770 resultados para virtual learning environment


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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Esta é uma pesquisa qualitativa na modalidade narrativa, que se baseia nas experiências de formação de professores de Ciências e Matemática a distância na Amazônia, vividas no contexto de um curso via Ambiente Virtual de Aprendizagem (AVA). Objetivo investigar em que termos essa experiência formativa é catalisadora de reflexões docentes sobre o contexto amazônico de ensino de Ciências e Matemática e que outras aprendizagens resultantes dessa formação repercutem em percepções diferenciadas da prática docente desta área específica no ensino fundamental. Foram nove os sujeitos envolvidos na investigação, os quais foram selecionados segundo os critérios: serem professores-alunos, oriundos do curso de Especialização em Educação em Ciências e Matemática do Programa EDUCIMAT, que ensinam/ensinaram Ciências e Matemática; mantiveram um elevado nível de envolvimento nas interações ocorridas no AVA; expressaram ideias completas de modo reflexivo. Como instrumento investigativo, optei por ouvir depoimentos dos sujeitos por meio de entrevista semi-estruturada, que foram gravadas em áudio e, posteriormente, transcritas. Além das entrevistas, lancei mão de meu diário de campo como fonte de informação, que foi construído ao longo da pesquisa por meio de percepções sobre os sujeitos e seus contextos, além dos registros de ocorrências diversas no âmbito da pesquisa. Buscando produzir novas compreensões das narrativas investigadas, aproprio-me da Análise Textual Discursiva como metodologia de análise do material empírico. Assim, ao sistematizar as manifestações dos sujeitos, levando em consideração as recorrências e as singularidades, tais análises deram forma a três eixos temáticos, que trato nesta investigação, assumindo os seguintes títulos: i) Formar-se no contexto amazônico: obstáculos e enfrentamentos; ii) Tecnologias e AVA: sentido(s) da experiência formativa; e iii) As repercussões da experiência nas percepções da prática e da formação docente. A análise dos resultados revela as dificuldades de acesso à formação, à informação, às tecnologias e aos municípios no interior da Amazônia, além do fator custo, como enfrentamentos para formar-se nesse contexto. Além disso, os sujeitos revelam que, ao trocarem, experimentarem e interagirem no AVA, atribuíram sentidos de autoconhecimento apontando indicativos para a (re)invenção de si, de constituição docente num mundo marcado pelos avanços tecnológicos e de superação no uso das tecnologias que surpreendem e (trans)formam. Ainda como resultado das análises, os sujeitos anunciam conhecimentos elaborados por meio da experiência formativa que incidem em outras/novas percepções de suas práticas educativas: a utilização de tecnologias de informação e comunicação como possíveis ferramentas pedagógicas, além da interatividade, troca de experiências e diálogo em situações de ensino. O AVA, sendo percebido pelos sujeitos como um dos recursos incorporados pela formação docente a distância, apresenta-se como oportunidade de contínua formação tecida pela diversidade de ideias e como forma de aproximar-se das tecnologias educacionais frente às dificuldades na região, expressas pelos próprios sujeitos.

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Objetivo: desenvolver um ambiente virtual de aprendizagem (AVA) para alunos do ensino fundamental sobre síndromes genéticas. Método: o AVA, conhecido como Cybertutor, possibilita o aprendizado do aluno pela internet de forma interativa. A metodologia deste estudo foi composta de duas etapas, a de desenvolvimento e a de disponibilização do AVA. O desenvolvimento do conteúdo educacional, gráfico e audiovisual do Cybertutor contou com o auxílio de um geneticista do HRAC/ USP e de informações científicas disponibilizadas em livros, artigos, teses e dissertações nacionais e internacionais. O Cybertutor foi disponibilizado na plataforma do Projeto Jovem Doutor (http://www. jovemdoutor.org.br/jdr/) pela equipe técnica da DTM/FMUSP. Resultados: o Cybertutor elaborado possibilitou estruturar o conteúdo educacional, gráfico e audiovisual em tópicos, inserir questões de reforço, lista de discussão e verificar o desempenho dos alunos. Conclusão: o AVA desenvolvido pode ser uma importante ferramenta de educação em saúde em Síndromes Genéticas, abrangendo as mais diversas regiões do país.

