623 resultados para Techno-pedagogical environments
Resumo:
Muito se fala na crescente velocidade de inovações tecnológicas que se apresenta ao mundo e que vai se acelerando. Antes, gerações se passavam para termos uma evolução tecnológica. Hoje, uma mesma geração presencia vários saltos tecnológicos. Neste contexto de inovações frequentes, surge a preocupação sobre como formar um profissional responsável, ético e que consiga acompanhar e ser protagonista de tais mudanças. O trabalho desenvolvido nesta tese busca colaborar na discussão sobre a formação do engenheiro, com foco na engenharia elétrica e de computação, revisitando as definições de conceitos como educação em engenharia, aprendizagem ativa, inovação, Design Thinking e competências transversais, e definindo, como contribuição de pesquisa, os conceitos de tecno-pedagogia e ambientes tecno-pedagógicos, como pressuposto de convergência de estruturas tecnológicas, estratégias pedagógicas e métodos de avaliação em aprendizagem ativa para a inovação. Apresenta um método para identificar e quantificar o grau de ênfase das competências transversais para a inovação a partir da demanda de mercado para engenheiros eletricistas e da computação; e um método de observação, coleta e análise de dados sobre o desenvolvimento de competências transversais na participação em duas experiências de aula: na disciplina global ME310 da Universidade de Stanford; e na disciplina 030-3410 da Escola Politécnica da Universidade de São Paulo. Com isso, foi possível elaborar um método para auxiliar no planejamento de disciplinas e cursos com foco em inovação, identificando as competências transversais que devem ser incentivadas e relacionando tais competências com estratégias de ensino e aprendizagem e sugerindo a estrutura tecnológica e método de avaliação a serem adotados.
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L’objectif général de cette recherche doctorale est l’étude des déterminants de l’intégration pédagogique des technologies de l’information et de la communication (TIC) par les professeurs à l’Université de Ouagadougou (UO). Cela nous a conduit à étudier respectivement les compétences technologiques des professeurs, les facteurs de résistance contraignant l’intégration pédagogique des TIC par ces professeurs, l’acceptation et les usages spécifiques des TIC par les professeurs. Ce travail s’est bâti autour des concepts théoriques sur les usages éducatifs des TIC, les compétences technopédagogiques, les facteurs de résistance, l’acceptation des TIC et l’intégration pédagogique des TIC. Ces concepts se sont inscrits dans les cadres d’analyses des modèles d’intégration des TIC par les professeurs et des modèles d’acceptation et d’utilisation d’une nouvelle technologie. La stratégie d’analyse des données s’est construite autour des approches descriptives et analytiques notamment au moyen de l’utilisation de la psychométrie et/ou de l’économétrie des modèles à variables dépendantes limitées. Utilisant la recherche quantitative, le recrutement de 82 professeurs par avis de consentement à participer, a permis de collecter les données sur la base de questionnaires dont la majeure partie est bâtie autour de questions à échelle de Likert. L’étude des compétences technologiques des professeurs a permis d’une part, de dresser un portrait des usages des TIC par les professeurs. En effet, les usages les plus répandus des TIC dans cette université sont les logiciels de bureautique, les logiciels de messagerie électronique et de navigation dans Internet. Elle a aussi permis de faire un portrait des compétences technologiques des professeurs. Ceux-ci utilisent à la fois plusieurs logiciels et reconnaissent l’importance des TIC pour leurs tâches pédagogiques et de recherche même si leur degré de maîtrise perçue sur certaines des applications télématiques reste à des niveaux très bas. Par rapport à certaines compétences comme celles destinées à exploiter les TIC dans des situations de communication et de collaboration et celles destinée à rechercher et à traiter des informations à l’aide des TIC, les niveaux de maîtrise par les professeurs de ces compétences ont été très élevés. Les professeurs ont eu des niveaux de maîtrise très faibles sur les compétences destinées à créer des situations d’apprentissage à l’aide des TIC et sur celles destinées à développer et à diffuser des ressources d’apprentissage à l’aide des TIC malgré la grande importance que ceux-ci ont accordée à ces compétences avancées essentielles pour une intégration efficace et efficiente des TIC à leurs pratiques pédagogiques. L’étude des facteurs de résistance a permis d’ériger une typologie de ces facteurs. Ces facteurs vont des contraintes matérielles et infrastructurelles à celles liées aux compétences informatiques et à des contraintes liées à la motivation et à l’engagement personnel des professeurs, facteurs pouvant susciter des comportements de refus de la technologie. Ces facteurs sont entre autres, la compatibilité des TIC d’avec les tâches pédagogiques et de recherche des professeurs, l’utilité perçue des TIC pour les activités pédagogiques et de recherche, les facilités d’utilisation des TIC et la motivation ou l’engagement personnel des professeurs aux usages des TIC. Il y a aussi les coûts engendrés par l’accès aux TIC et le manque de soutien et d’assistance technique au plan institutionnel qui se sont révelés enfreindre le développement de ces usages parmi les professeurs. Les estimations des déterminants de l’acceptation et des usages éducatifs des TIC par les professeurs ont montré que c’est surtout « l’intention