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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Formação docente na modalidade a distância para ações inovadoras na educação superior / Faculty training in distance learning for innovative actions in higher education

Bardy, Lívia Raposo 02 March 2018 (has links)
Submitted by Livia Raposo Bardy Ribeiro Prado (liviarbardy@gmail.com) on 2018-04-26T18:33:42Z No. of bitstreams: 1 Tese_Bardy_Lívia Raposo.pdf: 4176284 bytes, checksum: 73ca9a17c218851fceb82d0b5c3b5e30 (MD5) / Approved for entry into archive by ALESSANDRA KUBA OSHIRO ASSUNÇÃO (alessandra@fct.unesp.br) on 2018-04-26T20:31:39Z (GMT) No. of bitstreams: 1 bardy_lr_dr_prud.pdf: 4176284 bytes, checksum: 73ca9a17c218851fceb82d0b5c3b5e30 (MD5) / Made available in DSpace on 2018-04-26T20:31:39Z (GMT). No. of bitstreams: 1 bardy_lr_dr_prud.pdf: 4176284 bytes, checksum: 73ca9a17c218851fceb82d0b5c3b5e30 (MD5) Previous issue date: 2018-03-02 / A presente tese de doutorado está vinculada à linha de pesquisa: Processos Formativos, Ensino e Aprendizagem do Programa de Pós-graduação em Educação da Faculdade de Ciências e Tecnologia da Universidade Estadual Paulista “Júlio de Mesquita Filho” (UNESP), campus de Presidente Prudente. A pesquisa se desenvolve a partir da realidade vivenciada pela sociedade em virtude do intenso e dinâmico processo de mudanças, ocasionado especialmente pela forte evolução tecnológica e científica, que impacta sobremodo a vida das pessoas. No âmbito educacional, por sua vez, a situação não é diferente. Assim, é em torno do enfrentamento de desafios, tais como a falta de interesse dos estudantes pelas instituições formais de educação, a necessidade de melhor flexibilidade, otimização do tempo e de maior qualidade da aprendizagem dos graduandos que o estudo se desenvolve. Nesse contexto, o cenário educacional deve ser revisto a fim de se adequar às novas perspectivas de construção do conhecimento, implementando mudanças relacionadas ao uso de tecnologias, metodologias diferenciadas e do protagonismo do estudante em sua aprendizagem. Diante dessa situação, a UNESP criou o Programa Graduação Inovadora (PGI), com ações voltadas à formação continuada de seus docentes. Para tanto, ofertou o curso “Construção de Materiais Didático-Pedagógicos para E-Learning, M-Learning e B-Learning” (CMDP), selecionado para análise por sua consonância com o aporte teórico defendido neste estudo. Portanto, a tese traz como enfoque os fatores considerados essenciais à inovação na educação, partindo da premissa de que o protagonismo do estudante pode ser intensificado com o uso de Metodologias Ativas. Destacamos a inovação na Educação Superior (ES), a relação com E-Learning, M-Learning e B-Learning, uso de Tecnologias Digitais de Informação e Comunicação (TDIC) em uma abordagem Construcionista, Contextualizada e Significativa (CCS) e, ainda, a inserção do estudante em uma postura ativa e protagonista de construção do seu conhecimento. Assim, a pesquisa é de natureza qualitativa e estabeleceu como objetivo geral: averiguar, no âmbito do PGI, as contribuições do processo formativo proposto em termos didático-pedagógicos para o desenvolvimento de ações inovadoras na ES. O curso teve o escopo de fomentar o uso da modalidade a distância e de Ambiente Virtual de Aprendizagem (AVA), estratégias de E-Learning, M-Learning e B-Learning, como componente de grande relevância para inovação no cenário educacional atual. A coleta, seleção e análise de dados foram divididas em três fases e em três formas. Ocorreram por meio da observação das atividades propostas no AVA do curso e no que fora delineado no PGI, a partir do seu confronto com o planejamento, construção e execução, além de entrevistas com docentes participantes. A pesquisa revelou que ações inovadoras foram proporcionadas aos participantes, sobretudo ao compreender que a formação docente se pautou nos pressupostos da abordagem CCS. Por fim, concluímos que para o desenvolvimento contínuo de posturas inovadoras também é preciso proporcionar processos formativos permanentes aos docentes, em uma abordagem CCS, a fim de que possam, assim como seus estudantes, vivenciar a condição de protagonistas na construção do conhecimento. / This doctoral thesis is linked to the research line: Formative Processes, Teaching and Learning of the Post-Graduation Program in Education of the Faculty of Science and Technology of the Sao Paulo State University "Júlio de Mesquita Filho" (UNESP), campus of Presidente Prudente/SP. The research is developed having as a starting point the reality lived by the society due to the intense and dynamic process of changes, caused especially by the strong technological and scientific evolution, that overly impacts people's life. In education, in turn, the situation is no different. Therefore, the research is developed surrounding these challenges such as students 'lack of interest in formal educational institutions, the need for better flexibility, optimization of time and higher quality of learning for university students. To this end, the educational scenario should be reviewed, adapting itself to the new perspectives of knowledge construction, implementing changes related to the use of technologies, differentiated methodologies and the protagonist role of students in their own learning. Given the above, UNESP has created the Innovative Graduation Program (known as PGI) with actions aimed at the continued education of its teachers. For this purpose, it offered a training course called "Construction of Didactic-Pedagogical Materials for E-Learning, M-Learning and B-Learning" selected for analysis due to its alignment with the theoretical referential adopted in this study. Therefore, the thesis has as its focus the factors considered essential for the innovation in education, starting from the premise that the student's protagonist role can be intensified with the use of Active Methodologies. It is worth highlighting the innovation in Higher Education, the link with E-Learning, M-Learning and B-Learning, the use of Digital Information and Communication Technologies in a Constructionist, Contextualized and Significant Approach (known as CCS) and, the inclusion of students in an active posture, where he is the protagonist of his knowledge construction. Therefore, this research, based on a qualitative approach, established as general objective: to investigate, within the PGI framework, the contributions of the formative process proposed in didactic-pedagogical ways for the development of innovative actions in Higher Education. The purpose of the course was to encourage the use of distance learning and Virtual Learning Environment (VLE) and, strategies of E-Learning, M-Learning and B-Learning, that is, the adoption of hybrid education (B- Learning), seen as a component of great relevance for change and innovation in the current educational scenario. Data collection, selection and analysis were divided into three phases and three different ways. They were done through the observation of activities proposed in the VLE and in what was proposed in the PGI, from its confrontation with the planning, construction and execution of the course, in addition to interviews made with course participants. The research revealed that innovative actions were provided to course participants, especially through understanding that this teacher training was based on the assumptions of the CCS approach. To conclude, our understanding is that for the continuous development of innovative mindsets, it is also necessary to provide permanent training processes to teachers, made in a CCS approach, to ensure that they, as well as their students, can experience being protagonists in the knowledge construction process.
62

