886 resultados para Tutors and tutoring -- Congresses


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Professional competence can be one of the paths for the insertion of the disabled students in the labor market. This study evaluated the development of skills from the perspective of five learners with disabilities, their tutors and teachers. The survey was conducted in a non-governmental organization that had a range of 32 skills to be taught. The assessment revealed that some of the skills improve with provided training, others remained at the same level and only one decreases its score. It is possible to conclude that the learning program contributed to the development of the skills, which may mean the inclusion of young people in the labor market.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Information and communication technologies (ICT) pervade the daily lives of people affecting relations and social subsystems. Education is not unrelated to this process and in this scenario the distance education (EaD). Considering as a starting point the information society and its characteristics, the objective of this paper was to analyze the relationship between the new information and communication technologies, teaching and learning in the virtual classroom, seeking to understand what is the design of teaching and learning inherent in the current generation of EaD. Thus, by means of analytical, descriptive and exploratory research, bibliographic and qualitative approach oriented, it was concluded that ICT has a very important role in the context of EaD, allowing the creation of interactive virtual learning environments that enable communication between teachers, tutors and students, making possible the Exchange and sharing of key information on the teaching and learning process.

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What is the most effective model for academic distance education, given that drop-out numbers in traditional distance education institutions are too high and the demands from the various stakeholders are changing? In this paper this question is answered from the perspective of the Open University of the Netherlands (OUNL). The OUNL has planned to redesign its educational model from the traditional guided self-study model towards a model of active online learning. In essence this means that education will be less content driven; more focus is put on activating students to engage with real world problems supported by tutors and peers using distance media. The drivers for change, the change process and the resulting redesign of the educational model are presented in this paper.

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The value of project-based learning has lead to the inclusion of project development activities in engineering courses, being the Final Year Project (FYP) the most remarkable one. Several approaches have been proposed for assessing and grading FYPs but, among them, rubrics are becoming a standard for such type of assessment. However, due to the different characteristics and orientations of the projects (some are more practically oriented, some more theoretically), and the high amount of different competences to be evaluated (knowledge, working capability, communication skills, etc.), the definition of one unique rubric suitable for the evaluation of all FYPs presented in different degree programs, is a big challenge. In a former work, the educational outcomes expected from the FYP were defined and resulted in a proposal for their assessment. Afterwards, the proposal has been tested during one year within an educational innovation-project at the Universidad Politécnica de Madrid which involved the follow-up of 8 undergraduate telecommunication students elaborating their FYPs. In this publication, our experience will be described, based on the emerging work taking place through the formalisation of the process which consisted in the following steps: i) establishment of a schedule for the whole process (publication of FYPs topics, selection of applying students and their enrolment, assignation of a jury to each FYP, elaboration and follow-up of FYPs, final report submission, oral presentation, etc.); ii) design of rubrics for each of three assessment parts: working process, final report and oral presentation; and iii) follow-up and evaluation of the involved FYPs. Finally, problems that appeared during this experience (e.g. administrative aspects, criticisms and suggestions from the students, tutors and juries involved) are discussed and some modifications in the assessment system will be proposed in order to solve or minimize these problems.

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Tradicionalmente, los entornos virtuales se han relacionado o vinculado de forma muy estrecha con campos como el diseño de escenarios tridimensionales o los videojuegos; dejando poco margen a poder pensar en sus aplicaciones en otros ámbitos. Sin embargo, estas tendencias pueden cambiar en tanto se demuestre que las aplicaciones y ventajas de estas facilidades software, se pueden extrapolar a su uso en el ámbito de la enseñanza y el aprendizaje. Estas aplicaciones son los conocidos como Entornos Virtuales Inteligentes (EVI); los cuales, tratan de usar un entorno virtual para llevar a cabo labores de enseñanza y tutoría, aportando ventajas como simulación de entornos peligrosos o tutorización personalizada; cosa que no podemos encontrar en la mayoría de los casos de las situaciones de enseñanza reales. Este trabajo trata de dar solución a una de las problemáticas que se plantean a la hora de trabajar con cualquier entorno virtual con el que nos encontremos y prepararlo para su cometido, sobre todo en aquellos enfocados a la enseñanza: dotar de forma automática e inteligente de una semántica propia a cada uno de los objetos que se encuentran en un entorno virtual y almacenar esta información para su posterior consulta o uso para otras tareas. Esto quiere decir que el objetivo principal de este trabajo, es el proceso de recolección de información que se considera importante de los objetos de los entornos virtuales, como pueden ser sus aspectos de la forma, tamaño o color. Aspectos que, por otra parte, son realmente importantes para poder caracterizar los objetos y hacerlos únicos en un entorno virtual donde, a priori, todos los objetos son los mismos a ojos de un ordenador. Este trabajo que puede parecer trivial en un principio, no lo es tanto; y servirá de sustento fundamental para que otras aplicaciones futuras o ya existentes puedan realizar sus tareas. Una de estas tareas pudiera ser la generación de indicaciones en lenguaje natural para guiar a usuarios a localizar objetos en un entorno virtual, como es el caso del proyecto LORO sobre el que se engloba este trabajo. Algunos ejemplos de uso de esta tarea pueden ser desde ayudar a cualquier usuario a encontrar sus llaves en su propia casa a ayudar a un cirujano a localizar cierta herramienta en un quirófano. Para ello, es indispensable conocer la semántica e información relevante de cada uno de los objetos que se presentan en la escena y diferenciarlos claramente del resto. La solución propuesta se trata de una completa aplicación integrada en el motor de videojuegos y escenarios 3D de mayor soporte del mundo como es Unity 3D, el cual se interrelaciona con ontologías para poder guardar la información de los objetos de cada escena. Esto hace que la aplicación tenga una potencial difusión, gracias a las herramientas antes mencionadas para su desarrollo y a que está pensada para tanto el usuario experto como el usuario común.---ABSTRACT---Traditionally, virtual environments have been related to tridimensional design and videogames; leaving a little margin to think about its applications in other fields. However, this tendencies can be changed as soon as it is proven that the applications and advantages of this software can be taken to the learning and teaching environment. This applications are known as intelligent virtual environments, these use the virtual environment to perform teaching and tutoring tasks; tasks we cannot find in most real life teaching situations. This project aims to give a solution to one of the problematics that appears when someone works with any virtual environments we may encounter and prepare it for its duty, mainly those environments dedicated to teaching: automatically and intelligently give its own semantic to the objects that are in any virtual environment and save this information for its posterior query or use in other tasks. The main purpose of this project is the information recollection process that considers the different important facts about the objects that are in the virtual environments, such as their shape, size or color. Facts that are very important for characterizing the objects; to make them unique in the environment where the objects are all the same to the computer’s eye. This project may seem banal in the beginning, but it is not, it will be the fundamental base for future applications. One of this applications may be a natural language indicator generator for guiding users to locate objects in a virtual environment, such as the LORO project, where this project is included. Some examples of the use of this task are: helping any user to find the keys of his house, helping a surgeon to find a tool in an operation room… For this goals, it is very important to know the semantics and the relevant information of each object of the scenario and differentiate each one of them from the rest. The solution for this proposal is a fully integrated application in the videogame and Unity 3D engine that is related to ontologies so it can save the object’s information in every scenario. The previously mentioned tools, as well as the idea that this application is made for an expert user as well as for a common user, make the application more spreadable.

