940 resultados para Educational Software
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
SW-V: modelo de streaming de software baseado em técnicas de virtualização e transporte peer-to-peer
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Pós-graduação em Ciência da Computação - IBILCE
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This paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.
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This article describes the development and evaluation of software that verifies the accuracy of diagnoses made by nursing students. The software was based on a model that uses fuzzy logic concepts, including PERL, the MySQL database for Internet accessibility, and the NANDA-I 2007-2008 classification system. The software was evaluated in terms of its technical quality and usability through specific instruments. The activity proposed in the software involves four stages in which students establish the relationship values between nursing diagnoses, defining characteristics/risk factors and clinical cases. The relationship values determined by students are compared to those of specialists, generating performance scores for the students. In the evaluation, the software demonstrated satisfactory outcomes regarding the technical quality and, according to the students, helped in their learning and may become an educational tool to teach the process of nursing diagnosis.
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Este artigo descreve o desenvolvimento e avaliação de um software que verifica a acurácia diagnóstica de alunos de enfermagem. O software foi baseado num modelo que utiliza conceitos da lógica fuzzy, em PERL, banco de dados MySQL para acesso pela internet e a classificação NANDA-I 2007-2008. Avaliou-se a qualidade técnica e a usabilidade do software utilizando instrumentos específicos. A atividade proposta no software possui quatro etapas nas quais o aluno estabelece valores de relação entre diagnósticos de enfermagem, características definidoras/fatores de risco e casos clínicos. Os valores de relação determinados pelo aluno são comparados aos de especialistas, gerando escores de desempenho para o aluno. Na avaliação, o software atendeu satisfatoriamente as necessidades de qualidade técnica e, segundo os alunos, trouxe benefícios ao aprendizado, podendo transformar-se em uma ferramenta educacional no ensino do diagnóstico de enfermagem.
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Neurons in Action (NIA1, 2000; NIA1.5, 2004; NIA2, 2007), a set of tutorials and linked simulations, is designed to acquaint students with neuronal physiology through interactive, virtual laboratory experiments. Here we explore the uses of NIA in lecture, both interactive and didactic, as well as in the undergraduate laboratory, in the graduate seminar course, and as an examination tool through homework and problem set assignments. NIA, made with the simulator NEURON (http://www.neuron.yale.edu/neuron/), displays voltages, currents, and conductances in a membrane patch or signals moving within the dendrites, soma and/or axon of a neuron. Customized simulations start with the plain lipid bilayer and progress through equilibrium potentials; currents through single Na and K channels; Na and Ca action potentials; voltage clamp of a patch or a whole neuron; voltage spread and propagation in axons, motoneurons and nerve terminals; synaptic excitation and inhibition; and advanced topics such as channel kinetics and coincidence detection. The user asks and answers "what if" questions by specifying neuronal parameters, ion concentrations, and temperature, and the experimental results are then plotted as conductances, currents, and voltage changes. Such exercises provide immediate confirmation or refutation of the student's ideas to guide their learning. The tutorials are hyperlinked to explanatory information and to original research papers. Although the NIA tutorials were designed as a sequence to empower a student with a working knowledge of fundamental neuronal principles, we find that faculty are using the individual tutorials in a variety of educational situations, some of which are described here. Here we offer ideas to colleagues using interactive software, whether NIA or another tool, for educating students of differing backgrounds in the subject of neurophysiology.
