704 resultados para Educational application


Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this article the authors describe the application development RExMobile and the importance of remote experimentation via mobile devices, especially smartphones simple, beyond the space provided for this application in education. The article deals the creation, software and hardware that provide an interactive and dynamic way to attract more students to use these experiments remote, serving as support to teachers to science teaching from its initial series. The ease and availability of smartphones, even these students of basic education, permits the reach of new users and in different places. Thus, the practice of remote experimentation in mobile devices enables new spaces for access and interaction. Are used for developing software free or low cost, HTML5 and jQuery Mobile framework, that enable the creation of pages compatible with different mobile operating systems such as iOS, Android, Windows Phone, some Symbian, among others. Also are demonstrated patterns layouts that allow greater accessibility.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

John Frazer, Professor, trained at the Architectural Association, taught first at Cambridge University and then the AA in the 1970s and again in the '90s. He was Head of School of Design Research History and Criticism at the University of Ulster in the 1980s, he also ran a systems and design consultancy with his wife Julia (including projects for Cedric Price and Walter Segal) and was founder and chairman of Autographics software. He is currently Swire Chair Professor and Head of School of Design in Hong Kong.----- This is a very personal perspective on a concept of universal and future significance. It is personal, both is the sense that it is an unashamedly biased view of both the significance of the project, and the nature of that significance and because the author was personally involved as one of the consultants on GENERATOR and subsequently involved Cedric Price in its educational application at the Architectural Association. GENERATOR is still very much alive and was still developing whilst this chapter was being written.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Study orientations in higher education consist of various dimensions, such as approaches to learning, conceptions of learning and knowledge (i.e. epistemologies), self-regulation, and motivation. They have also been measured in different ways. The main orientations typically reported are reproducing and meaning orientations. The present study explored dimensions of study orientations, focusing in particular on pharmacy and medicine. New versions of self-report instruments were developed and tested in various contexts and in two countries. Furthermore, the linkages between study orientations and students epistemological development were explored. The context of problem-based (PBL) small groups was investigated in order to better understand how collaboration contributes to the quality of learning. The participants of Study I (n=66) were pharmacy students, who were followed during a three-year professionally oriented program in terms of their study orientations and epistemologies. A reproducing orientation to studying diminished during studying, whereas only a few students maintained their original level of meaning orientation. Dualism was found to be associated with a reproducing orientation. In Study II practices associated with deep and surface approaches to learning were measured in two differing ways, in order to better distinguish between what students believed to be useful in studying, and the extent to which they applied their beliefs to practice when preparing for examinations. Differences between domains were investigated by including a sample of Finnish and Swedish medical students (n=956) and a Finnish non-medical sample of university students (n=865). Memorizing and rote learning appeared as differing components of a surface approach to learning, while understanding, relating, and critical evaluation of knowledge emerged as aspects of a deep approach to learning. A structural model confirmed these results in both student samples. Study III explored a wide variety of dimensions of learning in medical education. Swedish medical students (n=280) answered the questionnaire. The deep approach to learning was strongly related to collaboration and reflective learning, whereas the surface approach was associated with novice-like views of knowledge and the valuing of certain and directly applicable knowledge. PBL students aimed at understanding, but also valued the role of memorization. Study IV investigated 12 PBL tutorial groups of students (n=116) studying microbiology and pharmacology in a medical school. The educational application was expected to support a deep approach to learning: Group members course grades in a final examination were related to the perceived functioning of the PBL tutorial groups. Further, the quality of cases that had been used as triggers for learning, was associated with the quality of small group functioning. New dimensions of study orientations were discovered. In particular, novel, finer distinctions were found within the deep approach component. In medicine, critical evaluation of knowledge appeared to be less valued than understanding and relating. Further, collaboration appeared to be closely related to the deep approach, and it was also important in terms of successful PBL studying. The results of the studies confirmed the previously found associations between approaches to learning and study success, but showed interesting context- and subgroup-related differences in this respect. Students ideas about the nature of knowledge and their approaches to learning were shown to be closely related. The present study expanded our understanding of the dimensions of study orientations, of their development, and their contextual variability in pharmacy and medicine.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Pós-graduação em Artes - IA

Relevância:

60.00% 60.00%

Publicador:

Resumo:

With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

In this paper we discuss the early stage design of MIXER, a technology enhance educational application focused at supporting children in learning about cultural conflict, achieved through the use of a game with an effective embodied AI agent. MIXER is being developed re-using existing technology applied to a different context and purpose with the aim of creating an educational and enjoyable experience for 9-11 year olds. This paper outlines MIXER’s underpinning technology and theory. It presents early stage design and development, highlighting current research directions.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This chapter discusses some possibilities of gamification and remixing processes for music education. It also analyzes the concepts of gamification, mashup/remix and presents its possible usage in education—music teaching—through the development of the project/educational game FLAPPY CRAB. The chapter begins with a brief introduction to the concepts listed above, trying to consider them in the school context. After that, we will make the summary presentation of the music educational game FLAPPY CRAB, a clone of the GEARS Studios Flappy Bird, developed for mobile devices and other platforms with the UNITY 3D© game engine. In this chapter we’ll talk yet, albeit briefly, about the game engine used in the development of this educational application. This educational game aims to assess the possible impacts that its use has on learning and skill development related to auditory memory, qualitative discrimination of musical sound height (pitch—in the range of an octave with a central point in 440 Hz), visual identification of musical notation symbols and its relative organization according to the grammar rules of traditional music spelling. The game has been tested by a group of approximately 30 teenagers over a period of about 6 months, over which data was collected. In this chapter, we will present a review of the preliminary data collected to date.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This study examines the effects in university students of a psycho-educational program in full awareness (mindfulness) on certain personality variables. A quasi-experimental (group comparison) design with pretest and postest measurements was employed in an experimental (n = 26) and a control group (n = 27). Barratt impulsiveness Scale (BiS- 11), Acceptance and Action Questionnaire (AAQ), Social Avoidance and Distress Scale (SAD), and the Profile of Mood States (POMS) were applied to experimental and control groups. The results show statistically significant changes in impulsivity variables, experiential avoidance, social avoidance, social anxiety, tension and fatigue when comparing the posttest mean scores of the groups.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

It is becoming clear that if we are to impact the rate of medical errors it will have to be done at the practicing physician level. The purpose of this project was to survey the attitude of physicians in Alabama concerning their perception of medical error, and to obtain their thoughts and desires for medical education in the area of medical errors. The information will be used in the development of a physician education program.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

On cover: CFDA number 84.117E; OMB no. 1850-0601, exp. date 9/93; closing date January 08, 1993.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The main principles and experience of development of learning integrated expert systems based on the third generation instrumental complex AT-TECHNOLOGY are considered.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The presentation of cultural heritage is difficult comprehensive and constantly updated topic. Researchers often focus more on the different techniques to digitize artifacts of cultural heritage. This work focuses on the overall shape and structure of future multimedia application whose specificity is determined by the topic - Odrysian kingdom. Below is presented a concept for structure and content-based information available for individual kings from Odryssae dynasty. Special attention is paid to the presentation of preserved artifacts associated with the reign of specific rulers. The main concept of multimedia application dedicated to the Odrysian kingdom, it is to be used in teaching programs related to cultural heritage and history of antiquity in universities. The aim of designers is that it can be modified easy for use in museums also.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

`Evolution of mylonitic microfabrics' (EMM) is an interactive Filemaker Pro 3.0 application that documents a series of see-through deformation experiments on polycrystalline norcamphor. The application comprises computer animations, graphics and text explanations designed to give students and researchers insight into the interaction and dynamic nature of small-scale, mylonitic processes like intracrystalline glide, dynamic recrystallization and strain localization (microshearing). EMM shows how mylonitic steady state is achieved at different strain rates and temperatures. First, rotational mechanisms like glide-induced vorticity, subgrain rotation recrystallization and rigid-body rotation bring grains' crystal lattices into orientations that are favorable for intracrystalline glide. In a second stage, selective elimination of grains whose lattices are poorly oriented for glide involves grain boundary migration. This strengthens the texture. Temperature and strain rate affect both the relative activity of different strain accommodation mechanisms and the rate of microfabric change. Steady-state microfabrics are characterized by stable texture, grain size and shape-preferred orientations of grains and domains. This involves the cyclical generation and elimination of dynamically recrystallized grains and microshear zones.