966 resultados para computer usage skills
Resumo:
An accurate assessment of the computer skills of students is a pre-requisite for the success of any e-learning interventions. The aim of the present study was to assess objectively the computer literacy and attitudes in a group of Greek post-graduate students, using a task-oriented questionnaire developed and validated in the University of Malmö, Sweden. 50 post-graduate students in the Athens University School of Dentistry in April 2005 took part in the study. A total competence score of 0-49 was calculated. Socio-demographic characteristics were recorded. Attitudes towards computer use were assessed. Descriptive statistics and linear regression modeling were employed for data analysis. Total competence score was normally distributed (Shapiro-Wilk test: W = 0.99, V = 0.40, P = 0.97) and ranged from 5 to 42.5, with a mean of 22.6 (+/-8.4). Multivariate analysis revealed 'gender', 'e-mail ownership' and 'enrollment in non-clinical programs' as significant predictors of computer literacy. Conclusively, computer literacy of Greek post-graduate dental students was increased amongst males, students in non-clinical programs and those with more positive attitudes towards the implementation of computer assisted learning.
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Among daily computer users who are proficient, some are flexible at accomplishing unfamiliar tasks on their own and others have difficulty. Software designers and evaluators involved with Human Computer Interaction (HCI) should account for any group of proficient daily users that are shown to stumble over unfamiliar tasks. We define "Just Enough" (JE) users as proficient daily computer users with predominantly extrinsic motivation style who know just enough to get what they want or need from the computer. We hypothesize that JE users have difficulty with unfamiliar computer tasks and skill transfer, whereas intrinsically motivated daily users accomplish unfamiliar tasks readily. Intrinsic motivation can be characterized by interest, enjoyment, and choice and extrinsic motivation is externally regulated. In our study we identified users by motivation style and then did ethnographic observations. Our results confirm that JE users do have difficulty accomplishing unfamiliar tasks on their own but had fewer problems with near skill transfer. In contrast, intrinsically motivated users had no trouble with unfamiliar tasks nor with near skill transfer. This supports our assertion that JE users know enough to get routine tasks done and can transfer that knowledge, but become unproductive when faced with unfamiliar tasks. This study combines quantitative and qualitative methods. We identified 66 daily users by motivation style using an inventory adapted from Deci and Ryan (Ryan and Deci 2000) and from Guay, Vallerand, and Blanchard (Guay et al. 2000). We used qualitative ethnographic methods with a think aloud protocol to observe nine extrinsic users and seven intrinsic users. Observation sessions had three customized phases where the researcher directed the participant to: 1) confirm the participant's proficiency; 2) test the participant accomplishing unfamiliar tasks; and 3) test transfer of existing skills to unfamiliar software.
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This article describes a classification scheme for computer-mediated discourse that classifies samples in terms of clusters of features, or “facets”. The goal of the scheme is to synthesize and articulate aspects of technical and social context that influence discourse usage in CMC environments. The classification scheme is motivated, presented in detail with support from existing literature, and illustrated through a comparison of two types of weblog (blog) data. In concluding, the advantages and limitations of the scheme are weighed.
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The assumption that social skills are necessary ingredients of collaborative learning is well established but rarely empirically tested. In addition, most theories on collaborative learning focus on social skills only at the personal level, while the social skill configurations within a learning group might be of equal importance. Using the integrative framework, this study investigates which social skills at the personal level and at the group level are predictive of task-related e-mail communication, satisfaction with performance and perceived quality of collaboration. Data collection took place in a technology-enhanced long-term project-based learning setting for pre-service teachers. For data collection, two questionnaires were used, one at the beginning and one at the end of the learning cycle which lasted 3 months. During the project phase, the e-mail communication between group members was captured as well. The investigation of 60 project groups (N = 155 for the questionnaires; group size: two or three students) and 33 groups for the e-mail communication (N = 83) revealed that personal social skills played only a minor role compared to group level configurations of social skills in predicting satisfaction with performance, perceived quality of collaboration and communication behaviour. Members from groups that showed a high and/or homogeneous configuration of specific social skills (e.g., cooperation/compromising, leadership) usually were more satisfied and saw their group as more efficient than members from groups with a low and/or heterogeneous configuration of skills.
