845 resultados para How Finns learn mathematics and science
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Imagine the potential implications of an organization whose business and IT processes are well aligned and are capable of reactively and proactively responding to the external and internal changes. The Philips IT Infrastructure and Operations department (I&O) is undergoing a series of transformation activities to help Philips business keeping up with the changes. I&O would serve a critical function in any business sectors; given that the I&O’s strategy switched from “design, build and run” to “specify, acquire and performance manage”, that function is amplified. In 2013, I&O’s biggest transforming programme I&O Futures engaged multiple interdisciplinary departments and programs on decommissioning legacy processes and restructuring new processes with respect to the Information Technology Internet Library (ITIL), helping I&O to achieve a common infrastructure and operating platform (CI&OP). The author joined I&O Futures in the early 2014 and contributed to the CI&OP release 1, during which a designed model Bing Box and its evaluations were conducted through the lens of six sigma’s structured define-measure-analyze-improve-control (DMAIC) improvement approach. This Bing Box model was intended to firstly combine business and IT principles, namely Lean IT, Agile, ITIL best practices, and Aspect-oriented programming (AOP) into a framework. Secondly, the author implemented the modularized optimization cycles according to the defined framework into Philips’ ITIL-based processes and, subsequently, to enhance business process performance as well as to increase efficiency of the optimization cycles. The unique of this thesis is that the Bing Box model not only provided comprehensive optimization approaches and principles for business process performance, but also integrated and standardized optimization modules for the optimization process itself. The research followed a design research guideline that seek to extend the boundaries of human and organizational capabilities by creating new and innovative artifacts. The Chapter 2 firstly reviewed the current research on Lean Six Sigma, Agile, AOP and ITIL, aiming at identifying the broad conceptual bases for this study. In Chapter 3, we included the process of constructing the Bing Box model. The Chapter 4 described the adoption of Bing Box model: two-implementation case validated by stakeholders through observations and interviews. Chapter 5 contained the concluding remarks, the limitation of this research work and the future research areas. Chapter 6 provided the references used in this thesis.
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The Aumni Greenhouse and the Science Complex in the background.
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The strength and nature of the video game practice effect on tests of visual and perceptual skills were examined using high functioning Grades Four and Five students who had been tested with the WISC-R .for the purpose of gifted identification and placement. The control group, who did not own and .play video games on a sustained basis, and the experimental group, who did own a video game system and had some mastery of video games, including the -Nintendo game, "Tetris", were each composed of 18 juniorg:r;-ade students and were chosen from pre-existing conditions. The experimental group corresponded to the control group in terms of age, sex, and community. Data on the Verbal and Performance I.Q. Scores were· collected for both groups and the author was interested in the difference between the Verbal and Performance Scores within each group, anticipating a P > V outcome for the experimental group. The results showed a significant P > V difference in the experimental, video game playing group, as expected, but no significant difference between the Performance $cores of the control and experimental groups. The results, thus, indicated lower Verbal I.Q. Scores in the experimental group relat'ive to 'the control group.' The study conclu~ed that information about a sUbject's video game experience and "learhing style pref~rence is important for a clear interpretation of the Verbal and Performance I.Q. Scores of the WISC-R. Although the time spent on video game play may, 'indeed, increase P~rformance Scores relative to Verbal Scores for an individual, the possibilities exist that the time borrowed and spent away from language based activities may retard verbal growth and/or that the cognitive style associated with some Performance I.Q.subtests may have a negative effect on the approach to the tasks on the Verbal I.Q. Scale. The study also discussed the possibility that exposure to ,the video game experience, in pre-puberty, can provide spatial instruction which will result in improved spatial skills. strong spatial skills have been linked to improved performance and preference in mathematics, science, and engineering and it was suggested that appropriate video game play might be a way to involve girls more in the fields of mathematics and science.
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UANL
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This 3-minute video shows how you can share documents during an Adobe Connect meeting - for example showing a Word document or Excel spreadsheet to the other participants.
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Está dividido en cuatro secciones, a lo largo de las cuales se proporciona orientación para la enseñanza y el aprendizaje de palabras y oraciones, se destaca la importancia de estos elementos para el aprendizaje por los niños de la lectura y la escritura, se hace un esbozo del proceso de alfabetización infantil desde los dos primeros cursos de ingreso en la escuela,y asimismo, se describe este proceso de desarrollo continuo de la alfabetización.
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Se ocupa de los rasgos comunes de los textos de información, y cómo los conocimientos, habilidades y estrategias necesarios para la lectura y la escritura de estos textos son inseparables. El conocimiento de la estructura del texto y las características del lenguaje captados por el alumno en las clases de escritura se utilizan como ayuda en la comprensión de las clases de lectura. Del mismo, la forma de enseñar a encontrar la idea principal en un texto leído sirve para mejorar la capacidad de escribir. Por razones de organización y claridad, se ha dividido este libro en tipos de texto y estrategias diseñadas principalmente para la escritura, y estrategias que son en su mayoría solo para la lectura.
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El desarrollo de la alfabetización infantil se inicia desde el momento en que los padres, hablan, cantan y leen a sus bebés. Estas buenas experiencias son las bases sobre las que seguir, pues, después, aprenden a jugar con los libros, a disfrutar con sus imágenes y sus páginas, a imitar a los adultos en la lectura, a garabatear y a escribir como ellos. Aunque, algunos niños hayan carecido de estas experiencias en su hogar, al incorporarse a la escuela, es necesario darles todas las oportunidades posibles para observar a sus compañeros lectores y escritores, interactuar con los libros y experimentar ellos mismos con la lectura y la escritura.