888 resultados para Learning Society
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The current economic crisis has rushed even more the economists’ concerns to identify new directions for the sustainable development of the society. In this context, the human capital is crystallised as the key variable of the creative economy and of the knowledge-based society. As such, we have directed the research underlying this paper to identifying the most eloquent indicators of human capital to meet the demands of the knowledge-based society and sustainable development as well as towards achieving a comprehensive analysis of the human capital in the EU countries, respectively of a comparative analysis: Romania - Portugal. To carry out this paper, the methodology used is based on the interdisciplinary triangulation involving approaches from the perspective of human resource management, economy and economic statistics. The research techniques used consist of the content analysis and investigation of secondary data of international organisations accredited in the field of this research, such as: the United Nation Development Programme - Human Development Reports, World Bank - World Development Reports, International Labour Organisation, Eurostat, European Commission’s Eurobarometer surveys and reports on human capital. The research results emphasise both similarities and differences between the two countries under the comparative analysis and the main directions in which one has to invest for the development of human capital.
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The process of Competences Recognition, Validation and Certification , also known as Accreditation of Prior Learning (APL), is an innovative means of attaining school certificates for individuals without an academic background. The main objective of this process is to validate what people have learned in informal contexts, in order to attribute academic certificates. With the increasing interest of the qualification of workers and governmental support, more and more Portuguese organizations promote this process within their facilities and their work hours. This study explores the relationship between the promotion of this Human Resource Development Programme and employee’s attitudes (Job Satisfaction and Organizational Commitment) and behaviours (Extra-role Organizational Citizenship Behaviours) towards the organization they work for. Results of a cross-sectional survey of Portuguese Industrial Workers (N=135) showed that statistical significant results are in the higher levels of Voice Behaviours (a dimension of Extra-role Organizational Citizenship Behaviour in the groups of workers who were involved or had graduated from the firm promoted APL process.
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Identity achievement is related to personality, as well as cognitive and interpersonal development. In tandem with the deep structural changes that have taken place in society, education must also shift towards a teaching approach focused on learning and the overall development of the student. The integration of technology may be the drive to foster the needed changes. We draw on the literature of multiple subject areas as basis for our work, namely: identity construction and self-representation, within a psychological and social standpoint; Higher Education (HE) in Portugal after Bologna, college student development and other intrinsic relationships, namely the role of emotions and interpersonal relationships in the learning process; the technological evolution of storytelling towards Digital Storytelling (DS) – the Californian model – and its connections to identity and education. Ultimately we propose DS as the aggregator capable of humanizing HE while developing essential skills and competences. Grounded on an interpretative/constructivist paradigm, we implemented a qualitative case study to explore DS in HE. In three attempts to collect student data, we gathered detailed observation notes from two Story Circles; twelve student written reflections; fourteen Digital Stories and detailed observation notes from one Story Show. We carried out three focus groups with teachers where we discussed their perceptions of each student prior to and after watching the Digital Stories, in addition to their opinion on DS in HE as a teaching and learning method and its influence on interpersonal relationships. We sought understandings of the integration of DS to analyze student selfperception and self-representation in HE contexts and intersected our findings with teachers’ perceptions of their students. We compared teachers’ and students’ perspectives, through the analysis of data collected throughout the DS process – Story Circle, Story Creation and Story Show – and triangulated that information with the students’ personal reflections and teacher perceptions. Finally we questioned if and how DS may influence teachers’ perceptions of students. We found participants to be the ultimate gatekeepers in our study. Very few students and teachers voluntarily came forth to take part in the study, confirming the challenge remains in getting participants to see the value and understand the academic rigor of DS. Despite this reluctance, DS proved to be an asset for teachers and students directly and indirectly involved in the study. DS challenges HE contexts, namely teacher established perception of students; student’s own expectations regarding learning in HE; the emotional realm, the private vs. public dichotomy and the shift in educational roles.
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The transition process between information and knowledge is faster and so the inputs that influence social and political practises. The dissemination of information is now determinant in terms of territorial competitiveness and both public and private sector take large benefits when the data-information- knowledge value chain repeats itself trough space and time. Mankind depends nowadays on the creation and diffusion of good and reliable information. Speed is also important and the greater the speed, the faster the opportunities for global markets. Information must be an input for knowledge and obviously for decision. So, the power of information is unquestionable. This paper focuses on concepts like information, knowledge and other, more geographical and tries to explain how territories change from real to virtual. Knowledge society appears on an evolutional context in which information dissemination is wider and technological potential overwrites traditional notions of Geography. To understand the mutations over the territories, the causes and the consequences emerges the Geography of the Knowledge Society, a new discipline inside Geography with a special concern about modern society and socio-economical developing models.
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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The 2nd International Conference on "Foresight Studies on Work in the Knowledge Society" was organised by IET, the Research Centre on Enterprise and Work Innovation, at the Faculty of Sciences and Technology of "Universidade Nova de Lisboa" (FCT-UNL), and took place on January 26 and 27 of 2009 with the support of the European project WORKS-Work Organisation Re-structuring in the Knowledge Society (financed by the European Commission, and co-ordinated by HIVA Leuven)
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Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão Industrial
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ISCAP’s Information Systems Department is composed of about twenty teachers who have, for several years, been using an e-learning environment (Moodle) combined with traditional assessment. A new e-assessment strategy was implemented recently in order to evaluate a practical topic, the use of spreadsheets to solve management problems. This topic is common to several courses of different undergraduate degree programs. Being e-assessment an outstanding task regarding theoretical topics, it becomes even more challenging when the topics under evaluation are practical. In order to understand the implications of this new type of assessment from the viewpoint of the students, questionnaires and interviews were undertaken. In this paper the analysis of the questionnaires are presented and discussed.
