971 resultados para Conceptual design


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Two important challenges that teachers are currently facing are the sharing and the collaborative authoring of their learning design solutions, such as didactical units and learning materials. On the one hand, there are tools that can be used for the creation of design solutions and only some of them facilitate the co-edition. However, they do not incorporate mechanisms that support the sharing of the designs between teachers. On the other hand, there are tools that serve as repositories of educational resources but they do not enable the authoring of the designs. In this paper we present LdShake, a web tool whose novelty is focused on the combined support for the social sharing and co-edition of learning design solutions within communities of teachers. Teachers can create and share learning designs with other teachers using different access rights so that they can read, comment or co-edit the designs. Therefore, each design solution is associated to a group of teachers able to work on its definition, and another group that can only see the design. The tool is generic in that it allows the creation of designs based on any pedagogical approach. However, it can be particularized in instances providing pre-formatted designs structured according to a specific didactic method (such as Problem-Based Learning, PBL). A particularized LdShake instance has been used in the context of Human Biology studies where teams of teachers are required to work together in the design of PBL solutions. A controlled user study, that compares the use of a generic LdShake and a Moodle system, configured to enable the creation and sharing of designs, has been also carried out. The combined results of the real and controlled studies show that the social structure, and the commenting, co-edition and publishing features of LdShake provide a useful, effective and usable approach for facilitating teachers' teamwork.

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Designs of CSCL (Computer Supported Collaborative Learning)activities should be flexible, effective and customizable toparticular learning situations. On the other hand, structureddesigns aim to create favourable conditions for learning. Thus,this paper proposes the collection of representative and broadlyaccepted (best practices) structuring techniques in collaborative learning. With the aim of establishing a conceptual common ground among collaborative learning practitioners and softwaredevelopers, and reusing the expertise that best practicesrepresent, the paper also proposes the formulation of these techniques as patterns: the so-called CLFPs (CollaborativeLearning Flow Patterns). To formalize these patterns, we havechosen the educational modelling language IMS Learning Design (IMS-LD). IMS-LD has the capability to specify many of the collaborative characteristics of the CLFPs. Nevertheless, the language bears limited capability for describing the services that mediate interactions within a learning activity and the specification of temporal or rotated roles. This analysis isdiscussed in the paper, as well as our approaches towards thedevelopment of a system capable of integrating tools using IMSLDscripts and a CLFP-based Learning Design authoring tool.

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This workshop paper states that fostering active student participation both in face-to-face lectures / seminars and outside the classroom (personal and group study at home, the library, etc.) requires a certain level of teacher-led inquiry. The paper presents a set of strategies drawn from real practice in higher education with teacher-led inquiry ingredients that promote active learning. Thesepractices highlight the role of the syllabus, the importance of iterative learning designs, explicit teacher-led inquiry, and the implications of the context, sustainability and practitioners’ creativity. The strategies discussed in this paper can serve as input to the workshop as real cases that need to be represented in design and supported in enactment (with and without technologies).

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With the release of the new Mechanistic-Empirical Pavement Design Guide (MEPDG), pavement design has taken a “quantum” leap forward. The current 1993 design guide is solidly based on the empirical interpretation of the results of the 1960 American Association of State Highway and Transportation Officials (AASHTO) Road Test. This report seeks to outline the technical aspects of the new MEPDG. Full detail is essentially impossible and impractical, since the release of the MEPDG was accompanied by eighteen volumes of technical justification and background. Consequently, this report seeks only to provide a potential user with a practical understanding of the workings of the new guide, with only sufficient technical depth to aid in understanding.

