985 resultados para Educational Methodology


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Several medical and dental schools have described their experience in the transition from conventional to digital microscopy in the teaching of general pathology and histology disciplines; however, this transitional process has scarcely been reported in the teaching of oral pathology. Therefore, the objective of the current study is to report the transition from conventional glass slide to virtual microscopy in oral pathology teaching, a unique experience in Latin America. An Aperio ScanScope® scanner was used to digitalize histological slides used in practical lectures of oral pathology. The challenges and benefits observed by the group of Professors from the Piracicaba Dental School (Brazil) are described and a questionnaire to evaluate the students' compliance to this new methodology was applied. An improvement in the classes was described by the Professors who mainly dealt with questions related to pathological changes instead of technical problems; also, a higher interaction with the students was described. The simplicity of the software used and the high quality of the virtual slides, requiring a smaller time to identify microscopic structures, were considered important for a better teaching process. Virtual microscopy used to teach oral pathology represents a useful educational methodology, with an excellent compliance of the dental students.

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Universidade Estadual de Campinas . Faculdade de Educação Física

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La metodologia docent impulsada per la creació d’un Espai Europeu d’Ensenyament Superior comú implica tenir en compte el treball de l’estudiant. En aquest sentit, resulta molt convenient facilitar a l’alumnat de primers cursos l’adaptació a una docència que s’organitza en crèdits ECTS i que se centra en el procés d’aprenentatge dels estudiants. Per aquest motiu, l’objectiu d’aquest projecte ha estat que assumissin un grau més elevat de responsabilitat en l’aprenentatge i que adquirissin una competència més gran en l’organització del temps d’acord amb els programes docents de les assignatures que cursessin. Per aconseguir-ho, s’ha creat un entorn de presentació de les guies docents basat en les agendes d’activitats d’aprenentatge. Aquestes agendes són, de fet, planificacions de les activitats presencials i no presencials que han de dur a terme els estudiants per assolir els objectius de cadascuna de les assignatures que fan. Perquè siguin efectives, han de ser el més individuals possibles i amb la informació suficient com perquè les activitats es puguin dur a terme. Així, els alumnes disposen d’una veritable agenda particular del què han de fer i quan per seguir una assignatura determinada. Com a resultat del projecte s’ha proposat una organització de la informació d’una assignatura que facilita tant la gestió de les guies docents com la creació d’agendes d’activitats d’aprenentatge, s’ha establert una metodologia de presentació dels programes docents amb suport de web perquè sigui de fàcil consulta i en els que els vincles de cada activitat s’activen segons el ritme del curs i, finalment, s’ha aplicat tot per al cas de l’assignatura de Fonaments de computadors, aconseguint que l’alumnat s’acostumi a seguir les agendes d’activitats i, consegüentment, a millorar el rendiment acadèmic de l’assignatura, que era el que, es pretenia originalment.

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El departament d'Economia i Organització d'Empreses, de la Facultat d'Economia i Empresa de la Universitat de Barcelona, sempre ha mostrat una preocupació perquè els alumnes siguin capaços d'entendre i, sobretot, de veure aplicables a la vida laboral els conceptes de les diverses assignatures de la nostra àrea -organització i direcció d'empreses-. Donada la falta d'experiència laboral que tenen, sovint entenen els conceptes d'una manera superficial i teòrica ja que els queden una mica lluny de la seva vida diària. A més, la falta d'assistència, el baix rendiment acadèmic i la falta de motivació dels estudiants són temes habituals entre el col·lectiu de professors. Per tot això sorgeix la necessitat de millorar el rendiment dels estudiants, en el marc de l'Espai d'Educació Europeu Superior, amb una metodologia docent generalizable a la resta d'assignatures que aconsegueixi motivar-les tant per estudiar com per assistir a classe. La finalitat principal del projecte és millorar el rendiment acadèmic dels estudiants mitjançant una metodologia docent basada en l'anàlisi de casos audiovisuals. En concret es volen arribar a aconseguir els objectius formatius fonamentals de l'àrea d'Organització d'Empreses així com també es pretén que els alumnes adquireixin capacitats desitjables per dur a terme les funcions administratives. La durada del projecte ha estat d'un any. Concretament des de novembre de 2007 a octubre de 2008.

