993 resultados para driving education
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Digitalisaation myötä myös liikenteestä tulee yhä älykkäämpää. Valtiovalta purkaa sääntelyä ja sallii digitaalisten menetelmien laajempaa käyttöä. Kuljettajakoulutusta pidetään toimialana kuitenkin hyvin konventionaalisena. Diplomityön tarkoituksena on tutkia, mitä digitalisaatio tarkoittaa kuljettajakoulutusyritysten liiketoimintamalleille. Empiiristä aineistoa saatiin teemahaastatteluin ja aineistoa analysoitiin laadullisin menetelmin. Työssä esitellään alan vahvuudet, heikkoudet, mahdollisuudet ja uhat sekä tulevaisuuden skenaariot. Digitalisaatio aiheuttaa merkittäviä muutoksia kuljettajakoulutusalan yrityksille. Auto ei ole enää entisenlainen statussymboli eikä rahan käytön kohde. Digitaaliajan ihmiset eivät aina kaipaa fyysistä liikkumista, kun vielä kivijalkakaupatkin vähenevät. Ajokorttia ei useinkaan koeta välttämättömäksi aikuistumisriitiksi. Uusi teknologia voi kuitenkin radikaalisti parantaa alan yritysten suorituskykyä: palvelut muuttuvat ajasta ja paikasta riippumattomiksi sekä skaalautuviksi. Kuluttajien kannalta digitalisaatio puolestaan parantaa asiakaslähtöisyyttä. Alan liiketoimintamallien kehittymiseen vaikuttaa neljä taustavoimaa: digitalisaatio, perinteet, sääntely ja yrittäjyys. Liiketoimintamalli sisältää opetukselliset ydintoiminnot, sisäiset prosessit, liiketoiminnan tukitoiminnot ja arvoehdotuksen asiakkaalle. Liiketoiminnan kehittäminen vastaamaan digitalisaation vaatimuksia edellyttää proaktiivista innovaatiostrategiaa. Siihen perustuvien innovaatiomenetelmien avulla yritys voi kehittää liiketoimintamalliaan digitalisaation tarjoamien ja tiedon asymmetriasta kumpuavien mahdollisuuksien hyödyntämiseksi.
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A evolução constante da tecnologia está impulsionando a educação para novos rumos, enfatizando a utilização de novas ferramentas, propiciando uma evolução no processo de ensino/aprendizagem. A Realidade Virtual terá e já está tendo um papel definitivo nessa evolução. A presente dissertação visa contribuir para o entendimento das percepções dos estudantes da cidade de Curitiba sobre o uso dos computadores na educação. Para investigar e interpretar tais percepções foram consideradas as principais características das Geração Boomer e Geração Y e os alicerces básicos necessários para a utilização dos conceitos de Realidade Virtual, Educação a Distância, Era Digital, seus efeitos e sua possível aplicação na educação, de modo a permitir que o estudante descubra, explore e construa o seu próprio conhecimento. Buscou-se ainda identificar se as interpretações sobre a tecnologia de Realidade Virtual são convergentes ou divergentes entre os estudantes. Para atingir os objetivos propostos, a coleta de dados se deu a partir da aplicação de questionários estruturados a estudantes do ensino fundamental, médio e superior, matriculados no ano letivo de 2009. A análise dos dados revelou haver uma convergência unânime entre as respostas dos entrevistados e os objetivos da pesquisa.
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DeKalb County School System, Decatur, Ga.
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National Highway Traffic Safety Administration, Washington, D.C.
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National Highway Traffic Safety Administration, Washington, D.C.
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This paper exposes the diachronic (historical overview) of Andragogy (or Adult Education) and its introduction as a discipline in the context of university education. Based on the andragogical principles of the adult thought process and the work experience, this study sets out Adult Education as an education option to be implemented in higher education, in Costa Rica, to develop cognitive and meta-cognitive competencies in the university students, in the different academic areas simultaneously, by reproducing the Socratic maieutics, which is structured within the Kolb’s experiential learning cycle.