Uncertainties in Mobile Learning applications : Software Architecture Challenges

Gil de la Iglesia, Didac January 2012 (has links)
The presence of computer technologies in our daily life is growing by leaps and bounds. One of the recent trends is the use of mobile technologies and cloud services for supporting everyday tasks and the sharing of information between users. The field of education is not absent from these developments and many organizations are adopting Information and Communication Technologies (ICT) in various ways for supporting teaching and learning. The field of Mobile Learning (M-Learning) offers new opportunities for carrying out collaborative educational activities in a variety of settings and situations. The use of mobile technologies for enhancing collaboration provides new opportunities but at the same time new challenges emerge. One of those challenges is discussed in this thesis and it con- cerns with uncertainties related to the dynamic aspects that characterized outdoor M-Learning activities. The existence of these uncertainties force software developers to make assumptions in their developments. However, these uncertainties are the cause of risks that may affect the required outcomes for M-Learning activities. Mitigations mechanisms can be developed and included to reduce the risks’ impact during the different phases of development. However, uncertainties which are present at runtime require adaptation mechanisms to mitigate the resulting risks. This thesis analyzes the current state of the art in self-adaptation in Technology-Enhanced Learning (TEL) and M-Learning. The results of an extensive literature survey in the field and the outcomes of the Geometry Mobile (GEM) research project are reported. A list of uncertainties in collaborative M-Learning activities and the associated risks that threaten the critical QoS outcomes for collaboration are identified and discussed. A detailed elaboration addressing mitigation mechanisms to cope with these problems is elaborated and presented. The results of these efforts provide valuable insights and the basis towards the design of a multi-agent self-adaptive architecture for multiple concerns that is illustrated with a prototype implementation. The proposed conceptual architecture is an initial cornerstone towards the creation of a decentralized distributed self-adaptive system for multiple concerns to guarantee collaboration in M-Learning.
63

