697 resultados para authentic collaborative partnerships
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?? crescente o envolvimento de organiza????es p??blicas e privadas com alian??as e parcerias. No novo cen??rio colaborativo, uma nova abordagem para o planejamento das organiza????es precisa ser desenvolvida, com especial aten????o para o setor p??blico, em cujo ambiente a escassez de recursos pode ser total ou parcialmente suprida pela cria????o ou incremento de redes entre organiza????es e sistemas. A nova abordagem para a coordena????o interorganizacional no ??mbito do planejamento governamental pode resultar em algum tipo de ???organiza????o virtual??? para o setor p??blico, ?? semelhan??a do que j?? ocorre no setor privado. O artigo destaca a import??ncia da reflex??o sobre as implica????es e possibilidades que os conceitos relativos a organiza????es virtuais podem trazer para a coordena????o interorganizacional no ??mbito do planejamento governamental, de forma a contribuir para incrementar a efetividade da a????o de governo, por meio de ambiente informacional cooperativo. Aspectos como cultura organizacional, poder e controle, fronteiras e estruturas organizacionais, confian??a e gest??o cooperativa da informa????o dever??o ser observados no contexto do planejamento governamental, caso se pretenda evoluir na aplica????o do conceito de organiza????es virtuais no setor p??blico
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Esta pesquisa teve como objetivo geral compreender a proposta/ prática curricular do Atendimento Educacional Especializado (AEE) na Sala de Recursos Multifuncionais (SRM) enquanto função complementar na educação da criança pequena com deficiência e Transtornos Globais do Desenvolvimento (TGD). Partimos das constatações de que, nas duas últimas décadas, documentos oficiais, assim como pesquisas na área, apontam a necessidade de um trabalho pedagógico inclusivo, que atenda às demandas e características dos diferentes sujeitos matriculados. Questionamos se a proposta e prática curricular complementar do AEE, por meio da SRM, têm contribuído para a inclusão da criança pequena, público alvo da educação especial, nas práticas pedagógicas da sala de aula comum? Teoricamente buscamos as contribuições da Abordagem Histórico-Cultural para compreender o desenvolvimento e aprendizagem da criança com deficiência, assim como procuramos a interlocução com os teóricos do currículo, entre os quais Sacristán. Como metodologia, utilizamos a pesquisa-ação colaborativo-crítico. O lócus da pesquisa foi um Centro de Educação Infantil, situado em Vitória/ES, com uma sala de recurso multifuncional, modelo proposto pelo Ministério da Educação (MEC). Os sujeitos participantes foram crianças de 3 a 7 anos matriculadas no Centro Municipal de Educação Infantil (CMEI) e encaminhadas para o AEE, na SRM (seis crianças surdas, sete crianças com manifestações de TGD e uma criança com Síndrome de Down); dois professores de educação especial da SRM (uma professora da área da área de Deficiência Intelectual (DI), uma professora bilíngue e um instrutor surdo); professores regentes do turno da manhã CMEI e dois pedagogos. Como perspectiva teórico-metodológica, optamos pela rede significações (Rossetti-Ferreira, 2004) que tem seus pressupostos fundamentados na teoria histórico-cultural, que compreende os processos de desenvolvimento humano como atos de significação constituídos por múltiplas interações estabelecidas social e culturalmente pelos sujeitos durante toda a vida. A organização e análise dos dados ocorreram por meio dos movimentos, cenários e atores; as práticas curriculares inclusivas na/da escola: a SRM e a sala de aula comum em seus encontros e desencontros; a preocupação com o desenvolvimento psicomotor da criança; o brincar versus a aquisição da leitura e escrita; o diálogo entre o currículo da SRM e a sala de aula comum e os encontros colaborativos com os professores de educação especial, com as pedagogas e com as professoras regentes do CMEI. Algumas considerações importantes se destacam, entre as quais: a falta de formação e desconhecimento por parte dos professores de educação especial sobre a proposta curricular da educação infantil e práticas pedagógicas descontextualizadas e fragmentadas desenvolvidas na SRM, que dificultam a ação complementar ao trabalho da classe comum. Para as professoras das salas de atividades o AEE é viável na escola de educação infantil, mas não somente na SRM, concordam que deve haver o atendimento educacional especializado no turno em que a criança esteja matriculada; que ele pode ajudar na inclusão da criança público alvo da educação especial, por meio de práticas sociais e culturais lúdicas, linguísticas e intelectuais. Concluímos que as professoras desejam um AEE dinâmico, interlocutor, que se movimente na escola como um todo.