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Este trabalho teve por objetivo apresentar os aspectos relacionados com o impacto provocado pelo Programa de Educação em Valores Humanos nas crianças e seus familiares, nos professores, coordenadores, diretores e voluntários que vivenciaram essa metodologia educacional criada por Sathya Sai Baba, nas escolas de Vila Isabel e Ribeirão Preto no ano de 2008. Em primeiro momento, foi necessário definir, mesmo de uma maneira geral, o conceito de valor, chegando ao específico de valores humanos. Buscou-se a relação direta com as religiões, traçando um paralelo entre a sua origem e a influência das religiões nos valores humanos e principalmente na maneira de se comportar dos indivíduos socialmente. Discutiu-se a educação no Brasil, com sua cronologia e influências, a educação na Índia e traçou-se um paralelo entre ambas. Viu-se que a educação brasileira precisava passar por uma transformação e que a implantação de um programa como este está relacionada ao querer por parte da gestão, já que ele agrega valor ao conteúdo formal. Por fim, apresentou-se a parte central do trabalho que é o Programa de Educação em Valores Humanos – PEVH, com sua origem, metodologias, técnicas, organizações mundiais e brasileiras que trabalham parcialmente ou na íntegra com o programa e os impactos provocados por quem vive os valores humanos. Os dados foram apresentados através da pesquisa bibliográfica e de campo que, juntos, confirmaram a importância do resgate dos valores humanos e da sua prática cotidiana na transformação da sociedade, por meio do processo educacional.

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In this work, we propose a methodology for teaching robotics in elementary schools, based on the socio-historical Vygotsky theory. This methodology in conjunction with the Lego Mindstoms kit (R) and an educational software (an interface for control and programming of prototypes) are part of an educational robotics system named RoboEduc. For the practical development of this work, we have used the action-research strategy, being realized robotics activities with participation of children with age between 8 and 10 years, students of the elementary school level of Municipal School Ascendino de Almeida. This school is located at the city zone of Pitimbu, at the periphery of Natal, in Rio Grande do Norte state. The activities have focused on understanding the construction of robotic prototypes, their programming and control. At constructing prototypes, children develop zone of proximal development (ZPDs) that are learning spaces that, when well used, allow the construction not only of scientific concepts by the individuals but also of abilities and capabilities that are important for the social and cultural interactiond of each one and of the group. With the development of these practical workshops, it was possible to analyse the use of the Robot as the mediator element of the teaching-learning process and the contributions that the use of robotics may bring to teaching since elementary levels

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The paper presents a study that focuses on the issue of sup-porting educational experts to choose the right combination of educational methodology and technology tools when designing training and learning programs. It is based on research in the field of adaptive intelligent e-learning systems. The object of study is the professional growth of teachers in technology and in particular that part of their qualification which is achieved by organizing targeted training of teachers. The article presents the process of creating and testing a system to support the decision on the design of training for teachers, leading to more effective implementation of technology in education and integration in diverse educational contexts. ACM Computing Classification System (1998): H.4.2, I.2.1, I.2, I.2.4, F.4.1.

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Computer based training or distance education are facing dramatic changes withthe advent of standardization efforts, some of them concentrating in maximal reuse.This is of paramount importance for a sustainable -cost affordable- production ofeducational materials. Reuse in itself should not be a goal, though, since manymethodological aspects might be lost. In this paper we propose two contentproduction approaches for the InterMediActor platform under a competence-basedmethodology: either a bottom-up approach where content is designed from scratchor a top-down methodology where existing material can be gradually adapted tofulfil requisites to be used with maximal flexibility into InterMediActor.

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This document explains the process of designing a methodology to evaluate Educational Innovation Groups, which are structures created within universities in the context of adaptation to the European Higher Education Area. These groups are committed to introduce innovation in educational processes as a means to improve educational quality. The assessment design is based on a participatory model of planning called Working With People, that tries to integrate the perspectives of all stakeholders. The aim of the methodology is to be a useful tool for the university to evaluate the work done by the groups, encourage the members to continue improving the quality of teaching and reorient the activities to fulfill the emergent needs that the university faces.

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Computer science studies possess a strong multidisciplinary aptitude since most graduates do their professional work outside of a computing environment, in close collaboration with professionals from many different areas. However, the training offered in computer science studies lacks that multidisciplinary factor, focusing more on purely technical aspects. In this paper we present a novel experience where computer studies and educational psychology find a common ground and realistic working through laboratory practices. Specifically, the work enables students of computer science education the development of diagnosis support systems, with artificial intelligence techniques, which could then be used for future educational psychologists. The applications developed by computer science students are the creation of a model for the diagnosis of pervasive developmental disorders (PDD), sometimes also commonly called the autism spectrum disorders (ASD). The complexity of this diagnosis, not only by the exclusive characteristics of every person who suffers from it, but also by the large numbers of variables involved in it, requires very strong and close interdisciplinary participation. This work demonstrates that it is possible to intervene in a curricular perspective, in the university, to promote the development of interpersonal skills. What can be shown, in this way, is a methodology for interdisciplinary practices design and a guide for monitoring and evaluation. The results are very encouraging since we obtained significant differences in academic achievement between students who attended a course using the new methodology and those who did not use it.

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.