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Bridge approach settlement and the formation of the bump is a common problem in Iowa that draws upon considerable resources for maintenance and creates a negative perception in the minds of transportation users. This research study was undertaken to investigate bridge approach problems and develop new concepts for design, construction, and maintenance that will reduce this costly problem. As a result of the research described in this report, the following changes are suggested for implementation on a pilot test basis: • Use porous backfill behind the abutment and/or geocomposite drainage systems to improve drainage capacity and reduce erosion around the abutment. • On a pilot basis, connect the approach slab to the bridge abutment. Change the expansion joint at the bridge to a construction joint of 2 inch. Use a more effective joint sealing system at the CF joint. Change the abutment wall rebar from #5 to #7 for non-integral abutments. • For bridges with soft foundation or embankment soils, implement practices of better compaction, preloading, ground improvement, soil removal and replacement, or soil reinforcement that reduce time-dependent post construction settlements.

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In multiuser detection, the set of users active at any time may be unknown to the receiver. In these conditions, optimum reception consists of detecting simultaneously the set of activeusers and their data, problem that can be solved exactly by applying random-set theory (RST) and Bayesian recursions (BR). However, implementation of optimum receivers may be limited by their complexity, which grows exponentially with the number of potential users. In this paper we examine three strategies leading to reduced-complexity receivers.In particular, we show how a simple approximation of BRs enables the use of Sphere Detection (SD) algorithm, whichexhibits satisfactory performance with limited complexity.

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Collaborative activities, in which students actively interact with each other, have proved to provide significant learning benefits. In Computer-Supported Collaborative Learning (CSCL), these collaborative activities are assisted by technologies. However, the use of computers does not guarantee collaboration, as free collaboration does not necessary lead to fruitful learning. Therefore, practitioners need to design CSCL scripts that structure the collaborative settings so that they promote learning. However, not all teachers have the technical and pedagogical background needed to design such scripts. With the aim of assisting teachers in designing effective CSCL scripts, we propose a model to support the selection of reusable good practices (formulated as patterns) so that they can be used as a starting point for their own designs. This model is based on a pattern ontology that computationally represents the knowledge captured on a pattern language for the design of CSCL scripts. A preliminary evaluation of the proposed approach is provided with two examples based on a set of meaningful interrelated patters computationally represented with the pattern ontology, and a paper prototyping experience carried out with two teaches. The results offer interesting insights towards the implementation of the pattern ontology in software tools.

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This review describes the advances in malaria antigen discovery and vaccine development using the long synthetic peptide platforms that have been made available during the past 5 years. The most recent technical developments regarding peptide synthesis with the optimized production of large synthetic fragments are discussed. Clinical trials of long synthetic peptides are also reviewed. These trials demonstrated that long synthetic peptides are safe and immunogenic when formulated with various adjuvants. In addition, long synthetic peptides can elicit an antibody response in humans and have demonstrated inhibitory activity against parasite growth in vitro. Finally, new approaches to exploit the abundance of genomic data and the flexibility and speed of peptide synthesis are proposed.

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Las nuevas generaciones de estudiantes se caracterizan en que han crecido inmersas en la tecnología digital, hecho que ha cambiado sus costumbres y preferencias en la forma de estudiar. Así que es necesario ingeniar nuevas técnicas de aprendizaje y buscar un complemento al poco atractivo y desmotivador material físico tradicional. Una de las alternativas que se plantean es utilizar juegos educativos como herramienta de aprendizaje, aportándonos innovación, motivación y un aprendizaje activo que no nos aportan técnicas más tradicionales.Esta metodología basada en el uso de juegos educativos puede afectar positivamente en un campo de educación perjudicado como es el área de las ingenierías del área de Tecnologías de la Información y la Comunicación (TIC), donde cada vez son más los jóvenes que deciden no estudiar carreras técnicas. Ante esta situación, aplicar juegos educativos puede ser una buena solución. Este proyecto consistirá en diseñar e implementar un juego educativo enfocado a aprender sobre algunos conceptos que se tratan en los grados de ingeniería informática, telemática y sistemas audiovisuales de la Universidad Pompeu Fabra (UPF). En concreto, el juego que se ha diseñado e implementado se caracteriza por seguir un modelo conceptual que define qué elementos han de contener un tipo concreto de juegos basados en puzles. Además, aprovechando las ventajas que aportan los estándares educativos, utilizaremos la especificación de IMS Learning Design, como parte de la implementación del juego. Por otro lado, nuestro juego será diseñado para dispositivos móviles y, por consiguiente, consistirá en un juego pervasivo en el que los estudiantes se tendrán que mover por el edificio Tànger de la UPF para poder resolver los diferentes problemas planteados. Finalmente, el juego será evaluado con diferentes estudiantes y serán analizados sus resultados para extraer las conclusiones oportunas.

