960 resultados para Electronic Educational Materials
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Publication describes the author’s experience in the development of illustrative dynamic materials for eLearning courses. The presented illustrations offer multiply interactive possibilities for a student and powerful flexibility in creating theoretical or control pages for a teacher. Both specialized and universal ways for illuminating of educational materials are discussed. All interactive dynamic illustrations are realized as Java applets, although it is emphasized, that basic ideas are helpful for any other similar technology.
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Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2016
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Contiene un análisis del cuestionario utilizado para efectuar el estudio sobre preparación, publicación e impresión de materiales educacionales para el Caribe, y algunas respuestas entregadas por los países de la región.
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Bibliography: p. 31-32.
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Includes index.
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Includes indexes.
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Mode of access: Internet.
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Photoprinted.
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"11/08"--Colophon.
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Reproduction of original from Harvard Law School Library.
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OBJECTIVE. The match between the reading level of occupational therapy education materials and older clients' reading ability and comprehension was determined. The sociodemographic and literacy characteristics that influenced clients' reading ability and comprehension were investigated. METHOD. The reading level of 110 written education materials (handouts, brochures, and information leaflets), distributed to older clients (65 years of age and older) by occupational therapists working in Queensland hospitals, was analyzed using the Flesch formula. The reading ability of 214 older persons (mean age 77 years, 63% female) was assessed using the Rapid Estimate of Adult Literacy in Medicine. Participants' comprehension of information of increasing reading difficulty was measured using the Cloze procedure. RESULTS. The written materials required a mean reading level between the ninth and tenth grades. Participants' mean reading ability was seventh to eighth grade. Therefore some materials may have been too difficult for participants to read and understand. Participants with a managerial or professional or clerical background (p = 0.001) and those who perceived they read well (p = 0.001) had a significantly higher reading ability, Older age was significantly related to poorer comprehension (p = 0.018), with participants 75 years of age and over having a mean comprehension score of 25.6 compared to 30.3 for those 65 to 74 years of age. CONCLUSION. Occupational therapists must analyze the reading level of the written education materials they develop for and use with clients by applying readability formulas. There should be a match between the reading level of written materials and clients' reading ability. Clients' reading ability may be assessed informally by discussing years of education and literacy habits or formally using reading assessments. Content and design characteristics should be considered when developing written education materials for clients.
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At present in the sphere of electronic learning in the light of solving tasks put by the Bologna Declaration an important place is being taken by electronic educational and methodological complexes (EMC).The authors have put forward new components of EMC necessary for the organization of educational process and for the determination of labour intensity according to modules and students’ activity type. They also suggested a technology of defining the rating of the grade in the credit-module system.
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Computer game technology provides us with the tools to create web-based educational materials for autonomous and collaborative learning. At Worcester, we have researched the use of this technology in various educational contexts. This paper reports one such study; the use of the commercial game engine “Unreal Tournament 2004” (UT2004) to produce materials suitable for education of Architects. We map the concepts and principles of Architectural Design onto the affordances (development tools) provided by UT2004, leading to a systematic procedure for the realization of buildings and urban environments using this game engine. A theory for the production of web-based learning materials which supports both autonomous and collaborative learning is developed. A heuristic evaluation of our materials, used with second-year students is presented. Associated web-pages provide on-line materials for delegates.
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Commercial computer games contain “physics engine” components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004). This article presents their motivation, methodology, and results. The author presents the findings of experiments that probed the accessibility and fidelity of UT2004's physics engine, examples of educational materials developed, and an evaluation of their use in high school classes. The associated pedagogical implications of this approach are discussed, and the author suggests guidelines for educators on how to deploy the approach. Key resources are presented on an associated Web site.