987 resultados para educational applications
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Petri net (PN) modeling is one of the most used formal methods in the automation applications field, together with programmable logic controllers (PLCs). Therefore, the creation of a modeling methodology for PNs compatible with the IEC61131 standard is a necessity of automation specialists. Different works dealing with this subject have been carried out; they are presented in the first part of this paper [Frey (2000a, 2000b); Peng and Zhou (IEEE Trans Syst Man Cybern, Part C Appl Rev 34(4):523-531, 2004); Uzam and Jones (Int J Adv Manuf Technol 14(10):716-728, 1998)], but they do not present a completely compatible methodology with this standard. At the same time, they do not maintain the simplicity required for such applications, nor the use of all-graphical and all-mathematical ordinary Petri net (OPN) tools to facilitate model verification and validation. The proposal presented here completes these requirements. Educational applications at the USP and UEA (Brazil) and the UO (Cuba), as well as industrial applications in Brazil and Cuba, have already been carried out with good results.
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Tese de Doutoramento em Ciências da Educação (área de especialização em Tecnologia Educativa)
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Lev Vygotski es en la actualidad uno de los referentes más citados en ciencias de la educación, en general, y psicología del desarrollo humano y de la educación, en particular. Sus consideraciones alrededor de las relaciones entre aprendizaje y desarrollo, su concepto de “zona de desarrollo próximo”, su énfasis en la naturaleza social del conocimiento, su análisis del desarrollo cultural, la diferenciación entre conceptos espontáneos y conceptos científicos forman parte del argot contemporáneo en ciencias de la educación. El objetivo de este artículo es presentar algunos de los conceptos y aplicaciones educativas que se han desarrollado tomando de modelo una aproximación vygotskiana. En primer lugar, expongo una breve síntesis de sus ideas psicopedagógicas para contextualizar, posteriormente, el uso que se ha hecho de algunas de sus propuestas. Finalmente, concluyo reflexionando alrededor del sentido y naturaleza de la educación bajo una perspectiva vygotskiana
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En este artículo se dan a conocer las características de una nueva línea de investigación, abierta y desarrollada por el autor, que integra conocimientos provenientes de cuatro disciplinas académicas distintas: Paleontología, Lingüística, Literatura y Etnología. Asimismo se apuntan algunas posibilidades de aplicación educativa y/o de vinculación curricular.
Metodologias de desenvolvimento de objetos de aprendizagem: mapeamento para construção na TV digital
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Pós-graduação em Educação - FFC
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Interactive whiteboards (IWB) consist of a set of technological equipment organized in order to fulfill a specific task, enabling the development of didactic activities. Because they are associated to computers’ potentiality, interactive whiteboards can provide bigger interactivity between: teacher and students, students and content, and among students. This work’s main objective is to present some of the results yielded from a research related to the way students perceive interactive whiteboards in the classroom. In order to analyze the IWB usage dynamics, some educational applications in the field of mathematics were applied in the 3rd grade of elementary school. Aside from observation, video recordings were made and students were interviewed about the interactive whiteboard, in order to understand how these students observe and engage with the technological tool. IWB do not transform classroom’s reality by themselves, however, their physical presence and usage amount to external reinforcement can change student’s behavior positively.
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La realidad aumentada educativa es una tecnología que actualmente está mejorando la calidad de enseñanza, la utilización de dispositivos móviles permite que el estudiante sea protagonista de su aprendizaje sin estar confinado a un espacio o tiempo específico para aprender. Aplicaciones colaborativas con realidad aumentada están siendo empleadas cada vez más en la educación, de tal forma que fomentan el trabajo en grupo donde los estudiantes comparten conocimiento, dudas, opiniones logrando un mejor nivel cognitivo que trabajando individualmente. En este trabajo se presenta el estado de la cuestión de Aplicaciones Educativas con Realidad Aumentada en dispositivos móviles, y Aplicaciones Educativas colaborativas con Realidad Aumentada, desarrolladas desde el 2002 e implementadas en instituciones educativas. Así mismo se realiza un estudio sobre la Realidad Aumentada, Realidad Aumentada móvil y Aprendizaje Móvil. Además, a partir de las características del estudio de las aplicaciones con Realidad Aumenta, se realiza un análisis y diseño de una Aplicación Móvil para el proyecto de inicio de los alumnos de nuevo ingreso de la UPM. Así como también una herramienta de autoría para las gestiones de las actividades propuestas por los docentes de la UPM. Finalmente se presenta un caso de prueba en el que se implementa parte de la propuesta de este trabajo, logrando construir un parte funcional para el proyecto inicial denominado PIANI – UPM. ---ABSTRACT---Educational Augmented reality is a technology that is improving the quality of teaching, use of mobile devices enables the student to be protagonists of their learning without being confined to a specific space or time to learn. Collaborative augmented reality applications applied in education are being used gradually encourage group work where students share knowledge, doubts, opinions so they achieve better cognitive level than working individually. In this paper the description of educational applications is presented with Augmented Reality using mobile devices, and collaborative educational Augmented Reality applications, developed since 2002 and implemented in educational institutions. Also a study on Augmented Reality, Mobile Augmented Reality and Mobile Learning is performed. Furthermore, from the study of the characteristics of Reality applications increases, an analysis and design of a mobile application for the proposed start of new students of UPM is performed. As well as an authoring tool for the efforts of the activities proposed by the teachers of the UPM. Finally a test case is presented in which part of the proposal of this work is implemented, obtaining building an initial prototype called PIANI - UPM.