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El aprendizaje basado en juegos proporciona a los alumnos una forma de aprender más motivadora y gratificante al estudiante. Los juegos educativos permiten a los estudiantes centrarse completamente en un contenido concreto, resultándoles beneficioso a la hora de profundizar su conocimiento en esa materia. Esta forma de educar puede ayudar a revertir la situación actual de desinterés de los alumnos por las asignaturas del área de las ingenierías de las Tecnologías de la Información y la Comunicación (TIC). En este sentido, estudios realizados y estadísticas demuestran que las matriculaciones en este sector han disminuido en los últimos años. Teniendo en cuenta estos factores, en este PFC se ha diseñado un juego educativo, basado en puzzles, para aprender conceptos relacionados con las redes de ordenadores, una de las temáticas principales en el campo de las ingenierías TIC. El diseño del juego está fundamentado en un modelo conceptual que define los elementos necesarios para crear juegos basados en puzzles. Por otra parte, en este PFC se hace uso de estándares educativos (en concreto, de la especificación de IMS Learning Design), para la implementación del juego. De este modo, el juego se beneficia de las ventajas derivadas del uso de estándares educativos: definición, compartición y reutilización de objetos de aprendizaje para el diseño, intercambio y la reutilización de estrategias pedagógicas, facilitando la interoperabilidad de los diseños pedagógicos complejos. Además, el juego se ha implementado con tecnología para Android,pudiendo de esta manera ser utilizado en dispositivos móviles que utilicen esta tecnología. Por último, nuestro juego ha sido evaluado por estudiantes de un centro escolar con el fin de analizar los resultados obtenidos a partir de sus opiniones y valoraciones.

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L'aprenentatge basat en jocs facilita el millor enteniment de conceptes, aportant entorns estimulants on poder aprendre d'una manera diferent a l'actual. Alguns dels avantatges més destacables són, per exemple, que els jocs fomenten la capacitat dels jugadors per comunicar-se i interactuar entre si. D'altra banda també poden ajudar a pensar de manera critica quan tenenque establir vincles entre la vida virtual i la real, estimulant-los a intentar trobar la solució diferents maneres. Malgrat això, hi ha una escassetat d'eines que permetin als professors poder crear els seus propis jocs educatius.Per donar solució a aquest problema s'ha dissenyat un model conceptual que defineix els elements necessaris perquè professors puguin dissenyar els seus propis jocs educatius basats en puzles. En aquest PFC ens centrarem en el disseny i implementació d'una eina d'autoria que generi els documents d'acord amb aquest model conceptual. En concret, aquesta eina d'autorias'encarregarà de demanar la informació necessària per poder realitzar la creació del joc, de manera que qualsevol persona que tingui o no habilitats de programació, tingui una petita eina que li guiï pas a pas i li generi els arxius necessaris per a la creació d'aquests jocs. D'altra banda, donada els avantatges de l'ús d'estàndards educatius en sistemes d'e-learning, destacar queaquesta eina d'autoria és conforme a l'especificació d'IMS Learning Design (IMS LD). És per això que, com a resultat, l'eina s'encarrega d'emmagatzemar la informació necessària per després processar-la i generar els arxius corresponents a IMS LD per definir el flux d'activitats dels jocs, i els arxius corresponents al model conceptual que defineix els mecanismes de comportamentdels puzles associats a les activitats.

