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Étude du recours informatique dans l'enseignement des mathématiques au collège / Study of the use of computer in the teaching of mathematics at the collegeMattiussi, Claude 12 December 2013 (has links)
Avec plus d'un tiers de professeurs pratiquants dans l'académie de Toulouse, les enquêtes ont constaté que, désormais, le recours informatique est un phénomène historique irréversible dans l'enseignement des mathématiques au collège dû : premièrement, à la généralisation des équipements (vidéoprojecteurs en classe) ; à l'engagement des professeurs qui a compensé les défaillances de l'institution dans leurs administrations ; deuxièmement, aux incitations et obligations institutionnelles des nouveaux programmes et des inspections ; troisièmement, à la disponibilité des logiciels gratuits qui ont suppléé les carences budgétaires ; à l'abondance des activités diffusées en ligne par les sites académiques, les IREM et l'association Sésamath ; quatrièmement, au rôle éminent de la formation continue volontaire qui a mobilisé 40 % des professeurs en douze ans ; cinquièmement, à l'enclenchement d'un cercle vertueux de reconnaissance de la valeur du recours informatique. L'étude pragmatique et théorique a révélé que les diverses activités informatiques d'enseignement-apprentissage (AIEA) pratiquées (apprenticiel, imagiciel, exerciseur, didacticiel, praticiel), en utilisant les apports spécifiques de l'informatique (concrétisation, expérimentation intensifiée, individualisation, interaction, motivation), ont apporté des situations instrumentées nouvelles de transposition interne offrant des champs conceptuels féconds qui sous l'effet de schèmes opératoires sont capables d'améliorer l'enseignement-apprentissage des notions et méthodes mathématiques. Un résultat qui dépend de la qualité de ses composantes praxéologiques (intégration, pertinence, performance, supériorité, scénario, mise en scène, durée) et du respect de règles pratiques qui déterminent conjointement les valeurs éducologiques de l'AIEA (propre, efficace et d'usage, professionnelle et institutionnelle) susceptibles de donner un meilleur rendement et une plus grande productivité à l'enseignement des mathématiques. / With more than a third of practicing teachers in the Academy of Toulouse, surveys found the computer use is now, an irreversible historical phenomenon in the teaching of mathematics at the college due to : 1st, the generalization of equipment (video projectors in the classroom); the commitment of teachers has offset the institution failures; 2nd, the incentives and institutional obligations of new programs and inspections; 3rd, the availability of free software who have deputized budgetary deficiencies; the abundance of broadcast activities online by academic sites, the IREM and the association Sésamath; 4th, the prominent role of continuing education who has mobilized 40% of teachers in twelve years; 5th, the engagement of a virtuous circle of recognition of the value of the computer use. The pragmatic and theoretical study revealed that activities computer teaching-learning (ACTL) carried out (learnial, imagicial, exerciser, tutorial, practical), using the specific contributions of computing (implementation, testing intensified, individualization, interaction, motivation), brought new instrumented situations of internal transposition offering fertile conceptual fields which, under the effect of operative schemes, are able to improve the teaching-learning of concepts and mathematical methods. A result that depends on the quality of its components praxiological (integration, relevance, performance, superiority, scenario, staging, duration) and respect of practical rules that jointly determine the training values of ACTL (intrinsic, efficient, to use, professional and institutional) able to give better performance and higher productivity in the teaching of mathematics.