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O presente trabalho visa descrever os passos para desenvolvimento de um curso e sua estrutura em ambiente virtual de aprendizagem Moodle. Para tanto, a pesquisa consistiu na aplicação de conteúdos de enfermagem para oferecimento de curso online em workshop internacional para grupo de estudantes de graduação e licenciatura em enfermagem do Brasil e de Portugal. Durante a pesquisa foram registradas etapas distintas, desde o planejamento do curso passando pela construção e transformação dos conteúdos, até a disponibilização aos estudantes. As atividades interativas e conteúdos foram elaborados pelos professores com participação de equipe técnica. No trabalho são apresentados procedimentos específicos e papéis a serem desempenhados por professores, especialistas, estudantes e técnicos. Os resultados do desenvolvimento e oferecimento do curso online apontaram alguns aspectos a serem aperfeiçoados no processo de trabalho, no formato dos conteúdos e na utilização das ferramentas.

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Novas Tecnologias da Informação/Comunicação oferecem a opção do uso do ambiente virtual de aprendizagem (AVA), o qual possibilita maior interatividade no cotidiano do ensino de enfermagem instigando os educadores a repensarem suas práticas pedagógicas. O objetivo deste estudo foi relatar a experiência do emprego do ambiente virtual no ensino de enfermagem na perspectiva dos estudantes. A disciplina "Educação em Enfermagem: Tendências e Desafios" foi ministrada a 78 estudantes do 4º semestre do Curso de Graduação em Enfermagem, dos quais 48 responderam um questionário com questões fechadas e, dentre estes, 33 responderam uma questão aberta sobre o uso do AVA. Os alunos consideraram o AVA uma ferramenta facilitadora da aprendizagem, do processo de construção do conhecimento e interação entre alunos, professores e tutores enriquecendo, assim, o compartilhamento de idéias e permitindo uma aprendizagem significativa e colaborativa. O estudo revelou a necessidade de potencialização do uso de AVA no ensino de graduação em enfermagem.

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Mobile learning, in the past defined as learning with mobile devices, now refers to any type of learning-on-the-go or learning that takes advantage of mobile technologies. This new definition shifted its focus from the mobility of technology to the mobility of the learner (O'Malley and Stanton 2002; Sharples, Arnedillo-Sanchez et al. 2009). Placing emphasis on the mobile learner’s perspective requires studying “how the mobility of learners augmented by personal and public technology can contribute to the process of gaining new knowledge, skills, and experience” (Sharples, Arnedillo-Sanchez et al. 2009). The demands of an increasingly knowledge based society and the advances in mobile phone technology are combining to spur the growth of mobile learning. Around the world, mobile learning is predicted to be the future of online learning, and is slowly entering the mainstream education. However, for mobile learning to attain its full potential, it is essential to develop more advanced technologies that are tailored to the needs of this new learning environment. A research field that allows putting the development of such technologies onto a solid basis is user experience design, which addresses how to improve usability and therefore user acceptance of a system. Although there is no consensus definition of user experience, simply stated it focuses on how a person feels about using a product, system or service. It is generally agreed that user experience adds subjective attributes and social aspects to a space that has previously concerned itself mainly with ease-of-use. In addition, it can include users’ perceptions of usability and system efficiency. Recent advances in mobile and ubiquitous computing technologies further underline the importance of human-computer interaction and user experience (feelings, motivations, and values) with a system. Today, there are plenty of reports on the limitations of mobile technologies for learning (e.g., small screen size, slow connection), but there is a lack of research on user experience with mobile technologies. This dissertation will fill in this gap by a new approach in building a user experience-based mobile learning environment. The optimized user experience we suggest integrates three priorities, namely a) content, by improving the quality of delivered learning materials, b) the teaching and learning process, by enabling live and synchronous learning, and c) the learners themselves, by enabling a timely detection of their emotional state during mobile learning. In detail, the contributions of this thesis are as follows: • A video codec optimized for screencast videos which achieves an unprecedented compression rate while maintaining a very high video quality, and a novel UI layout for video lectures, which together enable truly mobile access to live lectures. • A new approach in HTTP-based multimedia delivery that exploits the characteristics of live lectures in a mobile context and enables a significantly improved user experience for mobile live lectures. • A non-invasive affective learning model based on multi-modal emotion detection with very high recognition rates, which enables real-time emotion detection and subsequent adaption of the learning environment on mobile devices. The technology resulting from the research presented in this thesis is in daily use at the School of Continuing Education of Shanghai Jiaotong University (SOCE), a blended-learning institution with 35.000 students.