ROAD: REPOSITÓRIO SEMÂNTICO DE OBJETOS DE APRENDIZAGEM PARA DISPOSITIVOS MÓVEIS / ROAD: SEMANTIC REPOSITORY OF LEARNING OBJECTS FOR MOBILE DEVICES

Franciscato, Fabio Teixeira 20 April 2010 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Many Web systems are being adapted for execution and visualization in mobile devices. Learning Objects (LO) are no exception and are largely used as a pedagogic resource in the context of M-Learning. However, one of the main problems of the regular Web is also found in the mobile Web. The loss of meaning and structure related to the information prevents the realization of efficient and specific consults. In the scenario of this dissertation these limitations have prevented the recuperation of specific Learning Objects for the users educational necessities. Furthermore, when these Learning Objects are consulted through mobile devices, the limitation is maximized by the loss of standardization in these devices, either related to hardware or to software. With the objective of minimizing these restrictions, a Learning Objects repository is proposed in this dissertation - ROAD, which applies the standards of Semantic Web in order to better structure the context of the LOs by adding the intended semantic to them, specifically using the concept of Ontologies. Beyond those standards, the ROAD uses technologies that allow the identification of the mobile device being used for access so to the LO can be filtered according to the technological characteristics of the mobile device. The context of use of the ROAD will be based on two modules: ROAD as a support for the traditional classroom, which will utilize the students mobile devices available in class as a tool in the teaching/learning process; and, the ROAD as free access to the Learning Objects based on the potentialities offered by the M-Learning, which allows a utilization that does not depend on place or time and can be accessed by a user on the go. / Muitos sistemas Web estão sendo adaptados para execução e visualização em dispositivos móveis. Objetos de Aprendizagem (OA) não fogem a essa regra e são muito utilizados como recurso pedagógico no contexto da Mobile Learning. Todavia, um dos principais problemas da Web continua a existir também na Web móvel. A falta de significado e estrutura atrelada às informações prejudica a realização de consultas eficientes e específicas. No cenário desta dissertação, essa limitação prejudica a recuperação de Objetos de Aprendizagem específicos para as necessidades educacionais dos usuários. Nesse sentido, quando esses OA são consultados, através de dispositivos móveis, a limitação é potencializada pela falta de padronização tanto em hardware quanto em software desses dispositivos. Com o objetivo de suprir tais restrições, nesta dissertação, foi proposto um repositório de Objetos de Aprendizagem - o ROAD o qual aplica os padrões da Web Semântica para melhor estruturar o contexto dos OA, adicionando a semântica desejada aos mesmos, utilizando-se principalmente do conceito de Ontologias. Além desses padrões, o ROAD faz uso de tecnologias que permitem a identificação do dispositivo móvel de acesso, para assim, filtrar os OA em função das características tecnológicas de cada dispositivo móvel. O contexto de utilização do ROAD é baseado em dois módulos: o ROAD como apoio à sala de aula presencial, o qual aproveita a disponibilidade dos alunos terem dispositivos móveis em sala de aula, a fim de que os utilizem nos para um processo de ensino/aprendizagem; e, o ROAD como acesso livre aos Objetos de Aprendizagem, que baseia-se nas potencialidades que a M-Learning proporciona, ou seja, sua utilização independente de local e hora, oferecendo a possibilidade de o usuário até estar em deslocamento.
64

Chytré telefony ve vzdělávání / Smartphones in education

Hruška, Ondřej January 2019 (has links)
Modern technology has become an integral part of our life. Schools are often conservative, so involvement of technology in education is delayed. Most of the population own a smartphone, and while some people say that smartphones should be used in the lessons, others would prefer a complete ban on them. This work sums up strengths and weaknesses of smartphones in education based on literature and discusses some recommendations on their use. Smartphones usage in education was studied in an application which helps with basics of Russian alphabet. It was shown that majority of the users did not read license terms, preferred the same sex for application voice and tended to leave the application prematurely. A questionnaire survey on a school was used to grasp the whole topic. It was revealed that that touch devices would be welcome in education by students, and they are prepared to use their own smartphone for studying although rather at school than in their free time. Mobile phone is the preferred device for games playing and internet browsing but the most commonly used applications include social networks, communication programs and video players. It seems that the worst school results are achieved by students who use the smartphones most, but best results are not achieved by students who use the phone the least.
65