comportementale » d’aller aux TIC des professeurs, « l’expérience d’Internet » qui affectent positivement les usages éducatifs des TIC. Les « conditions de facilitation » qui représentent non seulement la qualité de l’infrastructure technologique, mais aussi l’existence d’un soutien institutionnel aux usages des TIC, ont affecté négativement ces usages. Des éléments de recommandation issus de ce travail s’orientent vers la formation des professeurs sur des compétences précises identifiées, l’amélioration de la qualité de l’infrastructure technologique existante, la création d’un logithèque, la mise en œuvre d’incitations institutionnelles adéquates telles que l’assistance technique régulière aux professeurs, l’allègement des volumes horaires statutaires des professeurs novateurs, la reconnaissance des efforts déjà réalisés par ces novateurs en matière d’usages éducatifs des TIC dans leur institution.
Resumo:
Virtual learning environments are online spaces where learners interact with other learners, teachers, resources and the environment in itself. Although technology is meant to enhance the learning process, there are important issues regarding pedagogical and organizational aspects that must be addressed. In this paper we review the barriers detected in a virtual university which exclusively uses Internet as the main channel of communication, with no face-to-face requirements exceptthose related to final evaluation.
Resumo:
Abstract The solvability of the problem of fair exchange in a synchronous system subject to Byzantine failures is investigated in this work. The fair exchange problem arises when a group of processes are required to exchange digital items in a fair manner, which means that either each process obtains the item it was expecting or no process obtains any information on, the inputs of others. After introducing a novel specification of fair exchange that clearly separates safety and liveness, we give an overview of the difficulty of solving such a problem in the context of a fully-connected topology. On one hand, we show that no solution to fair exchange exists in the absence of an identified process that every process can trust a priori; on the other, a well-known solution to fair exchange relying on a trusted third party is recalled. These two results lead us to complete our system model with a flexible representation of the notion of trust. We then show that fair exchange is solvable if and only if a connectivity condition, named the reachable majority condition, is satisfied. The necessity of the condition is proven by an impossibility result and its sufficiency by presenting a general solution to fair exchange relying on a set of trusted processes. The focus is then turned towards a specific network topology in order to provide a fully decentralized, yet realistic, solution to fair exchange. The general solution mentioned above is optimized by reducing the computational load assumed by trusted processes as far as possible. Accordingly, our fair exchange protocol relies on trusted tamperproof modules that have limited communication abilities and are only required in key steps of the algorithm. This modular solution is then implemented in the context of a pedagogical application developed for illustrating and apprehending the complexity of fair exchange. This application, which also includes the implementation of a wide range of Byzantine behaviors, allows executions of the algorithm to be set up and monitored through a graphical display. Surprisingly, some of our results on fair exchange seem contradictory with those found in the literature of secure multiparty computation, a problem from the field of modern cryptography, although the two problems have much in common. Both problems are closely related to the notion of trusted third party, but their approaches and descriptions differ greatly. By introducing a common specification framework, a comparison is proposed in order to clarify their differences and the possible origins of the confusion between them. This leads us to introduce the problem of generalized fair computation, a generalization of fair exchange. Finally, a solution to this new problem is given by generalizing our modular solution to fair exchange
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Please consult the paper edition of this thesis to read. It is available on the 5th Floor of the Library at Call Number: Z 9999 E38 K39 2006
Resumo:
The poverty rate in Ontario affects approximately 1 in 6 children. Consequently, many classrooms in the province include students who come from poverty, and teachers are faced with the challenge of providing an equitable education to students who come from economically diverse backgrounds. Because student poverty in our education system is so prevalent, this challenge exists also for teacher candidates who enter the education system and complete their practicums in classrooms that often include students from impoverished backgrounds. This project examined issues of poverty and education and developed a workshop to assist teacher candidates to develop knowledge in this area. The project combined existing pedagogical approaches with participants’ recommendations and developed a workshop that could be delivered to Faculty of Education students. The workshop addresses poverty, the relationship between poverty and education, student academic achievement and well-being, and the relationship between school and home. The goal and hope of the workshop is that teacher candidates will be better prepared when working in economically diverse school environments.