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State Highway Departments and local street and road agencies are currently faced with aging highway systems and a need to extend the life of some of the pavements. The agency engineer should have the opportunity to explore the use of multiple surface types in the selection of a preferred rehabilitation strategy. This study was designed to look at the portland cement concrete overlay alternative and especially the design of overlays for existing composite (portland cement and asphaltic cement concrete) pavements. Existing design procedures for portland cement concrete overlays deal primarily with an existing asphaltic concrete pavement with an underlying granular base or stabilized base. This study reviewed those design methods and moved to the development of a design for overlays of composite pavements. It deals directly with existing portland cement concrete pavements that have been overlaid with successive asphaltic concrete overlays and are in need of another overlay due to poor performance of the existing surface. The results of this study provide the engineer with a way to use existing deflection technology coupled with materials testing and a combination of existing overlay design methods to determine the design thickness of the portland cement concrete overlay. The design methodology provides guidance for the engineer, from the evaluation of the existing pavement condition through the construction of the overlay. It also provides a structural analysis of various joint and widening patterns on the performance of such designs. This work provides the engineer with a portland cement concrete overlay solution to composite pavements or conventional asphaltic concrete pavements that are in need of surface rehabilitation.

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An easy-living home requires a full-sized bathroom on the main level. Family members will appreciate the extra space and guests of all ages and abilities will feel more welcome. At a minimum, you’ll need a five foot circle of open floor space for maneuvering a wheelchair between bathroom fixtures. A small powder room won’t work for guests who use walkers or wheelchairs. A shower stall—with no curb to step over—is more convenient than a tub for most guests. Make sure the doorway opening for the bathroom is at least 32 inches wide (preferably 36 inches). Universal design features, such as these, make homes better for everyone.

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If they don’t carry the item, ask them to order it for you. Look at discount stores, such as Target, Wal-Mart, K-Mart, or Menard’s (they are more likely to carry items with universal design features). Look at the “Gadgets and Gizmos” section of the Iowa State University Extension Web site on “Universal Design & Home Accessibility.”

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Childhood obesity and physical inactivity are increasing dramatically worldwide. Children of low socioeconomic status and/or children of migrant background are especially at risk. In general, the overall effectiveness of school-based programs on health-related outcomes has been disappointing. A special gap exists for younger children and in high risk groups. This paper describes the rationale, design, curriculum, and evaluation of a multicenter preschool randomized intervention study conducted in areas with a high migrant population in two out of 26 Swiss cantons. Twenty preschool classes in the German (canton St. Gallen) and another 20 in the French (canton Vaud) part of Switzerland were separately selected and randomized to an intervention and a control arm by the use of opaque envelopes. The multidisciplinary lifestyle intervention aimed to increase physical activity and sleep duration, to reinforce healthy nutrition and eating behaviour, and to reduce media use. According to the ecological model, it included children, their parents and the teachers. The regular teachers performed the majority of the intervention and were supported by a local health promoter. The intervention included physical activity lessons, adaptation of the built infrastructure; promotion of regional extracurricular physical activity; playful lessons about nutrition, media use and sleep, funny homework cards and information materials for teachers and parents. It lasted one school year. Baseline and post-intervention evaluations were performed in both arms. Primary outcome measures included BMI and aerobic fitness (20 m shuttle run test). Secondary outcomes included total (skinfolds, bioelectrical impedance) and central (waist circumference) body fat, motor abilities (obstacle course, static and dynamic balance), physical activity and sleep duration (accelerometry and questionnaires), nutritional behaviour and food intake, media use, quality of life and signs of hyperactivity (questionnaires), attention and spatial working memory ability (two validated tests). Researchers were blinded to group allocation. The purpose of this paper is to outline the design of a school-based multicenter cluster randomized, controlled trial aiming to reduce body mass index and to increase aerobic fitness in preschool children in culturally different parts of Switzerland with a high migrant population. Trial Registration: (clinicaltrials.gov) NCT00674544.