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Ausgehend von der typischen IT‐Infrastruktur für E‐Learning an Hochschulen auf der einen Seite sowie vom bisherigen Stand der Forschung zu Personal Learning Environments (PLEs) auf der anderen Seite zeigt dieser Beitrag auf, wie bestehende Werkzeuge bzw. Dienste zusammengeführt und für die Anforderungen der modernen, rechnergestützten Präsenzlehre aufbereitet werden können. Für diesen interdisziplinären Entwicklungsprozess bieten sowohl klassische Softwareentwicklungsverfahren als auch bestehende PLE‐Modelle wenig Hilfestellung an. Der Beitrag beschreibt die in einem campusweiten Projekt an der Universität Potsdam verfolgten Ansätze und die damit erzielten Ergebnisse. Dafür werden zunächst typische Lehr‐/Lern‐bzw. Kommunikations‐Szenarien identifiziert, aus denen Anforderungen an eine unterstützende Plattform abgeleitet werden. Dies führt zu einer umfassenden Sammlung zu berücksichtigender Dienste und deren Funktionen, die gemäß den Spezifika ihrer Nutzung in ein Gesamtsystem zu integrieren sind. Auf dieser Basis werden grundsätzliche Integrationsansätze und technische Details dieses Mash‐Ups in einer Gesamtschau aller relevanten Dienste betrachtet und in eine integrierende Systemarchitektur überführt. Deren konkrete Realisierung mit Hilfe der Portal‐Technologie Liferay wird dargestellt, wobei die eingangs definierten Szenarien aufgegriffen und exemplarisch vorgestellt werden. Ergänzende Anpassungen im Sinne einer personalisierbaren bzw. adaptiven Lern‐(und Arbeits‐)Umgebung werden ebenfalls unterstützt und kurz aufgezeigt.

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This paper reports on the results of a research project, on comparing one virtual collaborative environment with a first-person visual immersion (first-perspective interaction) and a second one where the user interacts through a sound-kinetic virtual representation of himself (avatar), as a stress-coping environment in real-life situations. Recent developments in coping research are proposing a shift from a trait-oriented approach of coping to a more situation-specific treatment. We defined as real-life situation a target-oriented situation that demands a complex coping skills inventory of high self-efficacy and internal or external "locus of control" strategies. The participants were 90 normal adults with healthy or impaired coping skills, 25-40 years of age, randomly spread across two groups. There was the same number of participants across groups and gender balance within groups. All two groups went through two phases. In Phase I, Solo, one participant was assessed using a three-stage assessment inspired by the transactional stress theory of Lazarus and the stress inoculation theory of Meichenbaum. In Phase I, each participant was given a coping skills measurement within the time course of various hypothetical stressful encounters performed in two different conditions and a control group. In Condition A, the participant was given a virtual stress assessment scenario relative to a first-person perspective (VRFP). In Condition B, the participant was given a virtual stress assessment scenario relative to a behaviorally realistic motion controlled avatar with sonic feedback (VRSA). In Condition C, the No Treatment Condition (NTC), the participant received just an interview. In Phase II, all three groups were mixed and exercised the same tasks but with two participants in pairs. The results showed that the VRSA group performed notably better in terms of cognitive appraisals, emotions and attributions than the other two groups in Phase I (VRSA, 92%; VRFP, 85%; NTC, 34%). In Phase II, the difference again favored the VRSA group against the other two. These results indicate that a virtual collaborative environment seems to be a consistent coping environment, tapping two classes of stress: (a) aversive or ambiguous situations, and (b) loss or failure situations in relation to the stress inoculation theory. In terms of coping behaviors, a distinction is made between self-directed and environment-directed strategies. A great advantage of the virtual collaborative environment with the behaviorally enhanced sound-kinetic avatar is the consideration of team coping intentions in different stages. Even if the aim is to tap transactional processes in real-life situations, it might be better to conduct research using a sound-kinetic avatar based collaborative environment than a virtual first-person perspective scenario alone. The VE consisted of two dual-processor PC systems, a video splitter, a digital camera and two stereoscopic CRT displays. The system was programmed in C++ and VRScape Immersive Cluster from VRCO, which created an artificial environment that encodes the user's motion from a video camera, targeted at the face of the users and physiological sensors attached to the body.