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The overarching objective of this dissertation is to uncover why and how individually experienced fits and misfits translate into different outcomes of user behavior and satisfaction and whether these individual fit/misfit outcomes are in line with organizational intent. In search of patterns and possible archetype users in the context of ES PIPs, this dissertation is the first study that specifically links the theoretical concepts of the aggregated individual fit experiences with the individual and organizational outcome of these experiences (i.e. behavioral reaction, user satisfaction, and alignment with organizational intent). The case study’s findings provide preliminary support for four archetype users characterized by specific fit/misfit experience-outcome patterns.
Resumo:
A high productivity rate in Engineering is related to an efficient management of the flow of the large quantities of information and associated decision making activities that are consubstantial to the Engineering processes both in design and production contexts. Dealing with such problems from an integrated point of view and mimicking real scenarios is not given much attention in Engineering degrees. In the context of Engineering Education, there are a number of courses designed for developing specific competencies, as required by the academic curricula, but not that many in which integration competencies are the main target. In this paper, a course devoted to that aim is discussed. The course is taught in a Marine Engineering degree but the philosophy could be used in any Engineering field. All the lessons are given in a computer room in which every student can use each all the treated software applications. The first part of the course is dedicated to Project Management: the students acquire skills in defining, using Ms-PROJECT, the work breakdown structure (WBS), and the organization breakdown structure (OBS) in Engineering projects, through a series of examples of increasing complexity, ending up with the case of vessel construction. The second part of the course is dedicated to the use of a database manager, Ms-ACCESS, for managing production related information. A series of increasing complexity examples is treated ending up with the management of the pipe database of a real vessel. This database consists of a few thousand of pipes, for which a production timing frame is defined, which connects this part of the course with the first one. Finally, the third part of the course is devoted to the work with FORAN, an Engineering Production package of widespread use in the shipbuilding industry. With this package, the frames and plates where all the outfitting will be carried out are defined through cooperative work by the studens, working simultaneously in the same 3D model. In the paper, specific details about the learning process are given. Surveys have been posed to the students in order to get feed-back from their experience as well as to assess their satisfaction with the learning process. Results from these surveys are discussed in the paper
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Automatic cost analysis of programs has been traditionally concentrated on a reduced number of resources such as execution steps, time, or memory. However, the increasing relevance of analysis applications such as static debugging and/or certiflcation of user-level properties (including for mobile code) makes it interesting to develop analyses for resource notions that are actually application-dependent. This may include, for example, bytes sent or received by an application, number of files left open, number of SMSs sent or received, number of accesses to a datábase, money spent, energy consumption, etc. We present a fully automated analysis for inferring upper bounds on the usage that a Java bytecode program makes of a set of application programmer-deflnable resources. In our context, a resource is defined by programmer-provided annotations which state the basic consumption that certain program elements make of that resource. From these deflnitions our analysis derives functions which return an upper bound on the usage that the whole program (and individual blocks) make of that resource for any given set of input data sizes. The analysis proposed is independent of the particular resource. We also present some experimental results from a prototype implementation of the approach covering a signiflcant set of interesting resources.
Resumo:
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.
