976 resultados para Educational Materials


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Mode of access: Internet.

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National Highway Traffic Safety Administration, Washington, D.C.

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National Highway Traffic Safety Administration, Washington, D.C.

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California Office of Traffic Safety, Sacramento

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Compilers: 1964-1980, V. Haviland (with L. B. Watt, 1964-<1974>)

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A partir de uma abordagem histórica, esta pesquisa apresenta como objetivo específico a análise da presença da ideologia do trabalho na sociedade brasileira e o modo como foi difundida nos livros didáticos no período de 1910 a 1930. O início do século XX foi marcado por grandes mudanças no Brasil. Nesta pesquisa, levaremos em conta apenas mudanças no Estado de São Paulo, que recebeu grande parte dos imigrantes europeus e concentrou muitas das indústrias brasileiras. Após a abolição da escravatura e da proclamação da República, o Brasil sofreu grandes transformações. O desenvolvimento da economia preocupava o Estado e a classe dominante, uma vez que não se encontravam indivíduos para a realização de trabalhos manuais. A sociedade ainda defendia a ideologia de que o trabalho manual era algo vergonhoso e de menos importância hierárquica. Foi então que os imigrantes foram contratados para exercer esse tipo de atividade. As péssimas condições de moradia, trabalho e participação política contribuíram para que os imigrantes reivindicassem seus direitos por meio de greves e manifestações. O governo não poderia permitir que os imigrantes com ideologias anarquistas disseminassem tais conceitos revolucionários e ideológicos no seio da massa operária e, consequentemente, na população. O Estado utilizou a educação para a inculcação de novas ideologias sobre a importância do trabalho, sustentando que o operário deveria cumprir suas obrigações dentro das indústrias sem questionar. Para tanto, era necessário que a escola adotasse algum tipo de material didático que difundisse ideologias a respeito do amor ao trabalho. Desde então, o livro didático foi utilizado como um forte transmissor destas ideologias: ele não foi usado como um simples material de apoio pedagógico, mas, sim, como um difusor de ideologias da classe dominante.

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Sammanfattning Studiens fokus var dels vilka kategorier av innehåll som framkom i lärarnas kommunikation dels vilka förändringar i innehållet som uttolkades i matematiklärares kommunikation i början och i slutet av ett kompetensutvecklingsprojekt. Kontexten i kompetensutvecklingsprojektet var i form av modellen learning study, där sju lärarlag, sammanlagt 20 lärare deltagit. Ramverket i studien var tematisk analys, analys av matematiska kompetenser samt funktionell textanalys. Studiens resultat visar på flera förändringar, till exempel att de fem uttolkade huvudkategorierna innefattade fler underkategorier i slutet av kompetensutvecklingsprojektet. När det gäller matematiskt innehåll så visar analysen att lärarna kommunicerade matematika kompetenser på ett mer mångfacetterat sätt i slutet av kompetensutvecklingsprojektet. Då lärarna kommunicerade matematikundervisning använde de sig till viss del av ett annat sätt att uttrycka sig i slutet än i början av kompetensutvecklingsprojektet. I början talade de till exempel om att höra vad eleverna uttrycker till att i slutet använda sig av ordet lyssna. Resultatet visade även förändringar avseende hur lärarna samtalade om laborativt material. Fokus har flyttats från det laborativa materialet till att lärarna funderade över vilken matematik som eleverna uttryckte med hjälp av det laborativa materialet.  

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Publication describes the experience in application of ontology technique to structuring of educational materials. Several topics of physics were formalized by means of Protégé software tool. Some principal problems in building of knowledge structure were found, so the discussion may interest not only ontology users, but also the developers of ontology tools.

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Education in the Information Society is based on asynchronism in time and space, interactivity and virtual restructuring of the educational space. One way to implement such a model of training is web-based - use of the WWW as a virtual environment to access educational materials or to organize the learning process. This work presents a virtual learning environment (VLE) developed for students and made up of modules of dynamically changing content implemented by authorized users. The aim is, through advanced technology for e-learning, testing and self-testing to stimulate students’ activity to focus their potential on the acquisition of the necessary knowledge, skills and competences. The VLE was developed under the Human Resources Development Operational Programme.