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Electronic Blocks are a new programming environment, designed specifically for children aged between three and eight years. As such, the design of the Electronic Block environment is firmly based on principles of developmentally appropriate practices in early childhood education. The Electronic Blocks are physical, stackable blocks that include sensor blocks, action blocks and logic blocks. Evaluation of the Electronic Blocks with both preschool and primary school children shows that the blocks' ease of use and power of engagement have created a compelling tool for the introduction of meaningful technology education in an early childhood setting. The key to the effectiveness of the Electronic Blocks lies in an adherence to theories of development and learning throughout the Electronic Blocks design process.
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The movement of Open Educational Resources (OER) is one of the most important trends that are helping education through the Internet worldwide. "Tecnológico de Monterrey" (http://tecvirtual.itesm.mx/) in Mexico, with other Mexican higher education institutions, is creating an Internet/web based repository of OERs and Mobile Resources for the instruction and development of educational researchers at undergraduate, Master's and Doctoral level. There is a lack of open educational resources and material available at the Internet that can help and assist the development and education of educational researchers in Spanish speaking countries. This OER repository is part of a project that is experimenting new technology for the delivery of OERs from one repository (http://catedra.ruv.itesm.mx/) through an indexed OER catalog (http://www.temoa.info/) to mobile devices (Ipod, Iphone, MP3, MP4). This paper presentation will describe and comment about this project: outcomes, best practices, difficulties and technological constraints.
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Current debates about educational theory are concerned with the relationship between knowledge and power and thereby issues such as who possesses a truth and how have they arrived at it, what questions are important to ask, and how should they best be answered. As such, these debates revolve around questions of preferred, appropriate, and useful theoretical perspectives. This paper overviews the key theoretical perspectives that are currently used in physical education pedagogy research and considers how these inform the questions we ask and shapes the conduct of research. It also addresses what is contested with respect to these perspectives. The paper concludes with some cautions about allegiances to and use of theories in line with concerns for the applicability of educational research to pressing social issues.
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A literature review was conducted to investigate the extent to which telehealth has been researched within the domain of speech-language pathology and the outcomes of this research. A total of 13 studies were identified. Three early studies demonstrated that telehealth was feasible, although there was no discussion of the cost-effectiveness of this process in terms of patient outcomes. The majority of the subsequent studies indicated positive or encouraging outcomes resulting from telehealth. However, there were a number of shortcomings in the research, including a lack of cost-benefit information, failure to evaluate the technology itself, an absence of studies of the educational and informational aspects of telehealth in relation to speech-language pathology, and the use of telehealth in a limited range of communication disorders. Future research into the application of telehealth to speech-language pathology services must adopt a scientific approach, and have a well defined development and evaluation framework that addresses the effectiveness of the technique, patient outcomes and satisfaction, and the cost-benefit relationship.
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This document is a survey in the research area of User Modeling (UM) for the specific field of Adaptive Learning. The aims of this document are: To define what it is a User Model; To present existing and well known User Models; To analyze the existent standards related with UM; To compare existing systems. In the scientific area of User Modeling (UM), numerous research and developed systems already seem to promise good results, but some experimentation and implementation are still necessary to conclude about the utility of the UM. That is, the experimentation and implementation of these systems are still very scarce to determine the utility of some of the referred applications. At present, the Student Modeling research goes in the direction to make possible reuse a student model in different systems. The standards are more and more relevant for this effect, allowing systems communicate and to share data, components and structures, at syntax and semantic level, even if most of them still only allow syntax integration.
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This paper describes how to extend the access to remote experiments from mobile devices, aiming to better engage digital native students who expect a more interactive and ubiquitous access mode. The extension is based on features of HTML5 and the jQuery Mobile framework, which allow accessing the experiments from different operating systems via the browser or native applications. As a result, users have a richer interaction mode with the experiments, which includes access from simple hand-held devices such as smartphones and PDAs. Extending the access to remote experiments, from simple devices, enables its use in other educational stages, such as high schools, where teachers struggle to engage students in STEM learning. By enabling students to use their everyday "technological companions", e.g. cellular phones, to access remote experiments, we seek to increase the educational value of this technology-enhanced learning resource.
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Currently, a learning management system (LMS) plays a central role in any e-learning environment. These environments include systems to handle the pedagogic aspects of the teaching–learning process (e.g. specialized tutors, simulation games) and the academic aspects (e.g. academic management systems). Thus, the potential for interoperability is an important, although over looked, aspect of an LMS. In this paper, we make a comparative study of the interoperability level of the most relevant LMS. We start by defining an application and a specification model. For the application model, we create a basic application that acts as a tool provider for LMS integration. The specification model acts as the API that the LMS should implement to communicate with the tool provider. Based on researches, we select the Learning Tools Interoperability (LTI) from IMS. Finally, we compare the LMS interoperability level defined as the effort made to integrate the application on the study LMS.