Skillnad i skärmstorlek och skärmtyp: påverkan på inlärning / Difference in screen size and screen type: impacts on learning

Zettergren, Carl, Tavakoli, Mina January 2019 (has links)
I ett allt mer digitaliserat samhälle har även utbildningen blivit genomsyrad av denna digitalisering. Det har lett till en ökning i produktion av videoföreläsningar som studenter, på högskolenivå främst, allt oftare använder sig av i inlärningssyfte. E-lärande har många fördelar eftersom det bland annat leder till ökad studieflexibilitet. Det finns ett rikt utbud av tidigare forskning som kretsar kring områdena inlärningsbeteenden, skärmstorlekar och videoföreläsningar. Tidigare studier visar både på att det kan skilja sig i inlärning beroende på skärmstorlek men det finns också studier som tyder på motsatsen. Detta kandidatarbete undersöker om skärmstorlek har någon påverkan på hur mycket man lär sig av att se på en videoföreläsning. Det gjordes genom att gruppera 34 försöksdeltagare i tre grupper där alla fick se en vald föreläsningsvideo på tre olika grupper av skärmstorlekar: liten (4-7 tum), medel (13-17 tum) eller stor (27 tum). Några dagar innan och direkt efter undersökningen besvarade deltagarna även en enkät med sakfrågor om innehållet i den valda videon. Utifrån de resultat som framkom så visar det sig att olikheter mellan dessa skärmstorlekar inte ger en signifikant påverkan på hur mycket man lär sig av en föreläsningsvideo av intervju-typ. Det innebär alltså att man för sådana föreläsningvideor inte behöver ta hänsyn till skärmstorleken, varken som student eller som videoproducent. / In a more and more digitized society, the education has also been steeped in this digitization. This has lead to a rise in the production of video lectures which students, mostly at degree level, more often use for learning purposes. E-learning has many advantages since it, among other things, leads to an increased flexibility when studying. There are many previous studies on learning behaviours, screen sizes and video lectures. Earlier studies show that learning can differ depending on screen size but there are also studies showing the opposite. This bachelor’s thesis examines if screen size has an effect on how much one learns from watching a video lecture. This was done by grouping 34 test participants into three groups where they all watched a video lecture on three groups of screen sizes: small (4”-7”), medium (13”-17”) or large (27”). A few days before and directly after the test the contestants answered a survey with questions regarding the content in the specific video. The results are that differences between these screen sizes do not have a significant impact on how much one learns from a video lecture of interview type. This therefore means that one does not have to consider the screen size for that type of video lecture, either as a student or a video producer.
66

Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app

Galle, Thor January 2020 (has links)
With the rise of the smartphone industry, the domain of mobile-assisted language learning (MALL) has increasingly grown. A large number of language learning applications have been developed aiming to support individuals’ second language acquisition on various levels, e.g., by teaching vocabulary and grammar to improve reading and listening comprehension. The viability of these applications has been examined in literature and shows overall positive but mixed results. On one side, their success is partly attributed to gamified design elements. These are reported to improve the user experience (UX) and boost learners' motivation. On the other side, the primary reliance on decontextualized vocabulary and grammar exercises is criticized. In response, one such application, SVT Språkplay developed by the Swedish non-profit Språkkraft, incorporated television programs as a longer form of context. This introduced novel video-based learning functions. The first aim of this thesis was to start filling a gap in research by evaluating the usability and user experience of these functions. This was performed through user tests and interviews with seven second language students who used the app to learn Swedish over a period of at least two weeks. The second aim of the thesis was to improve the usability and user experience of the problematic learning functions through a user-centred design process with the ultimate goal to improve learner support and vocabulary acquisition outcomes. The study participants consisted of doctoral researchers and students recruited from a basic Swedish course at KTH. They represent a demographic that benefits from learning Swedish to improve their job opportunities. The initial evaluation results were analysed through the lens of the MUUX-E theoretical framework [10] , a framework for evaluating the “user experience and educational features of m-learning environments”. The evaluation showed that the core vocabulary learning aids directly integrated into the video watching experience were perceived as useful. Conversely, the gamified learning functions outside of the video watching experience were found to be scarcely used as intended. The subsequent user-centered design process improved upon the design of problematic learning functions by adhering to the principles of the MUUX-E framework. Concretely, more varied contextualized vocabulary exercises were designed, more options for user customization were included and feedback and progress metrics such as “streaks” were highlighted. An evaluation of the design with the same participants as the initial evaluation suggests that these changes would improve the usability and user experience of the application. Further research should evaluate an implemented end-product based on the proposed designs in a real-life setting. In that case, its pedagogical merit should also be evaluated. In summary, this thesis found that mobile video-based MALL apps such as Språkplay can provide usable and enjoyable language learning functions. / Med tillväxten av mobiltelefonbranschen har domänen för mobilassisterad språkinlärning (MALL) ökat alltmer. Ett stort antal språkinlärningsapplikationer har utvecklats för att stödja individers förvärv av andraspråk på olika nivåer, t.ex. genom att lära ut ordförråd och grammatik samt för att förbättra läs- och hörförståelsen. Dessa applikationer har undersökts i litteraturen och visar positiva men blandade resultat. Å ena sidan tillskrivit deras framgång delvis spelelementen. Dessa rapporteras förbättra användarupplevelsen (UX) och öka elevernas motivation. Å andra sidan kritiseras det primära förlitandet på dekontekstualiserade ordförråd och grammatikövningar. Som ett svar skapades en sådan applikation, SVT Språkplay, utvecklad av den svenska ideella föreningen Språkkraft, vilken använder TV-program som en längre form av språkligt sammanhang. Detta introducerade nya videobaserade inlärningsfunktioner. Det första syftet med denna uppsats var att börja fylla ett hål i forskningen genom att utvärdera användbarheten och användarupplevelsen av dessa funktioner. Det gjordes genom att genomföra användartester och intervjuer med sju andraspråkstudenter som använde appen för att lära sig svenska under en period av två veckor. Det andra syftet med arbetet var att förbättra användbarheten och användarupplevelsen för dessa inlärningsfunktioner genom en användarcentrerad designprocess med det slutliga målet att förbättra studentens stöd. Studiedeltagarna bestod av doktorander och studenter rekryterade från en nybörjarkurs i svenska på KTH. De representerar en demografisk nytta av att lära sig svenska för att öka deras tillgång till den svenska arbetsmarknaden. De första utvärderingsresultaten analyserades genom tillämpning av MUUX-E-ramverket, ett ramverk för att utvärdera “ u ser experience and e ducational features of m -learning e nvironments” [10] . Det visade att de grundläggande ordförrådets inlärningshjälpmedel som direkt integrerades i video upplevdes som användbara. Omvänt användes knappt alls de spelifierade inlärningsfunktionerna utanför videon. Den efterföljande användarcentrerade designprocessen förbättrades vid design av problematiska inlärningsfunktioner genom att följa principerna i MUUX-E-ramverket. Konkret utformades mer varierade kontextualiserade vokabulärövningar, fler alternativ för användaranpassning inkluderades och feedback- och framstegsmetriker som “streaks” lyftes fram. En utvärdering av designen med samma deltagare som den första utvärderingen tyder på att dessa förändringar skulle förbättra användbarheten och användarupplevelsen. Ytterligare forskning bör utvärdera en implementerad slutprodukt baserad på de föreslagna designförbättringarna i en verklig miljö. I så fall bör dess pedagogiska meriter också utvärderas. Sammanfattningsvis fann vi att videobaserade MALL-appar som Språkplay kan ge användbara och roliga språkinlärningsfunktioner.
67

The Impact of M-learning on Learning Experience in Higher Education Settings during Covid-19 Pandemic

Haratizadeh, Saina January 2022 (has links)
Education field has been affected by Covid-19 pandemic, same as many other aspects of our lives during this period. Many universities and schools had to close for physical education and had to find different kinds of solutions to continue their educational activities. Therefore, the purpose of this master's thesis is to study students' experiences of using M-learning in higher education during the pandemic to see how they have been affected by this type of learning in their education during the time that Covid-19 changed the routine lives of students. To conduct this master's thesis an explanatory sequential mixed methods approach is used in order to get a deeper understanding of the students' learning experience. The results of this research show that using M-learning during the Covid-19 pandemic has positive effects on learning experiences of most of the participants, and a great number of the students have not seen any effects on their grades. Advantages of using M-learning are ease of use, convenience, understanding the concepts by searching on their own and independent learning experience, being able to participate in lectures from anywhere, even in time of sickness, and easily accessing course materials. On the other hand, the disadvantages of this type of learning are losing physical face-to-face interactions with teachers and other students, low level of activeness from the other students in discussions in the online lectures, losing motivation, and missing learning physical experience in some courses. The challenges that students have experienced with M-learning are low internet connection, problems with batteries of mobile devices, small screen of smartphones for reading files, some technical problems regarding the online lectures, and experiencing different types of distractions by using mobile devices and attending online classes. Finally, participants agree to recommend M-learning in times of crisis.
68