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This article examines the priority bilateral relations of Brazil, named "strategic partnerships", both because of their tradition and historical relevance and due to the existence of political and economic cooperation projects. An assessment of these relationships, especially under Lula's administration, is made in this work, bearing in mind the concept of "strategic partnerships" and its development in Brazilian foreign policy. There will be considered partnerships with the US; Argentina; Japan; China; India; South Africa and the European Union. In the article, the meaning of the increase in these relationships is interpreted on the grounds of its significance to the international insertion strategy of Brazil
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In the city of Rio de Janeiro, the management agencies of environmental conservation units of the park type have been attempting to meet five primary objectives set by the National System for Conservation Units (NSCU), using participatory management guidelines for these units. Two of these objectives relate to the development of recreation activities that involve contact with nature and ecological tourism. This article presents the analyses and conclusions regarding the implementation of collaborative strategies with businesses to achieve such objectives; it is part of a series of research studies having a broader scope. Case studies were conducted in eight parks by means of dozens of interviews with managers and other interested social actors, as well as by documentary research and direct observation. The results suggest that the ecotourism objective is still far from being reached, and that the collaborative strategies used are not sufficient to compensate for the organizational, material and human limitations that encumber these agencies. It was also concluded for the sample that there lacks a strategic vision on the part of the three branches of government involved in the management of these parks in the sense of viewing ecotourism in the city's conservation units as a powerful means to foster local sustainable development.
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With this article we intend to contribute to the understanding of what can make Online Collaborative Teams (OCT) effective. This is done by identifying what can be considered best practices for individual team members, for leaders of OCT, and for the organizations that the teams are a part of. Best practices in these categories were identified from the existing literature related to online teams and collaborative work literature.
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Since collaborative networked organisations are usually formed by independent and heterogeneous entities, it is natural that each member holds his own set of values, and that conflicts among partners might emerge because of some misalignment of values. In contrast, it is often stated in literature that the alignment between the value systems of members involved in collaborative processes is a prerequisite for successful co-working. As a result, the issue of core value alignment in collaborative networks started to attract attention. However, methods to analyse such alignment are lacking mainly because the concept of 'alignment' in this context is still ill defined and shows a multifaceted nature. As a contribution to the area, this article introduces an approach based on causal models and graph theory for the analysis of core value alignment in collaborative networks. The potential application of the approach is then discussed in the virtual organisations' breeding environment context.
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Collaborative networks are typically formed by heterogeneous and autonomous entities, and thus it is natural that each member has its own set of core-values. Since these values somehow drive the behaviour of the involved entities, the ability to quickly identify partners with compatible or common core-values represents an important element for the success of collaborative networks. However, tools to assess or measure the level of alignment of core-values are lacking. Since the concept of 'alignment' in this context is still ill-defined and shows a multifaceted nature, three perspectives are discussed. The first one uses a causal maps approach in order to capture, structure, and represent the influence relationships among core-values. This representation provides the basis to measure the alignment in terms of the structural similarity and influence among value systems. The second perspective considers the compatibility and incompatibility among core-values in order to define the alignment level. Under this perspective we propose a fuzzy inference system to estimate the alignment level, since this approach allows dealing with variables that are vaguely defined, and whose inter-relationships are difficult to define. Another advantage provided by this method is the possibility to incorporate expert human judgment in the definition of the alignment level. The last perspective uses a belief Bayesian network method, and was selected in order to assess the alignment level based on members' past behaviour. An example of application is presented where the details of each method are discussed.
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Integrated manufacturing constitutes a complex system made of heterogeneous information and control subsystems. Those subsystems are not designed to the cooperation. Typically each subsystem automates specific processes, and establishes closed application domains, therefore it is very difficult to integrate it with other subsystems in order to respond to the needed process dynamics. Furthermore, to cope with ever growing marketcompetition and demands, it is necessary for manufacturing/enterprise systems to increase their responsiveness based on up-to-date knowledge and in-time data gathered from the diverse information and control systems. These have created new challenges for manufacturing sector, and even bigger challenges for collaborative manufacturing. The growing complexity of the information and communication technologies when coping with innovative business services based on collaborative contributions from multiple stakeholders, requires novel and multidisciplinary approaches. Service orientation is a strategic approach to deal with such complexity, and various stakeholders' information systems. Services or more precisely the autonomous computational agents implementing the services, provide an architectural pattern able to cope with the needs of integrated and distributed collaborative solutions. This paper proposes a service-oriented framework, aiming to support a virtual organizations breeding environment that is the basis for establishing short or long term goal-oriented virtual organizations. The notion of integrated business services, where customers receive some value developed through the contribution from a network of companies is a key element.
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The aim of this paper is to present an adaptation model for an Adaptive Educational Hypermedia System, PCMAT. The adaptation of the application is based on progressive self-assessment (exercises, tasks, and so on) and applies the constructivist learning theory and the learning styles theory. Our objective is the creation of a better, more adequate adaptation model that takes into account the complexities of different users.