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This article describes an intervention process undertaken in a training program for preschool and first grade teachers from public schools in Cali, Colombia. The objective of this process is to provide a space for teachers to reflect on pedagogical practices which allow them to generate educational processes that foster children’s understanding of mathematical knowledge in the classroom. A set of support strategies was presented for helping teachers in the design, analysis and implementation of learning environments as meaningful educational spaces. Furthermore, participants engaged in an analysis of their own intervention modalities to identify which modalities facilitate the development of mathematical abilities in children. In order to ascertain the transformations in the teachers’ learning environments, the mathematical competences and cognitive processes underlying the activities proposed in the classroom, as well as teacher intervention modalities and the types of student participation in classroom activities were examined both before and after the intervention process. Transformations in the teachers’ conceptions about the children’s abilities and their own practices in teaching mathematics in the classroom were evidenced.
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We report on use of iPads (and other IOS devices) for student fieldwork use and as electronic field notebooks and to promote active. We have used questionnaires and interviews of tutors and students to elicit their views and technology and iPad use for fieldwork. There is some reluctance for academic staff to relinquish paper notebooks for iPad use, whether in the classroom or on fieldwork, as well as use them for observational and measurement purposes. Students too are largely unaware of the potential of iPads for enhancing fieldwork. Apps can be configured for a wide variety of specific uses that make iPads useful for educational as well as social uses. Such abilities should be used to enhance existing practice as well as make new functionality. For example, for disabled students who find it difficult to use conventional note taking. iPads can be used to develop student self-directed learning and for group contributions. The technology becomes part of the students’ personal learning environments as well as at the heart of their knowledge spaces – academic and social. This blurring of boundaries is due to iPads’ usability to cultivate field use, instruction, assessment and feedback processes. iPads can become field microscopes and entries to citizen science and we see the iPad as the main ‘computing’ device for students in the near future. As part of the Bring Your Own Technology/Device (BYOD) the iPad has much to offer although, both staff and students need to be guided in the most effective use for self-directed education via development of Personal Learning Environments. A more student-oriented pedagogy is suggested to correspond to the increasing use of tablet technologies by students
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The article is concerned with design and use of e-learning technology to develop education qualitatively. The purpose is to develop a framework for a pedagogical evaluation of e-learning technology. The approach is that evaluation and design must be grounded in a learning theoretical approach, and it is argued that it is necessary to make a reflection of technology in relation to activities, learning principles, and a learning theory in order to qualitatively develop education. The article presents three frameworks developed on the basis of cognitivism, radical constructivism and activity theory. Finally, on the basis of the frameworks, the article discusses e-learning technology and, more specifically, design of virtual learning environments and learning objects. It is argued that e-learning technology is not pedagogically neutral, and that it is therefore necessary to focus on design of technology that explicitly supports a certain pedagogical approach. Further, it is argued that design should direct its focus away from organisation of content and towards design of activities.
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This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality system, not only to assess the student's behavior and progress, but also is able to adapt itself to the student's specific needs. Additionally, the immersive reality system is equipped with sensors that can determine certain behaviors of the students. This paper determines the possible inclusion of immersive virtual reality as a support tool and learning strategy in these particular students' intervention. With this objective two task protocols have been defined with which the behavior and interaction situations performed by participant students are recorded. The conclusions from this study talks in favor of the inclusion of these virtual immersive environments as a support tool in the educational intervention of Asperger syndrome students as their social competences and executive functions have improved.