Mobilní vzdělávání (m-learning): možnosti a limity mobilních technologií pro vzdělávací programy / Mobile Learning (m-learning): possibilities and limits of mobile technologies for education

Bouzková, Tereza January 2015 (has links)
The main aim of this diploma thesis is to chart the trend of m-learning in Czech schools and to find out, if m-learning influences student' information behavior and how do they use mobile devices in such process. Basic theoretical concepts are defined in first chapters, for example m-learning itself, information behavior and other. Thesis as well contains chapter, where are described different definition of what digital generation is and who are its members. These definitons are the basic theoretical framework of this diploma thesis. One chapter desribes specific projects, statistics and web pages that are dealing with m-learning. Practical part consists of questionnaire evaluation. Survey results are included in the last chapter.
69

Uma ferramenta colaborativa móvel para apoiar o processo de ensino-aprendizagem da Língua Portuguesa para alunos surdos

Moura, Elton Raniere da Silva 16 March 2015 (has links)
Submitted by Kamila Costa (kamilavasconceloscosta@gmail.com) on 2015-06-12T19:29:59Z No. of bitstreams: 1 Dissertação-Elton R da S Moura.pdf: 2640505 bytes, checksum: 65f07b0fd1cff081864d971a55a396fa (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2015-06-15T17:58:20Z (GMT) No. of bitstreams: 1 Dissertação-Elton R da S Moura.pdf: 2640505 bytes, checksum: 65f07b0fd1cff081864d971a55a396fa (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2015-06-15T17:59:52Z (GMT) No. of bitstreams: 1 Dissertação-Elton R da S Moura.pdf: 2640505 bytes, checksum: 65f07b0fd1cff081864d971a55a396fa (MD5) / Made available in DSpace on 2015-06-15T17:59:52Z (GMT). No. of bitstreams: 1 Dissertação-Elton R da S Moura.pdf: 2640505 bytes, checksum: 65f07b0fd1cff081864d971a55a396fa (MD5) Previous issue date: 2015-03-16 / FAPEAM - Fundação de Amparo à Pesquisa do Estado do Amazonas / The present work purposes for a collaborative mobile tool to support the teaching and learning process of the Portuguese language for the deaf students. Through interviews with professionals of Brazilian Sign Language (LIBRAS) and research based on the literature, it was possible to have the dimension of computational scientific contribution in relation to the education of the deaf. Today, those who directly participate in the education of deaf student process faces many challenges. We can highlight, for example, the pedagogical methodology focused exclusively for a fully deaf person uses visual approach. Computer technology come being a good alternative at the contribution to the people education. Interconnecting the educational context and computational technologies, arises numerous alternatives that make the teaching-learning process more efficient. Good examples found in the literature point to the use of collaborative systems as a good alternative to the teaching-learning process, especially with the use of mobile technology. The proposal presents a study about the Libras and the Portuguese as a second language, to contextualize a little about the origin of the Libras and the present methodologies for the Portuguese teaching to the deaf. In the technological context, it was conducted a survey of the theoretical referential about collaborative systems, concepts and definitions of important terms in the area. A systematic review of the literature was conducted in order to investigate the current state of the art when it involves mobile collaborative learning with teaching of Portuguese for the deaf. The collected material guided the progress of the project, directing for the application of collaborative learning techniques in Portuguese language activities, with a mobile collaborative tool to support the implementation of these activities. This paper presents in detail, the development of the application in all its evolution and finally it was conducted a case study to validate the issues of the research proposals in a real context with deaf students. The results of this study are presented and discussed, showing the analyses based on the issues raised and the information collected during the intervention. / O presente trabalho propõe uma ferramenta colaborativa móvel para apoiar o processo de ensinoaprendizagem da língua portuguesa para alunos surdos. Por meio de entrevistas com profissionais da Libras e pesquisa com base na literatura, foi possível ter a dimensão da contribuição científica computacional no que se refere à educação de surdos. Hoje, quem participa diretamente do processo educacional do aluno surdo enfrenta inúmeros desafios. Podemos destacar, por exemplo, a metodologia pedagógica voltada exclusivamente para o surdo que utiliza uma abordagem totalmente visual. Tecnologias computacionais vêm sendo uma boa alternativa no sentido de contribuir com a educação das pessoas. Interligando o contexto educacional e as tecnologias computacionais, surgem inúmeras alternativas que tornam o processo de ensino-aprendizagem mais eficiente. Bons exemplos, encontrados na literatura, apontam o uso de sistemas colaborativos como uma boa alternativa para o processo de ensino-aprendizagem, principalmente com o uso da tecnologia móvel. A proposta apresenta um estudo sobre a Libras e o Português como segunda língua, para contextualizar um pouco sobre origem da Libras e as metodologias presentes para o ensino do português para o surdo. No contexto tecnológico, foi realizado um levantamento do referencial teórico sobre sistemas colaborativos, conceitos e definições de termos importantes da área. Uma Revisão Sistemática de Literatura foi realizada, a fim de investigar o atual estado da arte quando se envolve aprendizagem colaborativa móvel com ensino do português para surdos. O material colhido norteou o andamento do projeto, direcionando para a proposta de emprego de técnicas de aprendizagem colaborativa em atividades da disciplina de língua portuguesa, com uma ferramenta colaborativa móvel para dar suporte à realização dessas atividades. Neste trabalho é apresentado, de forma detalhada, o desenvolvimento da aplicação em toda sua evolução e, por fim, foi realizado um estudo de caso para validar as questões de pesquisas propostas, dentro de um contexto real com alunos surdos. Os resultados desse estudo são apresentados e discutidos, mostrando as análises feitas com base nas questões levantadas e nas informações colhidas durante a intervenção.
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Ubiquitous Learning / Ubiquitous Learning