Resumo:
Actualmente las redes sociales son muy utilizadas en todo el mundo, existen diferentes tipos de redes sociales con las que podemos conectar con amigos, ampliar nuestra red de contactos profesionales, aprender cosas nuevas, etc. Su elevado uso las ha convertido en uno de los negocios más rentables en internet generando fortunas para sus creadores, principalmente, a través de la publicidad. Muchas redes sociales son creadas por empresas que cuentan con un equipo experto, pero otras muchas han sido creadas por personas comunes, con bajos conocimientos informáticos, muchos motivados en sus aficiones o carreras profesionales, que al no encontrar nada en la red que les resulte útil, han decidido desarrollar ellos mismos sus propias redes sociales con la ayuda de herramientas informáticas. Una de esas herramientas son los sistemas de gestión de contenidos (CMS), con los cuales ahorraremos mucho tiempo de desarrollo y no necesitaremos invertir grandes cantidades de dinero. Este proyecto trata, principalmente, de cómo crear redes sociales haciendo uso de estas herramientas y tiene el objetivo de ser lo suficientemente claro para que cualquier persona, sin importar su nivel de conocimientos técnicos, sea capaz de desarrollar sus ideas. En la primera parte del proyecto se habla sobre las redes sociales en general y el impacto de éstas en la sociedad actual, donde se ve que, actualmente, debido a la cantidad de redes sociales y a la accesibilidad móvil, el uso de las redes sociales es una cotidianidad. También se explican algunos métodos para obtener beneficios económicos de una red social y las ventajas que presentan las redes sociales específicas frente a las generalistas, concluyendo que las redes sociales específicas van ganando mayor protagonismo con el paso del tiempo. Además, se habla sobre la crítica de las redes sociales desde el punto de vista del usuario de la red, donde se resalta el tema de la administración de la publicidad y la privatización que han supuesto las redes sociales. Posteriormente se presenta una base teórica sobre las herramientas antes mencionadas, los CMS. Se explica su funcionamiento, clasificación y las ventajas que obtenemos con el uso de este software en nuestros proyectos, de los cuales destacan el corto tiempo de desarrollo y el bajo coste. Al final se eligen los CMS de estudio en este proyecto principalmente en base a tres criterios: licencia, cuota de uso y características de red social. En la segunda parte del proyecto se habla acerca de los CMS elegidos: WordPress con su plugin BuddyPress, Elgg, y Joomla con su plugin JomSocial. Se explican las características de cada uno de ellos y se muestran ejemplos de redes sociales reales hechas con estos CMS. En esta parte del proyecto se hace un uso práctico de estos CMS y se detalla paso a paso todo el proceso de creación de una red social (instalación, configuración y personalización de la red social) para cada CMS. El resultado son tres redes sociales hechas con distintos CMS, de los cuales se hace una valoración en base a la experiencia obtenida con el uso de los mismos, concluyéndose que JomSocial es una buena opción para redes sociales de uso generalista, pero para redes específicas son mejores tanto Elgg como BuddyPress, presentando este último una ligera ventaja por tener una gran comunidad en español. ABSTRACT. Nowadays social networks are widely used throughout the world, there are different types of social networks where you can connect with friends, expand your network of professional contacts, learn new things, etc. Its high usage has turned them into one of the most profitable businesses on Internet generating fortunes to its developers, mainly through advertising. Many social networks are developed by companies that count on an expert team, but many others have been created by ordinary people, with low computer skills, many of them motivated in their hobbies or careers, that did not find anything useful on Internet and decide to develop their own social networks with the help of software tools. One of those tools is a content management system (CMS), which will help us to save a lot of development time and we will not need to invest large amounts of money. This project is, mainly, about how to create social networks using these tools and aims to be clear enough to help anyone, regardless of their computer skills, to develop their ideas. The first part of the project is about social networks in general and the impact on today's society, where we can see that, due to the number of social networks and mobile accessibility, the use of social networks is daily. Also it explains some ways to obtain economic benefits from a social network and the advantages of specific social networks against generalist social networks, concluding that specific social networks are gaining more prominence with the passage of time. In addition, it refers on social networks critique from the point of view of social network users, where it highlights the issue of the advertising administration and privatization which have brought social networks. Subsequently, it presents a theoretical base of the above mentioned tools, CMS. Explains their operation, classification and the advantages we get with the use of this software in our projects, where the short development time and lower cost are highlighted. At the end the CMS studied in this project are chosen mainly based on three criteria: license, community size and social network features. The second part of the project is about the chosen CMS: WordPress with its plugin BuddyPress, Elgg, and Joomla with its plugin JomSocial. It explains features of all of them and shows examples of real social networks developed with these CMS. This part of the project is a practical use of these CMS and detailed step by step throughout the process of creating a social network (installation, configuration and customization of the social network) for each CMS. The result are three social networks made with different CMS, from which is made an assessment on the basis of the experience gained with the use of these software, concluding that JomSocial is a good choice to develop generalist social networks, but for specific social networks are better Elgg and BuddyPress, presenting the latter a slight advantage by having a large community in Spanish.
Resumo:
The main purpose of this work is to describe the case of an online Java Programming course for engineering students to learn computer programming and to practice other non-technicalabilities: online training, self-assessment, teamwork and use of foreign languages. It is important that students develop confidence and competence in these skills, which will be required later in their professional tasks and/or in other engineering courses (life-long learning). Furthermore, this paper presents the pedagogical methodology, the results drawn from this experience and an objective performance comparison with another conventional (face-to-face) Java course.