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Universidade Estadual de Campinas . Faculdade de Educação Física
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Lifelong learning (LLL) has received increasing attention in recent years. It implies that learning should take place at all stages of the “life cycle and it should be life-wide, that is embedded in all life contexts from the school to the work place, the home and the community” (Green, 2002, p.613). The ‘learning society’, is the vision of a society where there are recognized opportunities for learning for every person, wherever they are and however old they happen to be. Globalization and the rise of new information technologies are some of the driving forces that cause depreciation of specialised competences. This happens very quickly in terms of economic value; consequently, workers of all skills levels, during their working life, must have the opportunity to update “their technical skills and enhance general skills to keep pace with continuous technological change and new job requirements” (Fahr, 2005, p. 75). It is in this context that LLL tops the policy agenda of international bodies, national governments and non-governmental organizations, in the field of education and training, to justify the need for LLL opportunities for the population as they face contemporary employability challenges. It is in this context that the requirement and interest to analyse the behaviour patterns of adult learners has developed over the last few years
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Nos últimos anos, o ISEP em colaboração com a FEUP e outras Universidades, criou um simulador realista de condução chamado DRIS, que tem como objectivo ajudar em trabalhos de investigação de diferentes áreas, como engenharia civil, computação gráfica, psicologia, educação, etc. O resultado deste trabalho pretende ajudar os profissionais a analisarem os dados recolhidos em cada experiência de condução, a fim de permitir o estudo das reações do motorista em diferentes obstáculos durante um percurso. O simulador DRIS é constituído por uma tela branca, onde os ambientes de simulação são projetados; um carro real, onde é feita a experiência de condução e quatro câmaras colocadas no carro. Destas quatro câmaras, três estão dentro do carro e uma fora do carro. Cada câmara está focada estrategicamente, em partes críticas da condução: a estrada, o motorista, os pedais e os controles (mudança de marcha, volante, os comandos do limpador, etc). Cada uma das câmaras grava um vídeo, que é guardado em um computador colocado em uma das salas de controlo, dentro do Laboratório de Análise de Tráfego na FEUP. Além disso, um arquivo de texto é guardado no mesmo computador. Este arquivo de texto contém algumas informações sobre a experiência do motorista, como as coordenadas do carro, a velocidade do carro, o tempo, etc O trabalho desta Tese surge com a finalidade de melhorar a forma de os profissionais analisar e interpretar os dados recolhidos a partir de uma experiência de condução no DRIS. Para o efeito, foi criado um sistema de vídeo-‐monitorização, que consiste em uma aplicação de vídeo, que permite a visualização de quatro vídeos simultaneamente, e ler um arquivo de texto, que contém todos os dados recolhidos na experiência. Ambos (vídeo e texto) têm de estar sincronizados com o mesmo tempo de forma a permitir ao utilizador, navegar backward e forward com a ajuda de um cursor. Além disso, como qualquer reprodutor de vídeo básico, contém alguns botões para controlar o status do vídeo (Play, Stop, Pause) e permiti que os profissionais analisem com detalhe os dados dos quatro vídeos. Aproveitando os avanços no desenvolvimento de software, a aplicação foi feita em C++ usando a biblioteca Qt, em ambiente de desenvolvimento integrado do Qt Creator, o que tornou mais fácil a implementação. No fim deste relatório (capítulo 4) é anexado um manual do usuário, a fim de explicar e ajudar os profissionais a usar a aplicação.
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PhD thesis in Educational Sciences (specialization in Politics of Education).
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This study explores the role of early-life education for differences in cognitive functioning between men and women aged 60 and older from seven major urban areas in Latin America and the Caribbean. After documenting statistically significant differences in cognitive functioning between men and women for six of the seven study sites, I assess the extent to which these differences can be explained by prevailing male-female differences in education. I decompose predicted male-female differences in cognitive functioning based on various statistical models for later-life cognition and find robust evidence that male-female differences in education are a major driving force behind cognitive functioning differences between older men and women. This study therefore suggests that early-life differences in educational attainment between boys and girls during childhood have a lasting impact on gender inequity in cognitive functioning at older ages. Increases in educational attainment and the closing of the gender gap in education in many countries in Latin America and the Caribbean may thus result in both higher levels and a more gender-equitable distribution of later-life cognition among the future elderly in those countries.
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In Switzerland over 200'000 people with diagnosed diabetes drive a car. Their physicians endorse many roles: usual medical care as well as informing properly about driving recommandations and handling the legal issues behing the licensing procedure. Ability to drive can be impaired in three ways: hypogylcemia, diabetes complications and hyperglycemia. Hypoglycemia is the main risk factor of vehicle accident for diabetic drivers and frequent while driving. However few accidents are reported due to hypoglycemia. Swiss medical guidelines about diabetes and driving mention the requested conditions, but practically how should we do? We sought to answear by creating a specific educationnal program focused on hypoglycemia management. Building patient knowledges through experiences is the main goal of the course diabetes and driving.
