcasting, tend to encourage centralization of creative processes and unidirectional communication. In other instances still, the affordances of technologies can be further constrained by social practices. That is the case, for example, of radio which, although technically allowing peer-to-peer communication, has effectively been converted into a broadcast medium through the legislation of the airwaves. How technologies acquire particular properties, meanings and uses, and who is involved in those decisions are the broader questions explored here. Although a long line of thought maintains that technologies evolve according to the logic of scientific rationality, recent studies demonstrated that technologies are, in fact, primarily shaped by social forces in specific historical contexts. In this view, adopted here, there is no one best way to design a technological artifact or system; the selection between alternative designs—which determine the affordances of each technology—is made by social actors according to their particular values, assumptions and goals. Thus, the arrangement of technical elements in any technological artifact is configured to conform to the views and interests of those involved in its development. Understanding how technologies assume particular shapes, who is involved in these decisions and how, in turn, they propitiate particular behaviors and modes of organization but not others, requires understanding the contexts in which they are developed. It is argued here that, throughout the last century, two distinct approaches to the development and dissemination of technologies have coexisted. In each of these models, based on fundamentally different ethoi, technologies are developed through different processes and by different participants—and therefore tend to assume different shapes and offer different possibilities. In the first of these approaches, the dominant model in Western societies, technologies are typically developed by firms, manufactured in large factories, and subsequently disseminated to the rest of the population for consumption. In this centralized model, the role of users is limited to selecting from the alternatives presented by professional producers. Thus, according to this approach, the technologies that are now so deeply woven into human experience, are primarily shaped by a relatively small number of producers. In recent years, however, a group of three interconnected interest groups—the makers, hackerspaces, and open source hardware communities—have increasingly challenged this dominant model by enacting an alternative approach in which technologies are both individually transformed and collectively shaped. Through a in-depth analysis of these phenomena, their practices and ethos, it is argued here that the distributed approach practiced by these communities offers a practical path towards a democratization of the technosphere by: 1) demystifying technologies, 2) providing the public with the tools and knowledge necessary to understand and shape technologies, and 3) encouraging citizen participation in the development of technologies.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

O estudo de caso tem por objetivo principal analisar e avaliar a utilização de um Ambiente de Aprendizagem Enriquecido pela Tecnologia (TELE) no Ensino Superior, através do que é normalmente designado de eLearning e, perceber, o impacto que estas metodologias estão a ter no ensino presencial, a forma como estão a ser usadas e de que forma alunos e professores têm sido confrontados com esta realidade. Especificamente visa analisar o impacto da implementação de um modelo de eLearning na aprendizagem e perceber a relação entre uma estratégia metodológica suportada pela LMS Moodle na sala de aula, as competências digitais e skills que os alunos têm e de que forma isso resulta em termos de ensino-aprendizagem. O Moodle foi a plataforma de aprendizagem selecionada enquanto suporte ao processo de ensino-aprendizagem na unidade curricular de Edição Multimédia do curso de Licenciatura em Comunicação Social e Cultural da Universidade Católica Portuguesa (UCP), com uma turma de 42 alunos no total. Por conseguinte, foi o ambiente usado para a interação entre os alunos e entre estes com o professor em espaço e tempo extra aula. Com o objetivo de cumprir os objetivos propostos recorreu-se a três instrumentos de recolha de dados: dois questionários aos alunos, em momentos distintos. Primeiro, procurou-se obter conhecimentos sobre as suas competências digitais e, num segundo momento, aferir sobre a perceção e o nível de satisfação dos alunos face ao modelo de aprendizagem implementado; observação não participante de sala de aula (estruturada e naturalista), delimitando-se as seguintes dimensões: estratégias operacionalizadas pelo professor, materiais/recursos e ferramentas utilizadas e práticas e atitudes do aluno; registos da plataforma pela análise das interações entre os alunos e destes com o professor através dos fóruns de discussão. O estudo permitiu atestar o impacto bastante positivo nos níveis de satisfação dos alunos e estabelecer uma relação eficaz entre a tecnologia e a aquisição de aprendizagens significativas: potenciou uma aprendizagem ativa, interativa e um contexto para o trabalho colaborativo; consequente capacidade autorregulatória da aprendizagem; promoveu o desenvolvimento da Literacia digital; possibilitou a adoção de metodologias de aprendizagem diversificadas; contribuiu para o aumento da participação, motivação e entusiasmo dos alunos.