Resumo:
Computer programming is known to be one of the most difficult courses for students in the first year of engineering. They are faced with the challenge of abstract thinking and gaining programming skills for the first time. These skills are acquired by continuous practicing from the start of the course. In order to enhance the motivation and dynamism of the learning and assessment processes, we have proposed the use of three educational resources namely screencasts, self-assessment questionnaires and automated grading of assignments. These resources have been made available in Moodle which is a Learning Management System widely used in education environments and adopted by the Telecommunications Engineering School at the Universidad Politécnica de Madrid (UPM). Both teachers and students can enhance the learning and assessment processes through the use of new educational activities such as self-assessment questionnaires and automated grading of assignments. On the other hand, multimedia resources such as screencasts can guide students in complex topics. The resources proposed allow teachers to improve their tutorial actions since they provide immediate feedback and comments to students without the enormous effort of manual correction and evaluation by teachers specially taking into account the large number of students enrolled in the course. In this paper we present the case study where three proposed educational resources were applied. We describe the special features of the course and explain why the use of these resources can both enhance the students? motivation and improve the teaching and learning processes. Our research work was carried out on students attending the "Computer programming" course offered in the first year of a Telecommunications Engineering degree at UPM. This course is mandatory and has more than 450 enrolled students. Our purpose is to encourage the motivation and dynamism of the learning and assessment processes.
Resumo:
This paper presents an online C compiler designed so that students can program their practical assignments in Programming courses. What is really innovative is the self-assessment of the exercises based on black-box tests and train students’ skill to test software. Moreover, this tool lets instructors, not only proposing and classifying practical exercises, but also evaluating automatically the efforts dedicated and the results obtained by the students. The system has been applied to the 1st-year students at the Industrial Engineering specialization at the Universidad Politecnica de Madrid. Results show that the students obtained better academic performance, reducing the failure rate in the practical exam considerably with respect to previous years, in addition that an anonymous survey proved that students are satisfied with the system because they get instant feedback about their programs.
Resumo:
Because it is widely accepted that providing information online will play a major role in both the teaching and practice of medicine in the near future, a short formal course of instruction in computer skills was proposed for the incoming class of students entering medical school at the State University of New York at Stony Brook. The syllabus was developed on the basis of a set of expected outcomes, which was accepted by the dean of medicine and the curriculum committee for classes beginning in the fall of 1997. Prior to their arrival, students were asked to complete a self-assessment survey designed to elucidate their initial skill base; the returned surveys showed students to have computer skills ranging from complete novice to that of a systems engineer. The classes were taught during the first three weeks of the semester to groups of students separated on the basis of their knowledge of and comfort with computers. Areas covered included computer basics, e-mail management, MEDLINE, and Internet search tools. Each student received seven hours of hands-on training followed by a test. The syllabus and emphasis of the classes were tailored to the initial skill base but the final test was given at the same level to all students. Student participation, test scores, and course evaluations indicated that this noncredit program was successful in achieving an acceptable level of comfort in using a computer for almost all of the student body.
Resumo:
Computer science studies possess a strong multidisciplinary aptitude since most graduates do their professional work outside of a computing environment, in close collaboration with professionals from many different areas. However, the training offered in computer science studies lacks that multidisciplinary factor, focusing more on purely technical aspects. In this paper we present a novel experience where computer studies and educational psychology find a common ground and realistic working through laboratory practices. Specifically, the work enables students of computer science education the development of diagnosis support systems, with artificial intelligence techniques, which could then be used for future educational psychologists. The applications developed by computer science students are the creation of a model for the diagnosis of pervasive developmental disorders (PDD), sometimes also commonly called the autism spectrum disorders (ASD). The complexity of this diagnosis, not only by the exclusive characteristics of every person who suffers from it, but also by the large numbers of variables involved in it, requires very strong and close interdisciplinary participation. This work demonstrates that it is possible to intervene in a curricular perspective, in the university, to promote the development of interpersonal skills. What can be shown, in this way, is a methodology for interdisciplinary practices design and a guide for monitoring and evaluation. The results are very encouraging since we obtained significant differences in academic achievement between students who attended a course using the new methodology and those who did not use it.