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Las prácticas en laboratorios forman una parte muy importante de la formación en todos los programas docentes. A pesar de esta importancia, la creación de un laboratorio no es una tarea fácil, ya que el hecho de equipar un laboratorio puede suponer un gran gasto económico, tanto inicial como posterior. Como solución, surge la educación a distancia, y en concreto los laboratorios virtuales, es decir, simulaciones de un laboratorio real utilizando modelos matemáticos. Por sus características y flexibilidad se han ido desarrollando laboratorios virtuales en el ámbito docente, pero no todas las áreas cuentan con tantas posibilidades o facilidades como en la electrónica. La mayoría de los laboratorios accesibles desde Internet que hay en la actualidad dentro de la enseñanza a distancia o formación online, son virtuales. El laboratorio que se ha desarrollado tiene como principal ventaja la realización de prácticas controlando instrumentos y circuitos reales de forma remota. El proyecto consiste en realizar un sistema software para implementar un laboratorio remoto en el área de la electrónica analógica, que pueda ser utilizado como complemento a las actividades formativas que se realizan en los laboratorios de los centros de enseñanza. El sistema completo también consta de un hardware controlado mediante buses de comunicación estándar, que permite la implementación de distintos circuitos analógicos, de tal forma que se pueda realizar prácticas sobre circuitos físicos reales. Para desarrollar un laboratorio lo más real posible, la aplicación que maneja el estudiante es un visor 3D. Con la utilización de un visor 3D lo que se pretende es tener un aumento de la realidad a la hora de realizar las prácticas de laboratorio remotamente. El sistema desarrollado cuenta con un sistema de comunicación basado en un modelo cliente-servidor: • Servidor: se encarga de procesar las acciones que realiza el cliente y controla y monitoriza los instrumentos y dispositivos del sistema hardware. • Cliente: sería el usuario final, que mediante un visor 3D comunica las acciones a realizar al servidor para que éste las procese. Practices in laboratories are a very important part of training in all educational programs. Despite this importance, the establishment of a laboratory is not an easy task, since the fact of equipping a laboratory can be a great economic budget, both initial and subsequent spending. As a solution, appears the education at distance (online), and in particular the virtual labs, namely simulations of a real laboratory by using mathematical models. Virtual laboratories in the field of teaching have been developed for its features and flexibility, but not all areas have so many possibilities or facilities as in electronics. The most accessible laboratories from the Internet that are currently accessible within the distance or e-learning (on-line) are virtual. The laboratory which has been developed has as a main advantage to make practices or exercises in the fact of controlling instruments and real circuits remotely. The project consists of making a software system in order to implement a remote laboratory in the area of analog electronics that can be used as a complement to the others training activities to be carried out. The complete system also consists of a controlled hardware by standard communication buses that allow the implementation of several analog circuits, in such a way that practices can control real physical circuits. To develop a laboratory as more realistic as possible, the application that manages the student is a 3D viewer. With the use of a 3D viewer, is intended to have an increase in reality when any student wants to access to laboratory practices remotely. The developed system has a communication system based on a model Client/Server: • Server: The system that handles actions provided by the client and controls and monitors the instruments and devices in the hardware system. • Client: The end user, which using a 3D viewer, communicates the actions to be performed at the server so that it will process them.
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It is difficult, if not impossible, to find something that is not changing in computer technology: circuits, architectures, languages, methods, fields of application ... The "central object" itself of this brand of engineering, software, represents such a diverse reality (many objects) that the fact that it has only one name gives rise to considerable confusion. This issue, among others, was taken up by Fox (1) and, at this point, I would like to underline that it is more of a pragmatic issue than an academic one. Thus, Software Engineering Education moves in an unstable, undefined'world. This axiom governs and limits the. validity of all educational proposals in the area of Software Engineering and, thereforer all the ideas presented in this paper.
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The objective of this dissertation is to analyze, design, and implement an activity module for a larger educational platform with the use of gamification techniques with the purpose to improve learning, pass rates, and feedback. The project investigates how to better incentivize student learning. A software requirement specification was delineated to establish the system guidelines and behavior. Following, a definition of the activities in the module was created. This definition encompassed a detailed description of each activity, together with elements that compose it, available customizations and the involved formulas. The activity high-level design process includes the design of the defined activities by use of the software methodology UWE (UML-based Web Engineering) for their future implementation, modeling requirements, content, navigation and presentation. The low-level design is composed of the database schema and types and the relating EER (Enhanced Entity-Relationship) diagram. After this, the implementation of the designed module began, together with testing in the later stages. We expect that by using the implemented activity module, students will become more interested in learning, as well as more engaged in the process, resulting in a continuous progress during the course.---RESUMEN---El objetivo de este trabajo es analizar, diseñar e implementar un módulo de actividades didácticas que formará parte de una plataforma educativa, haciendo uso de técnicas de gamificación con la finalidad de mejorar el aprendizaje, ratio de aprobados y retroalimentación para los alumnos. El proyecto investiga como incentivar mejor el aprendizaje estudiantil. Se trazó una especificación de requisitos de software para establecer las pautas del sistema y su comportamiento. A continuación, se definieron las actividades del módulo. Esta definición abarca una descripción detallada de cada actividad, junto a los elementos que la componen, las configuraciones disponibles y las formulas involucradas. El proceso de diseño de alto nivel incluye el diseño de las actividades definidas usando la metodología de software UWE (UML-based Web Engineering) para su futura implementación, requisitos de modelaje, contenido, navegación y presentación. El diseño de bajo nivel está compuesto por el esquema y tipos de la base de datos y el diagrama de entidad-relación correspondiente. Tras esto se realizó la implementación y pruebas de parte del sistema. Se espera que usando el módulo de actividades implementado, los estudiantes muestren un mayor interés por aprender, así como estar más involucrados en el proceso, resultando en un progreso más continuo durante el curso.