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The central theme of this thesis is the emancipation and further development of learning activity in higher education in the context of the ongoing digital transformation of our societies. It was developed in response to the highly problematic mainstream approach to digital re-instrumentation of teaching and studying practises in contemporary higher education. The mainstream approach is largely based on centralisation, standardisation, commoditisation, and commercialisation, while re-producing the general patterns of control, responsibility, and dependence that are characteristic for activity systems of schooling. Whereas much of educational research and development focuses on the optimisation and fine-tuning of schooling, the overall inquiry that is underlying this thesis has been carried out from an explicitly critical position and within a framework of action science. It thus conceptualises learning activity in higher education not only as an object of inquiry but also as an object to engage with and to intervene into from a perspective of intentional change. The knowledge-constituting interest of this type of inquiry can be tentatively described as a combination of heuristic-instrumental (guidelines for contextualised action and intervention), practical-phronetic (deliberation of value-rational aspects of means and ends), and developmental-emancipatory (deliberation of issues of power, self-determination, and growth) aspects. Its goal is the production of orientation knowledge for educational practise. The thesis provides an analysis, argumentation, and normative claim on why the development of learning activity should be turned into an object of individual|collective inquiry and intentional change in higher education, and why the current state of affairs in higher education actually impedes such a development. It argues for a decisive shift of attention to the intentional emancipation and further development of learning activity as an important cultural instrument for human (self-)production within the digital transformation. The thesis also attempts an in-depth exploration of what type of methodological rationale can actually be applied to an object of inquiry (developing learning activity) that is at the same time conceptualised as an object of intentional change within the ongoing digital transformation. The result of this retrospective reflection is the formulation of “optimally incomplete” guidelines for educational R&D practise that shares the practicalphronetic (value related) and developmental-emancipatory (power related) orientations that had been driving the overall inquiry. In addition, the thesis formulates the instrumental-heuristic knowledge claim that the conceptual instruments that were adapted and validated in the context of a series of intervention studies provide means to effectively intervene into existing practise in higher education to support the necessary development of (increasingly emancipated) networked learning activity. It suggests that digital networked instruments (tools and services) generally should be considered and treated as transient elements within critical systemic intervention research in higher education. It further argues for the predominant use of loosely-coupled, digital networked instruments that allow for individual|collective ownership, control, (co-)production, and re-use in other contexts and for other purposes. Since the range of digital instrumentation options is continuously expanding and currently shows no signs of an imminent slow-down or consolidation, individual and collective exploration and experimentation of this realm needs to be systematically incorporated into higher education practise.
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This thesis in caring science didactics is based on a thinking, where the fundamental basis for the didactic is science-based, i.e. it does not emanate from the nursing profession but brings forward a didactic that grows out of caring science and its core substance and ethos. This view on didactics arises from the caritative theory developed by Eriksson. The overall aim of the study is to clarify the meaning and essence of understanding, as well as to explore and deepen the understanding of student nurses' processes of understanding and becoming with the intention of developing a theory model for caring didactics. The overarching research questions are: What is the essence of understanding (of caring science knowledge)? What are the possibilities and importance of understanding in the appropriation of caring science? What characterizes and impels the process of becoming? The thesis consists of four sub studies and a summary section. The overall methodological approach is hermeneutic involving quantitative as well as qualitative methods. The data for the study has been collected through a longitudinal research project that followed student nurses at three universities during their entire education. The empirical sub studies form the basis for the interpreted knowledge that is formulated in the new understanding. This new understanding have, through additional theory-charging with the theory fragments from Gadamer, generated the heuristic synthesis which is illustrated in the theory model. The findings shows that understanding can be described as something unlimited, as an endless movement, which can be illustrated as a lying eighth, a lemniscate. The lemiscate of understanding is characterized by seeing, knowing and becoming and consists of seven differently named phases; the acquired horizon of understanding, the encounter of horizons, the dialogue of horizons, the fusion of horizons, application, reflection and shaping a new horizon of understanding. Bildung (formation), is the ultimate imprint of the endless spiral movement of understanding. Ethos and arête constitute the hubs around which the lemniscate of understanding circles. These include the spirit and driving force that the student carries within. The caring culture encloses the lemniscate of understanding. The caring culture provides the life space of understanding and the prevailing basic values are evinced in the culture.
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Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.