880 resultados para Digital education


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Information and communication technologies play an increasingly important role in society, in the sense that all areas and professions make use of digital resources. The school can not be brushed off this reality, aim to create full subjects and integrated in society today. Educational software can be used very early in the education of children, but they must be carefully and monitoring. This article aims to present the results of the use of educational software in English to the awareness of context with children of pre-school education in kindergarten, nursery center Redemptorist Fathers - The smallest fox in White Castle, a 21 group children under 5 years. Early awareness of foreign language such as English can be started with digital multimedia capabilities and various software available on the market. However, the small study described the case reveals some resistance from parents and educators, in the preparation of these to choose and monitor the use of ICT by children, in addition to also highlight the self-interest of the children involved and their learning a few words in English language in different contexts of daily worked. The study opens perspectives on close monitoring needs of such uses and training of educators in the field of use of resources multilingual awareness in pre-school education.

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Thesis (Master, Education) -- Queen's University, 2016-08-29 15:56:53.748

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Este trabajo recoge el estudio de los discursos públicos sobre lectura basado en un total de 60 noticias de los periódicos portugueses de especial relevancia: Jornal de Noticias y Correio da Manhã. El análisis se basa en el estudio del índice de frecuencia y valor semántico de una selección de términos relevantes —presentes en el corpus de noticias— para el tema objeto de estudio. Los cuales permiten observar la evolución de los discursos públicos a lo largo del periodo estudiado como consecuencia del desarrollo de las nuevas tecnologías. Asimismo, se revisa la evolución del concepto de lectura a lo largo del período y se aporta información acerca de las cuestiones directamente relacionadas con el estudio de la lectura como es la sociología de la lectura, su relación con la educación, así como los nuevos soportes de lectura.

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Politicians, newspaper reporters and parents alike seem to need to classify young people’s work as either screen-based or social; as either virtual or ‘real’; as either digital or print. This provocation uses classroom video footage to demonstrate the imbrication of digital- and print-based literacies that is supported when expert literacy teachers use mobile touch screen devices with their students. The aim is to expose the nonsense of dichotomous thinking in relation to teaching and curriculum practices.Provocation: The notional distinction between digital- and print-based is easily troubled when we look at practice, but clearly this distinction serves some agendas well, particularly in terms of the ‘fit’ with, and reproduction of, established practices for managing resources and knowledge. If this distinction is largely a fiction, what might the public relations ‘spin’ be that would speak productively to stakeholders in literacy education?

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CmyView is a research project that investigates how mobile technologies have the potential to facilitate new ways to share, experience and understand the connections that people have with places. The aim of the project is to theorise and develop a tool and a methodology that addresses the reception of architecture and the built environment using mobile digital technologies that harness ubiquitous everyday practices, such as photography and walking. While CmyView is primarily focused on evidencing the reception of places, this chapter argues that these activities can also make a contribution to the core pedagogy of architectural education, the design studio. This chapter presents findings of an initial pilot study with four students at an Australian university that demonstrates how CmyView offers a valuable contribution to the educational experience in the design studio.

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BACKGROUND: Australian farming communities have up to twice the suicide rate of the general population. Men, particularly, demonstrate debilitating self- and perceived-stigma associated with an experience of suicide. The Ripple Effect is aimed to reduce suicide stigma within the social, cultural, geographical and psychological contexts in which it occurs.

METHODS: A mixed-method design with multi-level evaluation will be effected following the development and delivery of a personalised website experience (combining shared stories, education, personal goal setting and links to resources) to farming men, aged 30-64 years, with an experience of suicide. Pre- and post-surveys will be used to assess changes in self- and perceived-stigma and suicide literacy. Online feedback from participants and semi-structured interviews during follow-up will be thematically analysed.

DISCUSSION: This project will provide information about increasingly accessible, innovative approaches to reducing the debilitating health and wellbeing effects of suicide stigma on a population of Australia's farmers.

TRIAL REGISTRATION: This research protocol was registered with the Australian New Zealand Clinical Trials Registry (ANZCTR) (ACTRN: ACTRN12616000289415 ) on 7(th) March, 2016.

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When integrated within a holistic literacy program, phonics applications can be used in classrooms to facilitate students’ self-directed learning of letter-sound knowledge; but are they designed to allow for such a purpose? With most phonics software applications making heavy use of image cues, this project has more specifically investigated whether the design of the images used in such applications may impact on the effectiveness of their self-directed use in classrooms. Using a quasi-experimental study, we compared two types of pictorial mnemonics used in tablet applications, along with teacher-led activity in three first-year classrooms from the one school. The difference between teacher-led activity and integrated picture cues was significant, with teacher-led activity proving more effective. The difference between teacher-led activity and form-taking picture cues, however, was not statistically significant. Given that the outcomes of this small-scale study suggest that image design may be a significant design feature contributing to the educational value of using phonics applications in the classroom, we recommend that the design features of phonics software applications attract further research.

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Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field.Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a textual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.

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La empresa Agentur es una agencia de viajes con más de 60 años de experiencia que recientemente ha incursionado en las ventas on-line por medio de un portal web. Actualmente, la empresa no cuenta con un plan de mercadeo que le permita aumentar exponencialmente las ventas por este canal, por lo que el desempeño de este no ha sido el esperado. Debido a este problema es de suma importancia determinar ¿Cuáles son las estrategias de posicionamiento y mercadeo on-line que debe usar la empresa para aumentar las ventas por su portal web? Para realizar este plan de mercadeo, se utilizó la segmentación propuesta por la empresa AMADEUS, llamada “FUTURE TRAVELLER TRIBES 2030 UNDERSTANDING TOMORROW’S TRAVELLER” en las que se explora los diferentes tipos de personas que viajaran en el futuro dependiendo de sus hábitos de compra, personalidad y necesidades específicas.. A partir de esta segmentación, se escogieron los segmentos que más se ajustan a lo que ofrece la página web de Agentur, y se diseñó una estrategia de posicionamiento que le permitirá a la empresa llegar a sus consumidores potenciales y aumentar las ventas de su portal. Se realizó una investigación de cuáles eran las mejores estrategias de publicidad y mercadeo que se tenían que utilizar para llegar a cada segmento de forma individual además del costo que tendría esta estrategia, y de esta forma lograr el volumen de ventas que desea alcanzar la empresa con este portal.

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This report aims to present the experience lived in the project "The School Pedro II in the Professional Decision of Secondary Education Students" aimed to promote professional student choice for the preparation of secondary to higher education, technical or job market with the integration of the areas of knowledge and ICT. Starting questions: How to awaken in students a vocation for academic life? How establish the connection between what students want to be in the future and to choose when isn’t a university course? How to take into account the factors that interfere in making professional student decision to build his own knowledge about your chosen profession? The experiment was performed at the State School of Elementary and Secondary Education D. Pedro II (Belem of Para State/Brazil), based on the view that knowledge must be represented in a format that requires coordination with the different forms of knowledge and the organization and use of technology. The results show that the tasks performed by students for professional choice provided information about themselves and the professional world. The conceptual map has contributed as a mediating tool of the teaching, learning and assessment and favored interest, autonomy and participation.