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This article presents a new automatic evaluation for on-line graphics, its application and the numerous advantages achieved applying this developed correcting method. The software application developed by the Innovation in Education Group “E4”, from the Technical University of Madrid, is oriented for the online self-assessment of the graphic drawings that students carry out as continuous training. The adaptation to the European Higher Educational Area is an important opportunity to research about the possibilities of on-line education assessment. In this way, a new software tool has been developed for continuous self-testing by undergraduates. Using this software it is possible to evaluate the graphical answer of the students. Thus, the drawings made on-line by students are automatically corrected according to the geometry (straight lines, sloping lines or second order curves) and by sizes (depending on the specific values which define the graphics).
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One of the objectives of the European Higher Education Area is the promotion of collaborative and informal learning through the implementation of educational practices. 3D virtual environments become an ideal space for such activities. On the other hand, the problem of financing in Spanish universities has led to the search for new ways to optimize available resources. The Technical University of Madrid requires the use of laboratories which due to their dangerousness, duration or control of the developed processes are difficult to perform in real life. For this reason, we have developed several 3D laboratories in virtual environment. The laboratories are built on open source platform OpenSim. In this paper it is exposed the use of the OpenSim platform for these new teaching experiences and the new design of the software architecture. This architecture requires the adaptation of the platform to the needs of the users and the different laboratories of our University. We will explain the structure of the implemented architecture and the process of creating and configuring it. The proposed architecture is decentralized, each laboratory is housed in different an educational center. The architecture adds several services, among others, the creation and management of users automated, communication between external services and platforms in different program languages. Therefore, we achieve improving the user experience and rising the functionalities of laboratories.
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This article presents an interactive Java software platform which enables any user to easily create advanced virtual laboratories (VLs) for Robotics. This novel tool provides both support for developing applications with full 3D interactive graphical interface and a complete functional framework for modelling and simulation of arbitrary serial-link manipulators. In addition, its software architecture contains a high number of functionalities included as high-level tools, with the advantage of allowing any user to easily develop complex interactive robotic simulations with a minimum of programming. In order to show the features of the platform, the article describes, step-by-step, the implementation methodology of a complete VL for Robotics education using the presented approach. Finally, some educational results about the experience of implementing this approach are reported.
imaxin|software: PLN aplicada a la mejora de la comunicación multilingüe de empresas e instituciones
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imaxin|software es una empresa creada en 1997 por cuatro titulados en ingeniería informática cuyo objetivo ha sido el de desarrollar videojuegos multimedia educativos y procesamiento del lenguaje natural multilingüe. 17 años más tarde, hemos desarrollado recursos, herramientas y aplicaciones multilingües de referencia para diferentes lenguas: Portugués (Galicia, Portugal, Brasil, etc.), Español (España, Argentina, México, etc.), Inglés, Catalán y Francés. En este artículo haremos una descripción de aquellos principales hitos en relación a la incorporación de estas tecnologías PLN al sector industrial e institucional.
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Mode of access: Internet.
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This paper arises out of a research study into the online help facilities provided in popular software applications such as word processors. Its particular focus is on experimental methods of evaluating the effectiveness and usability of those facilities. Focus groups, questionnaires, and online surveys had already been used in other phases of the study, but it was judged that these approaches would be unsuitable for measuring effectiveness and usability because they are susceptible to respondents' subjectivity. Direct observation of people working on set word-processing tasks was ruled out initially because of a lack of trained observers; it would have taken too long for the investigator to observe a large enough sample by himself. Automatic recording of users' actions was also rejected, as it would have demanded equipment and/or software that was not available and seemed too expensive to acquire. The approach and techniques described here were an attempt to overcome these difficulties by using observers drawn from the same population of students that provided the test subjects; as a by-product, this may also have enhanced the acceptability (and hence possibly the validity) of the experiments by reducing the exam pressure perceived by participants.