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Este trabalho de investigação começou por ser estruturado em torno de quatro grandes capítulos (quatro grandes linhas de orientação temática), todos eles amplamente desenvolvidos no sentido de podermos cartografar alguns dos principais territórios e sintomas da arte contemporânea, sendo certo também, que cada um deles assenta precisamente nos princípios de uma estrutura maleável que, para todos os efeitos, se encontra em processo de construção (work in progress), neste caso, graças à plasticidade do corpo, do espaço, da imagem e do uso criativo das tecnologias digitais, no âmbito das quais, aliás, tudo se parece produzir, transformar e disseminar hoje em dia à nossa volta (quase como se de uma autêntica viagem interactiva se tratasse). Por isso, a partir daqui, todo o esforço que se segue procurará ensaiar uma hipótese de trabalho (desenvolver uma investigação) que, porventura, nos permita desbravar alguns caminhos em direcção aos intermináveis túneis do futuro, sempre na expectativa de podermos dar forma, função e sentido a um desejo irreprimível de liberdade criativa, pois, a arte contemporânea tem essa extraordinária capacidade de nos transportar para muitos outros lugares do mundo, tão reais e imaginários como a nossa própria vida. Assim sendo, há que sumariar algumas das principais etapas a desenvolver ao longo desta investigação. Ora, num primeiro momento, começaremos por reflectir sobre o conceito alargado de «crise» (a crise da modernidade), para logo de seguida podermos abordar a questão da crise das antigas categorias estéticas, questionando assim, para todos os efeitos, quer o conceito de «belo» (Platão) e de «gosto» (Kant), quer ainda o conceito de «forma» (Foccilon), não só no sentido de tentarmos compreender algumas das principais razões que terão estado na origem do chamado «fim da arte» (Hegel), mas também algumas daquelas que terão conduzido à estetização generalizada da experiência contemporânea e à sua respectiva disseminação pelas mais variadas plataformas digitais. Num segundo momento, procuraremos reflectir sobre alguns dos principais problemas da inquietante história das imagens, nomeadamente para tentarmos perceber como é que todas estas transformações técnicas (ligadas ao aparecimento da fotografia, do cinema, do vídeo, do computador e da internet) terão contribuído para o processo de instauração e respectivo alargamento daquilo que todos nós ficaríamos a conhecer como a nova «era da imagem», ou a imagem na «era da sua própria reprodutibilidade técnica» (Benjamin), pois, só assim é que conseguiremos interrogar este imparável processo de movimentação, fragmentação, disseminação, simulação e interacção das mais variadas «formas de vida» (Nietzsche, Agamben). Entretanto, chegados ao terceiro grande momento, interessa-nos percepcionar a arte contemporânea como uma espécie de plataforma interactiva que, por sua vez, nos levará a interpelar alguns dos principais dispositivos metafóricos e experimentais da viagem, neste caso, da viagem enquanto linha facilitadora de acesso à arte, à cultura e à vida contemporânea em geral, ou seja, todo um processo de reflexão que nos incitará a cartografar alguns dos mais atractivos sintomas provenientes da estética do flâneur (na perspectiva de Rimbaud, Baudelaire, Long e Benjamin) e, consequentemente, a convocar algumas das principais sensações decorrentes da experiência altamente sedutora daqueles que vivem mergulhados na órbita interactiva do ciberespaço (na condição de ciberflâneurs), quase como se o mundo inteiro, agora, fosse tão somente um espaço poético «inteiramente navegável» (Manovich). Por fim, no quarto e último momento, procuraremos fazer uma profunda reflexão sobre a inquietante história do corpo, principalmente com o objectivo de reforçar a ideia de que apesar das suas inúmeras fragilidades biológicas (um ser que adoece e morre), o corpo continua a ser uma das «categorias mais persistentes de toda a cultura ocidental» (Ieda Tucherman), não só porque ele resistiu a todas as transformações que lhe foram impostas historicamente, mas também porque ele se soube reinventar e readaptar pacientemente face a todas essas transformações históricas. Sinal evidente de que a sua plasticidade lhe iria conferir, principalmente a partir do século XX («o século do corpo») um estatuto teórico e performativo verdadeiramente especial. Tão especial, aliás, que basta termos uma noção, mesmo que breve, da sua inquietante história para percebermos imediatamente a extraordinária importância dalgumas das suas mais variadas transformações, atracções, ligações e exibições ao longo das últimas décadas, nomeadamente sob o efeito criativo das tecnologias digitais (no âmbito das quais se processam algumas das mais interessantes operações de dinamização cultural e artística do nosso tempo). Em suma, esperamos sinceramente que este trabalho de investigação possa vir a contribuir para o processo de alargamento das fronteiras cada vez mais incertas, dinâmicas e interactivas do conhecimento daquilo que parece constituir, hoje em dia, o jogo fundamental da nossa contemporaneidade.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Os desafios que a educação hoje enfrenta, a par do extraordinário desenvolvimento das tecnologias de informação e comunicação exigem uma reflexão sobre as metodologias de ensino que propiciem uma maior motivação e o desenvolvimento de aprendizagens. O presente relatório resulta de um estudo sobre a aplicação de recursos baseados nas tecnologias de educação e comunicação (TIC) ao serviço da educação, realizada no âmbito da Prática de Ensino Supervisionada em Geografia e História. Esta prática decorreu em duas turmas da Escola Básica e Secundária Passos Manuel (Lisboa), uma do 10.º ano do ensino regular e outra do 11.º ano do Curso Profissional Técnico de Turismo, e numa turma do 9.º ano de escolaridade da Escola Secundária Miguel Torga (Sintra). Este trabalho assenta numa análise e reflexão sobre a aplicação das tecnologias digitais como ferramenta didática, e pretende demonstrar as potencialidades que este tipo de recursos representa no processo de ensino-aprendizagem, assim como os seus principais constrangimentos.