Sobotka, Miroslav Unknown Date (has links)
Tato práce se věnuje všudypřítomnému vzdělávání (u-learning) a mapování ontologií, je součástí dlouhodobého projektu MAPLE a vypracoval jsem ji během studijního pobytu na francouzské univerzitě v La Rochelle, v rámci mezinárodního výměnného programu Socrates-Erasmus. Hlavní cíle práce lze rozdělit na dvě související části. První část má za úkol seznámit čtenáře s prostředím pro všudypřítomné vzdělávání a s vhodnými dostupnými nástroji. Jedním z těchto nástrojů je i komerční program LMA, který je určený pro tvorbu mobilních prezentací a kurzů, důraz je kladen na jejich přenositelnost mezi jednotlivými mobilními platformami. Cílem je demonstrace jeho funkčnosti a vytvoření zkušební mobilní prezentace. Dalším krokem je seznámení čtenáře s virtuálním výukovým prostředím (VLE) a systémy pro správu a řízení výukových kurzů (CMS). Vybraný, volně dostupný CMS se jménem Moodle jsem nainstaloval, nakonfiguroval a vytvořením fiktivního kurzu otestoval a vyzkoušel jeho vlastnosti a funkčnost. Druhá část práce se zabývá ontologiemi, dostupnými nástroji pro práci s nimi a mapovacími algoritmy. Čtenář je seznámen s patřičnou teorií i s motivacemi pro využití ontologií v projektu MAPLE, větší prostor je věnován volně dostupnému programu Protégé, který slouží hlavně jako editor ontologií, ale díky jeho rozšiřitelné architektuře může být využit k nejrůznějším účelům. Důležitým bodem práce je analýza a realizace doporučeného mapovacího algoritmu, který jsem implementoval jako zásuvný modul pro program Protégé. Cílem projektu MAPLE je návrh a realizace pedagogického systému pro mobilní, aktivní a participativní výukové prostředí, které obohatí tradiční model prezenční výuky. Díky mobilním zařízením, spolupracujícím s pracovní stanicí vyučujícího, budou mít studenti možnost okamžité zpětné vazby na probíranou látku. Dalšími záměry projektu jsou mobilní přístup k datům a výukovým kurzům, online komunikace a spolupráce zúčastněných osob, efektivní vedení a administrace kurzů pro vyučující a také spolupráce a propojení již existujících systémů v jeden funkční celek. Motivací pro využití ontologií v projektu MAPLE je správa výukových modulů a prezentací, jejich efektivní katalogizace, znázornění závislostí a vztahů mezi uloženými daty a jejich rychlé a přesné vyhledání. Mapovací algoritmus umožní spolupráci mezi moduly a ostatními databázemi, které používají rozdílné ontologie pro popis a charakterizaci uložených dat.

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