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The study of solutions is considered very important to chemist’s education because most of the chemical reactions occur in aqueous medium, being also required to understand other subject such as chemical changes, electrochemical and chemical balance. Nevertheless, it is noticed that many students indicate learning difficulties related to the content of solutions, how to pass among the macro-submicroscopic knowledge levels, and how to solve quantitative problems that demanding the establishment of a stoichiometric ratios. This thesis defended considers the use of contextualized teaching strategies about some subject associated to the study of solution, can foster student learning through reflection and understanding of their own difficulties, besides to provide motivation and active participation. The target group is formed by students of the undergraduate distance education with major in chemistry education of the Universidade Federal do Rio Grande do Norte (UFRN), and they were chosen because this education system is expanding and its learning difficulties publications number is reduced as well. Thus, the first methodological stage was to identify the student’s main learning difficulties associated to the study of solutions through literature sources. Next, using an adapted script of the Plano Nacional do Livro Didático para o Ensino Médio (PNLEM, Textbook National Plan for High School), the approach of the content of solutions printed in educational materials used by the target group was analyzed. Afterward, a teaching unit was planned in the last methodological stage and, finally, a new teaching unite was given with a sequence of contextualized activities such as video presentation, dialogued lecture, questionnaires application, exercises, and an experiment, where the target group’s main difficulties related to learning of solution were identified. The participants of the teaching unit activities had some learning difficulties in understand concepts of compound, ion, charge, entropy and solubility, as well as to identify the ion charge, interpret statements, decode tables, use the chemical language, perform mathematical calculations and use concentration units, similar results raised in the literature sources. In order to work on these difficulties, these students were encouraged to expose, question and test their ideas about the phenomenon under study, allowing learn from their mistakes and reflect on the organization strategy of scientific explanatory models they use. Therefore, activities and information about learning difficulties presented in this thesis need to be critical reflection object, because it can help both students in the process of acquiring knowledge about the content of solutions and professors in the planning of their lessons.

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People are always at risk of making errors when they attempt to retrieve information from memory. An important question is how to create the optimal learning conditions so that, over time, the correct information is learned and the number of mistakes declines. Feedback is a powerful tool, both for reinforcing new learning and correcting memory errors. In 5 experiments, I sought to understand the best procedures for administering feedback during learning. First, I evaluated the popular recommendation that feedback is most effective when given immediately, and I showed that this recommendation does not always hold when correcting errors made with educational materials in the classroom. Second, I asked whether immediate feedback is more effective in a particular case—when correcting false memories, or strongly-held errors that may be difficult to notice even when the learner is confronted with the feedback message. Third, I examined whether varying levels of learner motivation might help to explain cross-experimental variability in feedback timing effects: Are unmotivated learners less likely to benefit from corrective feedback, especially when it is administered at a delay? Overall, the results revealed that there is no best “one-size-fits-all” recommendation for administering feedback; the optimal procedure depends on various characteristics of learners and their errors. As a package, the data are consistent with the spacing hypothesis of feedback timing, although this theoretical account does not successfully explain all of the data in the larger literature.

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The Game is On! is a series of short animated films that put copyright and creativity under the magnifying glass of Sherlock Holmes, providing a unique, research-led and open access resource for school-aged learners and other creative users of copyright. Drawing inspiration from well-known copyright and public domain work, as well as recent copyright litigation, these films provide a springboard for exploring key principles and ideas underpinning copyright law, creativity, and the limits of lawful appropriation and reuse.

Each episode comes accompanied by a number of related Case Files: supplementary educational materials aimed at suggesting points of discussion about copyright for teachers and students.

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The Game is On! is a series of short animated films that put copyright and creativity under the magnifying glass of Sherlock Holmes, providing a unique, research-led and open access resource for school-aged learners and other creative users of copyright. Drawing inspiration from well-known copyright and public domain work, as well as recent copyright litigation, these films provide a springboard for exploring key principles and ideas underpinning copyright law, creativity, and the limits of lawful appropriation and reuse.

Each episode comes accompanied by a number of related Case Files: supplementary educational materials aimed at suggesting points of discussion about copyright for teachers and students.

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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?

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At a recent conference on games in education, we made a radical decision to transform our standard presentation of PowerPoint slides and computer game demonstrations into a unified whole, inserting the PowerPoint presentation to the computer game. This opened up various questions relating to learning and teaching theories, which were debated by the conference delegates. In this paper, we reflect on these discussions, we present our initial experiment, and relate this to various theories of learning and teaching. In particular, we consider the applicability of “concept maps” to inform the construction of educational materials, especially their topological, geometrical and pedagogical significance. We supplement this “spatial” dimension with a theory of the dynamic, temporal dimension, grounded in a context of learning processes, such as Kolb’s learning cycle. Finally, we address the multi-player aspects of computer games, and relate this to the theories of social and collaborative learning. This paper attempts to explore various theoretical bases, and so support the development of a new learning and teaching virtual reality approach.