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Objetivo: Analizar las desigualdades de género en investigación en salud pública y epidemiología en España, en el periodo 2007-2014. Método: Estudio descriptivo según sexo de posiciones de liderazgo del Centro de Investigación Biomédica en Red (CIBER), especialmente en el área temática de epidemiología y salud pública (CIBERESP) en 2014; de sociedades científicas de salud pública (SESPAS) y epidemiología (SEE), 2009-2014; y de proyectos de investigación solicitados (13.320) y financiados (4699), e importes de convocatorias de Acción Estratégica en Salud (AES), 2007-2013. Resultados: Existe una clara infrarrepresentación de mujeres líderes y contratadas en investigación de excelencia en salud pública (CIBERESP), con predominio de los hombres en puestos de decisión. Aunque los proyectos de investigación de la Acción Estratégica en Salud (AES) liderados por mujeres han crecido ligeramente entre 2007 y 2013, entre los solicitados no alcanzan el 50%, con excepción de los de la Comisión de Salud Pública. La brecha de género es aún mayor en proyectos financiados. Los proyectos liderados por hombres tienen mayor probabilidad de obtener financiación, alcanzando el 29% en los de salud pública. Persiste una segregación horizontal de género en posiciones de reconocimiento científico en congresos de SESPAS y SEE. Conclusiones: La sobrerrepresentación de líderes masculinos en la investigación en salud pública en España debe entenderse como indicador y consecuencia del androcentrismo en las sociedades científicas y los grupos profesionales. Esta situación sexista pone en riesgo la existencia de productos y servicios innovadores desde la perspectiva de género que den respuestas a necesidades y demandas de toda la sociedad. Se necesitan más mujeres en investigación que tengan incorporada esta perspectiva.

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This journal contains entries about various student "disorders" which occurred during Eliphalet Pearson’s tenure at Harvard. Daily entries describe a wide range of students’ rebellious conduct, which included: hissing at speakers in chapel, throwing snowballs and stones at College buildings and people (including tutors and then-President Joseph Willard), disrupting lectures by scraping chairs and feet, breaking windows, intoxication, moving and breaking furniture, stealing firewood, firing pistols, building bonfires, stealing supplies (food, cider and candles), throwing food and utensils during meals, stealing Bibles, wearing hats indoors, filling door locks with stones, drawing on lecture room walls with gravel, and silencing the morning chapel bell by filling it with molten pewter plates (stolen from the kitchen). There are also entries pertaining to more malicious offenses, including the drowning of a dog in a well. Several entries describe meetings of the College government to determine the appropriate punishments for each offense. Students were often fined, expelled, or suspended ("rusticated") for their unruly behavior.

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Four letters written from Birmingham, England, in which Tudor suggests changes to Harvard’s grounds and facilities, hiring practices for tutors, and university publications. He also alludes to the War of 1812.

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Clifford Lee Lord, editor.

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"General index": v. 7, p. 847-966.

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Library copy of guide is a photocopy (67 p. of [35] leaves ; 28 cm.)

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Some vols. have also distinctive titles: 1959- Progress in refrigeration science and technology. Progrès dans la science et la technique du froid.

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Avery index to architectural periodicals. Second edition. Revised and enlarged. Supplement