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Neste estudo, focado na aprendizagem do manuseio do dinheiro, pretendeu-se que os alunos adquirissem competências que os habilitasse a um maior grau de independência e participação na vida em sociedade, desempenhando tarefas de cariz financeiro de forma mais independente, por exemplo, compra de produtos, pagamento de serviços e gestão do dinheiro. Para alcançar o pretendido, utilizou-se a metodologia do ensino direto, com tarefas estruturadas. Numa fase inicial o investigador prestava apoio constante aos alunos, que foi diminuindo gradualmente à medida que atingiam as competências relacionadas com o dinheiro. Na fase final, os alunos realizaram as tarefas propostas de forma autónoma. Construído como um estudo de caso, os dados foram recolhidos através de observação direta e de provas de monitorização. Os alunos começaram por realizar uma avaliação inicial para delinear a linha de base da intervenção. Posteriormente, foi realizada a intervenção baseada no ensino direto, com recurso ao computador, à calculadora, a provas de monitorização e ao manuseio de dinheiro. O computador foi utilizado na intervenção como tecnologia de apoio à aprendizagem, permitindo a realização de jogos interativos e consulta de materiais. No final da intervenção os alunos revelaram autonomia na resolução das tarefas, pois já tinham automatizado os processos matemáticas para saber manusear corretamente a moeda euro. O ensino direto auxiliou os alunos a reterem as competências matemáticas essenciais de manuseamento do dinheiro, compondo quantias, efetuando pagamentos e conferindo trocos, que muito podem contribuir para terem uma participação independente na vida em sociedade
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TICAI 2008 é o terceiro volume de uma série que recolhe as contribuições mais significativas dos melhores congressos de língua espanhola e Portuguesa no âmbito da Sociedade de Educação do IEEE. Este volume corresponde aos eventos realizados no ano de 2008, é promovido pelos Capítulos Português e Espanhol desta Sociedade. Como os volumes anteriores, o âmbito centra-se na investigação e aplicações da tecnologia na educação e engloba o desenho e investigação de novas ferramentas, materiais e técnicas que facilitem o ensino/ aprendizagem e aplicações, métodos pedagógicos e experiências concretas de uso destas novas técnicas e ferramentas. Tudo com um enfoque particular no ensino/ aprendizagem das disciplinas próprias do IEEE, fundamentalmente nas áreas da Engenharia Electrotécnica, Tecnologia Electrónica, Engenharia de Telecomunicações e Engenharia Informática. Assim, os capítulos deste livro passaram pelo crivo apertado de duas revisões: primeiro do próprio congresso e depois uma segunda selecção de entre os artigos aceites para o congresso. Para esse processo, contamos com membros destacados de cada um dos Comités de Organização ou de programa dos respectivos congressos.
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Trabalho de Projecto apresentado para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Gestão de Sistemas e-Learning
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Com a realização do trabalho, que agora se apresenta, tem-se como finalidade refletir sobre a maneira como se pode envelhecer dançando. Sustentados na metodologia de projeto, o esforço recaiu numa análise sobre as conexões das necessidades emergentes dos participantes, no que concerne desejos e motivações dos idosos1 (bem como as diferentes implicações subjacentes e latentes), com a possibilidade de as concretizar pela dança. Intentou-se, assim depreender de que forma numa sociedade global, onde o acesso a informações e conhecimentos atualizados é fundamental, a motivação para a aquisição de novas competências, adaptadas a novos desafios e situações, é considerada crucial e possível na idade adulta, e mais concretamente no período de reforma e, particularmente neste caso, na melhoria da ocupação dos tempos livres, desenvolvendo novas competências e estímulos. Tendo em conta os interesses e a implicação dos idosos, direcionou-se o trabalho no sentido de se construir um projeto com e para os idosos, através da metodologia de investigação ação participativa, mostrando como não há idade para aprender nem para ensinar, de forma a potenciar melhorias na qualidade de vida dos participantes, nos tempos livres ocupando-os e implicando-os, suplantando as habituais atividade comummente designadas de “entreter velhinhos”.
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This paper presents a framework for a robotic production line simulation learning environment using Autonomous Ground Vehicles (AGV). An eLearning platform is used as interface with the simulator. The objective is to introduce students to the production robotics area using a familiar tool, an eLearning platform, and a framework that simulates a production line using AGVs. This framework allows students to learn about robotics but also about several areas of industrial management engineering without requiring an extensive prior knowledge on the robotics area. The robotic production line simulation learning environment simulates a production environment using AGVs to transport materials to and from the production line. The simulator allows students to validate the AGV dynamics and provides information about the whole materials supplying system which includes: supply times, route optimization and inventory management. The students are required to address several topics such as: sensors, actuators, controllers and an high level management and optimization software. This simulator was developed with a known open source tool from robotics community: Player/Stage. This tool was extended with several add-ons so that students can be able to interact with a complex simulation environment. These add-ons include an abstraction communication layer that performs events provided by the database server which is programmed by the students. An eLearning platform is used as interface between the students and the simulator. The students can visualize the effects of their instructions/programming in the simulator that they can access via the eLearning platform. The proposed framework aims to allow students from different backgrounds to fully experience robotics in practice by suppressing the huge gap between theory and practice that exists in robotics. Using an eLearning platform eliminates installation problems that can occur from different computers software distribution and makes the simulator accessible by all students at school and at home.