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Collaborative Work plays an important role in today’s organizations, especially in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself complex, but is becoming recurrent in recent years. In this work we present the VirtualECare project, an intelligent multi-agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In last year’s there has been a substantially increase on the number of people needed of intensive care, especially among the elderly, a phenomenon that is related to population ageing. However, this is becoming not exclusive of the elderly, as diseases like obesity, diabetes and blood pressure have been increasing among young adults. This is a new reality that needs to be dealt by the health sector, particularly by the public one. Given this scenarios, the importance of finding new and cost effective ways for health care delivery are of particular importance, especially when we believe they should not to be removed from their natural “habitat”. Following this line of thinking, the VirtualECare project will be presented, like similar ones that preceded it. Recently we have also assisted to a growing interest in combining the advances in information society - computing, telecommunications and presentation – in order to create Group Decision Support Systems (GDSS). Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the above presented GDSS to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This achievement is vital, regarding the explosion of knowledge and skills, together with the need to use limited resources and get better results.
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Processes are a central entity in enterprise collaboration. Collaborative processes need to be executed and coordinated in a distributed Computational platform where computers are connected through heterogeneous networks and systems. Life cycle management of such collaborative processes requires a framework able to handle their diversity based on different computational and communication requirements. This paper proposes a rational for such framework, points out key requirements and proposes it strategy for a supporting technological infrastructure. Beyond the portability of collaborative process definitions among different technological bindings, a framework to handle different life cycle phases of those definitions is presented and discussed. (c) 2007 Elsevier Ltd. All rights reserved.
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ECER 2014 "The Past, the Present and Future of Educational Research in Europe" will take place at the University of Porto from 1 - 5 September 2014.
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No decorrer do projeto SELEAG foi desenvolvido um jogo de aventura gráfica educativo com o propósito de ensinar história, cultura e relações sociais aos alunos. Este jogo foi avaliado em contexto de sala de aula em diversos países, obtendo resultados positivos. No entanto, por motivos técnicos, alguns dos objetivos propostos pelo projeto não puderam ser devidamente explorados, como permitir que o jogo fosse extensível por outros educadores ou suportar a colaboração online entre os jogadores. Nomeadamente, as ferramentas utilizadas para desenvolver o jogo eram demasiado complicadas para serem utilizadas fora da equipa de desenvolvimento, o que limitou a extensibilidade do projeto, e tornou impossível que educadores sem conhecimentos de programação fossem também capazes de traduzir os seus conteúdos educativos para este formato. Além disso, apesar do jogo possuir algumas funcionalidades de colaboração online, toda a interação era efetuada externamente ao jogo, através de um fórum de mensagens, o que demonstrou ser pouco motivante para os jogadores, pois muitos deles nem se aperceberam que havia uma componente de colaboração no jogo. O objetivo desta tese incide sobre estes dois problemas, e consistiu em desenvolver um editor e motor de jogo com uma interface simples de utilizar, que não necessita de conhecimentos prévios de programação, e que permite criar jogos de aventura gráfica com uma componente de colaboração online verdadeiramente embebida na jogabilidade. A aplicação desenvolvida foi testada por um conjunto de utilizadores de diversas áreas, tendo-se obtido resultados que demonstram a acessibilidade e simplicidade da mesma, independentemente do nível de experiência prévio de programação do utilizador. A componente de colaboração online foi também muito bem recebida pelos utilizadores, os quais demonstraram bastante interesse em ver jogos de aventura gráfica com componente de colaboração online serem desenvolvidos no futuro.
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The development of new products or processes involves the creation, re-creation and integration of conceptual models from the related scientific and technical domains. Particularly, in the context of collaborative networks of organisations (CNO) (e.g. a multi-partner, international project) such developments can be seriously hindered by conceptual misunderstandings and misalignments, resulting from participants with different backgrounds or organisational cultures, for example. The research described in this article addresses this problem by proposing a method and the tools to support the collaborative development of shared conceptualisations in the context of a collaborative network of organisations. The theoretical model is based on a socio-semantic perspective, while the method is inspired by the conceptual integration theory from the cognitive semantics field. The modelling environment is built upon a semantic wiki platform. The majority of the article is devoted to developing an informal ontology in the context of a European R&D project, studied using action research. The case study results validated the logical structure of the method and showed the utility of the method.
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Although the computational power of mobile devices has been increasing, it is still not enough for some classes of applications. In the present, these applications delegate the computing power burden on servers located on the Internet. This model assumes an always-on Internet connectivity and implies a non-negligible latency. The thesis addresses the challenges and contributions posed to the application of a mobile collaborative computing environment concept to wireless networks. The goal is to define a reference architecture for high performance mobile applications. Current work is focused on efficient data dissemination on a highly transitive environment, suitable to many mobile applications and also to the reputation and incentive system available on this mobile collaborative computing environment. For this we are improving our already published reputation/incentive algorithm with knowledge from the usage pattern from the eduroam wireless network in the Lisbon area.