1000 resultados para Ensenyament virtual


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The following paper introduces the work conducted to create a relative virtual mouse based on the interpretation of head movements and face gesture through a low cost camera and the optical flow of the images. This virtual device is designed specifically as an alternative non-contact pointer for people with mobility impairments in the upper extremities and reduced head control. The proposed virtual device was compared with a conventional mouse, a touchpad and a digital joystick. Validation results show performances close to a digital joystick but far away from a conventional mouse.

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El concepto web 2.0 se utiliza para denominar a un conjunto de aplicaciones que están siempre en evolución de acuerdo a los requerimientos que los usuarios van realizando. En la red podemos encontrar muchas herramientas desarrolladas en la línea de la web 2.0: blogs, wikis, herramientas para compartir marcadores, para compartir archivos, etc. Consideramos que el sistema educativo no puede estar al margen de esta evolución tecnológica y necesita adaptarse a todos los niveles. Las universidades también se encuentran en la necesidad de adecuarse a estos nuevos tiempos, y cada vez encontramos más experiencias formativas de trabajo colaborativo en red para favorecer el aprendizaje de los estudiantes. El trabajo que presentamos es un análisis de herramientas web 2.0 y de una recopilación de buenas prácticas docentes universitarias de desarrollo de metodologías colaborativas utilizando las TIC. Además, ofrecemos recomendaciones del uso de estas herramientas en los procesos de enseñanza y aprendizaje universitario.

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El objetivo de esta investigación es conocer la tipología de aportaciones, que se producen en el entorno virtual colaborativo Knowledge Forum y comprobar si está teniendo lugar un aprendizaje colaborativo a través del ordenador (CSCL). Las contribuciones a los diferentes 30 foros han sido analizados y categorizados usando un esquema de codificación en base a las scaffolds o andamiajes que dicho entorno proporciona. Los resultados muestran que en conjunto los 308 estudiantes universitarios aportan nueva información y opinan, pero hay escasez de mensajes con diferentes opiniones que lleven a la discusión y a intercambios de puntos de vista distintos.

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This paper aims to explore asynchronous communication in computer supported collaborative learning (CSCL). Thirty virtual forums are analysed in both a quantitative and a qualitative way. Quantitatively, the number of messages written, message threads and original and answer messages are counted. Qualitatively, the content of the notes is analysed, cataloguing these into two different levels: on the one hand, as a set of knowledge building process categories, and on the other hand, following the scaffolds that Knowledge Forum offers. The results show that both an exchange of information and a collaborative work take place. Nevertheless, the construction of knowledge is superficial.

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Els processos d'ensenyament-aprenentatge de la història, a més de tenir una problemàtica força específica a la disciplina i que és la lligada a la susceptibilitat d‟una tria polítitzada i ideològicament interessada dels continguts a ensenyar, tenen, com totes les altres matèries, una problemàtica lligada als aspectes cognitius dels alumnes i que sovint no s'han abordat de manera adequada, si més no en el sistema curricular espanyol. Proposem, en aquest article, una possible aproximació a un currículum integrat que faciliti l'aprenentatge en profunditat basat en mostrar un model o mètode que l'alumne sigui capaç de reproduir per assolir futurs aprenentatges; i l'eix vertebrador de la nostra proposta és l'element indumentari.

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Pregunta de revisión: ¿El tratamiento de doble tarea con la incorporación del sistema de realidad virtual BioTrack favorece el equilibrio en los pacientes que han sufrido un traumatismo craneoencefálico? Objetivo: Determinar si el trabajo de doble tarea cognitivo-motor con la incorporación de realidad virtual favorece el equilibrio de los pacientes con traumatismo craneoencefálico. Metodología: se realizará un diseño de tipo experimental, aleatorio controlado y prospectivo. Se planteará un proyecto de 36 sesiones dividido en seis meses basado en trabajo de doble tarea cognitivo-motor con realidad virtual. Consta de un tratamiento combinado de ejercicios para el equilibrio con el soporte de realidad virtual BioTrack. Al mismo tiempo se trabajará la memoria y la atención para el trabajo cognitivo. Se compara con el grupo control que solo realiza ejercicios con BioTrack. La medida principal es el equilibrio medido con la berg balance scale y la influencia del trabajo cognitivo.