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This paper presents some results of a R+D project entitled “e-Learning system for Practical Training of University students in Education Faculties (ForELearn)”, developed in Spain by the Universidad de Granada and the Universidad Politécnica de Madrid and funded by the Spanish Ministry of Education. In a first phase, through the use of AulaWeb Learning Management System, a set of adaptations and improvements of this software application have been done for the design and development of an experimental course of Practicum supervision. Next, the implementation of this course by means of a group of face to face and online seminars provides experimental data for the analysis and discussion about the point of view of users (preservice teachers) that have tracked their practice supervision with AulaWeb.

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Background: Cognitive skills training for minimally invasive surgery has traditionally relied upon diverse tools, such as seminars or lectures. Web technologies for e-learning have been adopted to provide ubiquitous training and serve as structured repositories for the vast amount of laparoscopic video sources available. However, these technologies fail to offer such features as formative and summative evaluation, guided learning, or collaborative interaction between users. Methodology: The "TELMA" environment is presented as a new technology-enhanced learning platform that increases the user's experience using a four-pillared architecture: (1) an authoring tool for the creation of didactic contents; (2) a learning content and knowledge management system that incorporates a modular and scalable system to capture, catalogue, search, and retrieve multimedia content; (3) an evaluation module that provides learning feedback to users; and (4) a professional network for collaborative learning between users. Face validation of the environment and the authoring tool are presented. Results: Face validation of TELMA reveals the positive perception of surgeons regarding the implementation of TELMA and their willingness to use it as a cognitive skills training tool. Preliminary validation data also reflect the importance of providing an easy-to-use, functional authoring tool to create didactic content. Conclusion: The TELMA environment is currently installed and used at the Jesús Usón Minimally Invasive Surgery Centre and several other Spanish hospitals. Face validation results ascertain the acceptance and usefulness of this new minimally invasive surgery training environment.

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Web-based education or „e-learning‟ has become a critical component in higher education for the last decade, replacing other distance learning methods, such as traditional computer training or correspondence learning. The number of university students who take on-line courses is continuously increasing all over the world. In Spain, nearly a 90% of the universities have an institutional e-learning platform and over 60% of the traditional on-site courses use this technology as a supplement to the traditional face-to-face classes. This new form of learning allows the disappearance of geographical barriers and enables students to schedule their own learning process, among some other advantages. On-line education is developed through specific software called „e-learning platform‟ or „virtual learning environment‟ (VLE). A considerable number of web-based tools to deliver distance courses are currently available. Open source software packages such as Moodle, Sakai, dotLRN or Dokeos are the most commonly used in the virtual campuses of Spanish universities. This paper analyzes the possibilities that virtual learning environments provide university teachers and learners and offers a technical comparison among some of the most popular e-learning learning platforms.

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Analysis of learning data (learning analytics) is a new research field with high growth potential. The main objective of Learning analytics is the analysis of data (interactions being the basic data unit) generated in virtual learning environments, in order to maximize the outcomes of the learning process; however, a consensus has not been reached yet on which interactions must be measured and what is their influence on learning outcomes. This research is grounded on the study of e-learning interaction typologies and their relationship with students? academic performance, by means of a comparative study between different interaction typologies (based on the agents involved, frequency of use and participation mode). The main conclusions are a) that classifications based on agents offer a better explanation of academic performance; and b) that each of the three typologies are able to explain academic performance in terms of some of their components (student-teacher and student-student interactions, evaluating students interactions and active interactions, respectively), with the other components being nonrelevant.

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Enhanced learning environments are arising with great success within the field of cognitive skills training in minimally invasive surgery (MIS) because they provides multiple benefits since they avoid time, spatial and cost constraints. TELMA [1,2] is a new technology enhanced learning platform that promotes collaborative and ubiquitous training of surgeons. This platform is based on four main modules: an authoring tool, a learning content and knowledge management system, an evaluation module and a professional network. TELMA has been designed and developed focused on the user; therefore it is necessary to carry out a user validation as final stage of the development. For this purpose, e-MIS validity [3] has been defined. This validation includes usability, contents and functionality validities both for the development and production stages of any e-Learning web platform. Using e-MIS validity, the e-Learning is fully validated since it includes subjective and objective metrics. The purpose of this study is to specify and apply a set of objective and subjective metrics using e-MIS validity to test usability, contents and functionality of TELMA environment within the development stage.