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Virtual learning environments (VLEs) have witnessed a high evolution, namely regarding their potentialities, the tools and the activities they provide. VLEs enable us to access large quantities of data resulting from both students and teachers’ activities developed in those environments. Monitoring undergraduates’ activities in VLEs is important as it allows us to showcase, in a structured way, a number of indicators which may be taken into account to understand the learning process more deeply and to propose improvements in the teaching and learning strategies as well as in the institution’s virtual environment. Although VLEs provide several data sectorial statistics, they do not provide knowledge regarding the institution’s evolution. Therefore, we consider the analysis of the activity logs in VLEs over a period of five years to be paramount. This paper focuses on the analysis of the activities developed by students in a virtual learning environment, from a sample of undergraduate students, approximately 7000 per year, over a period of five academic years, namely from 2009/2010 to 2013/2014. The main aims of this research work are to assess the evolution of activity logs in the virtual learning environment of a Portuguese public higher education institution, in order to fill possible gaps and to hold out the prospect of new forms of use of the environment. The results obtained from the data analysis show that overall, the number of accesses to the virtual learning environment increased over the five years under study. The most used tools were Resources, Messages and Assignments. The most frequent activities developed with these tools were respectively consulting information, sending messages and submitting assignments. The frequency of accesses to the virtual learning environment was characterized according to the number of accesses in the activity log. The data distribution was divided into five frequency categories named very low, low, moderate, high and very high, determined by the percentiles 20, 40, 60, 80 and 100, respectively. The study of activity logs of virtual learning environments is important not only because they provide real knowledge of the use that undergraduates make of these environments, but also because of the possibilities they create regarding the identification of a need for new pedagogical approaches or a reinforcement of previously consolidated approaches.
Resumo:
The Virtual Learning Environment (VLE) is one of the fastest growing areas in educational technology research and development. In order to achieve learning effectiveness, ideal VLEs should be able to identify learning needs and customize solutions, with or without an instructor to supplement instruction. They are called Personalized VLEs (PVLEs). In order to achieve PVLEs success, comprehensive conceptual models corresponding to PVLEs are essential. Such conceptual modeling development is important because it facilitates early detection and correction of system development errors. Therefore, in order to capture the PVLEs knowledge explicitly, this paper focuses on the development of conceptual models for PVLEs, including models of knowledge primitives in terms of learner, curriculum, and situational models, models of VLEs in general pedagogical bases, and particularly, the definition of the ontology of PVLEs on the constructivist pedagogical principle. Based on those comprehensive conceptual models, a prototyped multiagent-based PVLE has been implemented. A field experiment was conducted to investigate the learning achievements by comparing personalized and non-personalized systems. The result indicates that the PVLE we developed under our comprehensive ontology successfully provides significant learning achievements. These comprehensive models also provide a solid knowledge representation framework for PVLEs development practice, guiding the analysis, design, and development of PVLEs. (c) 2005 Elsevier Ltd. All rights reserved.
Resumo:
The pedagogical exercise described here was used to investigate how spatial communication about the manipulation of objects in a virtual and physical space is communicated between remote partners. It continues work done by others. Where it differs from previous research in this area is in its use of a qualitative methodology to study how these types of interactions are structured, communicated and interpreted via text-based media. What emerged from the qualitative analysis are new insights over the previous quantitative investigations. This paper reports on completed research.
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The proliferation of course management systems (CMS) in the last decade stimulated educators in establishing novel active e-learning practices. Only a few of these practices, however, have been systematically described and published as pedagogic patterns. The lack of formal patterns is an obstacle to the systematic reuse of beneficial active e-learning experiences. This paper aims to partially fill the void by offering a collection of active e-learning patterns that are derived from our continuous course design experience in standard CMS environments, such as Moodle and Black-board. Our technical focus is on active e-learning patterns that can boost student interest in computing-related fields and increase student enrolment in computing-related courses. Members of the international e-learning community can benefit from active e-learning patterns by applying them in the design of new CMS-based courses – in computing and other technical fields.
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The power of computer game technology is currently being harnessed to produce “serious games”. These “games” are targeted at the education and training marketplace, and employ various key game-engine components such as the graphics and physics engines to produce realistic “digital-world” simulations of the real “physical world”. Many approaches are driven by the technology and often lack a consideration of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both the technological and pedagogical dimensions should occur together, with the pedagogical dimension providing the lead. This chapter explores the relationship between these two dimensions, and explores how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto the use of the affordances of computer game engines. Autonomous and collaborative learning approaches are discussed. The design of a serious game is broken down into spatial and temporal elements. The spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player aspect of serious games is related to theories of “collaborative learning” which is broken down into a discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy is related to various serious games we have recently produced and researched, and is presented in the hope of informing the “serious game community”.