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The present work is aimed at reporting an educational experience about the conservation of the substance and the cognitive theories of Jean Piaget & Lev S. Vygotsky. This activity was carried out with 1st course students in the practical classes of the subject called Psicologia de l"educació i del desenvolupament en l"edat escolar, within the Teacher Training studies of the University of Girona. This experience was inspired by a proposal of González, Fuentes, de la Morena and Barajas (1995), in which the students have to analyse, using the solid and liquid conservation tasks created by Piaget and his colleagues from the Genevan School, the transition from the preoperational to the operational thought in infants aged from 4 to 8. This proposal has been adapted in order to analyse not only the infants" level of cognitive development but also what they can learn with the help of another person. Consequently, the students have chosen, administered and evaluated the support given to the children. Additionally, the different strategies used by the students in order to promote the infants" comprehension of the conservation have been studied and classified, which has allowed the reflection about other possible methods to teach and to show how to teach this concept El present treball pretén explicar una experiència docent sobre la conservació de la substància i les teories cognitives de Jean Piaget i Lev S. Vygotsky, en el marc de les pràctiques de l"assignatura Psicologia de l"educació i del desenvolupament en l"edat escolar amb alumnes 1r curs de la Diplomatura de Magisteri de la Universitat de Girona. Aquesta experiència s"ha inspirat en una proposta de González, Fuentes, de la Morena i Barajas (1995), en la qual els alumnes han d"analitzar el pas del pensament preoperatori al pensament operatori en infants de 4 a 8 anys, a través de tasques de conservació de la substància sòlida i líquida, les quals ja foren utilitzades per Piaget i els seus col·laboradors de l"Escola de Ginebra. Aquesta proposta ha estat adaptada per tal d"intentar analitzar el nivell de desenvolupament cognitiu dels infants no només a partir del que aquests són capaços de comprendre per sí sols sinó també a través d"ajudes, les quals han estat escollides, administrades i valorades pels propis estudiants. En aquesta revisió de la pràctica, s"han volgut delimitar les diferents estratègies utilitzades pels estudiants per tal de promoure la comprensió de la conservació en els infants, fet que ha permès la reflexió sobre d"altres possibles formes d"ensenyar i ensenyar a ensenyar aquest concep

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Presentació del projecte de disseny i desenvolupament del nou web de la Biblioteca Virtual, a la Jornada Tècnica de UOC.

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We present a case study of the redesign of the organizational presentation and content of the Virtual Library website at the Universitat Oberta de Catalunya (Open University of Catalonia, UOC), based on a user-centered design strategy. The aim of the redesign was to provide users with more intuitive, usable and understandable content (textual content, resources and services) by implementing criteria of customization, transparency and proximity. The study also presents a selection of best practices for applying these criteria to the design of other library websites.

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This abstract presents how we redesigned, with user-centred design methods, the way we organize and present the content on the UOC Virtual Library website. The content is now offered in a way that is more intuitive, usable and easy to understand, based on criteria of customization, transparency and proximity.The techniques used to achieve these objectives included benchmarking, interviews and focus groups during the user requirement capture phase and user tests to assess the process and results.

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A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence.

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En el present treball hem tractat d'aportar una visió actual del món de les dades obertes enllaçades en l'àmbit de l'educació. Hem revisat tant les aplicacions que van dirigides a implementar aquestes tecnologies en els repositoris de dades existents (pàgines web, repositoris d'objectes educacionals, repositoris de cursos i programes educatius) com a ser suport de nous paradigmes dins del món de l'educació.

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Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, mitjançant el mètode de test amb usuaris, per tal d'avaluar el grau d'usabilitat de la nova eina. L'anàlisi s'emmarca en el procés de disseny centrat en l'usuari que s'ha utilitzat per al seu disseny.