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The impact of gaze-based assistive technology on daily activities in children with severe physical impairmentsBorgestig, Maria January 2016 (has links)
Aim: The aim of the thesis was to investigate the impact of gaze-based assistive technology on daily activities in children with severe physical impairments and without speech. The objectives were to develop and pilot a gaze-based assistive technology intervention (GAT intervention) at home and in school for these children and to understand its impact on daily activities as experienced by their parents. Methods: Study I was a pilot study in which the basic components that were developed for the intervention were evaluated for students with physical impairments. The study aimed at improving the use of computers as assistive technology (AT) in school. Based on the findings in Study I, the GAT intervention was developed. The GAT intervention aimed at implementing gaze-based AT in daily activities. It consisted of two parts; having access to gaze-based AT and having access to services from a multi professional communication team during nine to ten months. Studies II-IV concerned gazebased AT for children with severe physical impairments without speech who participated in the GAT intervention. The participants were ten children (ages 1-15) (Studies II, III), and their parents (Study IV). Studies II and III had longitudinal designs and children were followed during 15-20 months with repeated measurements before, after and at follow-up. In Study II children’s repertoire of computer activities, extent of use, and goal attainment with gaze-based AT was evaluated, as well as parents’ satisfaction with the AT and with services. In Study III children’s eye gaze performance when using gaze-based AT was examined. In Study IV, parents were interviewed twice with the aim of exploring their experiences of children’s gaze-based AT use in daily life. In Study IV a hermeneutical approach was used. Results: The findings of Study I showed that the basic components of intervention improved the use of computers in school. Study II showed an increased repertoire of computer activities with the gazebased AT, maintained use in daily activities for all at follow up, and that all children attained goals for gaze-based AT use in daily activities. Parents were satisfied with the gaze-based AT, and with the services in the GAT intervention. In study III, nine children improved in eye gaze performance over time when using the gaze-based AT in daily activities. Study IV revealed that children’s gaze-based AT usage in daily activities made a difference to parents since the children demonstrated agency, and showed their personality and competencies by using gaze-based AT, and for the parents this opened up infinite possibilities for the child to do and learn things. Overall, children’s gaze-based AT usage provided parents with hope of a future in which their children could develop and have influence in life. Conclusions: This thesis shows that these children with severe physical impairments and without speech acquired sufficient gaze control skills to use gaze-based AT for daily activities in the home and at school. The gaze-based AT had a positive impact on performing activities, for example, play activities and communication- and interaction-related activities. For the parents, children’s gaze-based AT usage made a difference since it shaped a hope of a better future for their children, where they can develop and gain influence in their future life. Furthermore, the children continued to perform daily activities with gaze-based AT over time. This finding suggests that key persons were provided with sufficient knowledge and skills to support children in maintained use of gaze-based AT after withdrawal of the services provided in the GAT intervention.
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The impact of gaze-based assistive technology on daily activities in children with severe physical impairmentsBorgestig, Maria January 2016 (has links)
Aim: The aim of the thesis was to investigate the impact of gaze-based assistive technology on daily activities in children with severe physical impairments and without speech. The objectives were to develop and pilot a gaze-based assistive technology intervention (GAT intervention) at home and in school for these children and to understand its impact on daily activities as experienced by their parents. Methods: Study I was a pilot study in which the basic components that were developed for the intervention were evaluated for students with physical impairments. The study aimed at improving the use of computers as assistive technology (AT) in school. Based on the findings in Study I, the GAT intervention was developed. The GAT intervention aimed at implementing gaze-based AT in daily activities. It consisted of two parts; having access to gaze-based AT and having access to services from a multi professional communication team during nine to ten months. Studies II-IV concerned gazebased AT for children with severe physical impairments without speech who participated in the GAT intervention. The participants were ten children (ages 1-15) (Studies II, III), and their parents (Study IV). Studies II and III had longitudinal designs and children were followed during 15-20 months with repeated measurements before, after and at follow-up. In Study II children’s repertoire of computer activities, extent of use, and goal attainment with gaze-based AT was evaluated, as well as parents’ satisfaction with the AT and with services. In Study III children’s eye gaze performance when using gaze-based AT was examined. In Study IV, parents were interviewed twice with the aim of exploring their experiences of children’s gaze-based AT use in daily life. In Study IV a hermeneutical approach was used. Results: The findings of Study I showed that the basic components of intervention improved the use of computers in school. Study II showed an increased repertoire of computer activities with the gazebased AT, maintained use in daily activities for all at follow up, and that all children attained goals for gaze-based AT use in daily activities. Parents were satisfied with the gaze-based AT, and with the services in the GAT intervention. In study III, nine children improved in eye gaze performance over time when using the gaze-based AT in daily activities. Study IV revealed that children’s gaze-based AT usage in daily activities made a difference to parents since the children demonstrated agency, and showed their personality and competencies by using gaze-based AT, and for the parents this opened up infinite possibilities for the child to do and learn things. Overall, children’s gaze-based AT usage provided parents with hope of a future in which their children could develop and have influence in life. Conclusions: This thesis shows that these children with severe physical impairments and without speech acquired sufficient gaze control skills to use gaze-based AT for daily activities in the home and at school. The gaze-based AT had a positive impact on performing activities, for example, play activities and communication- and interaction-related activities. For the parents, children’s gaze-based AT usage made a difference since it shaped a hope of a better future for their children, where they can develop and gain influence in their future life. Furthermore, the children continued to perform daily activities with gaze-based AT over time. This finding suggests that key persons were provided with sufficient knowledge and skills to support children in maintained use of gaze-based AT after withdrawal of the services provided in the GAT intervention.
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Around the Screen : Computer activities in children’s everyday lives / Omkring skärmen : Barns datoraktiviteter i vardagenAarsand, Pål André January 2007 (has links)
The present ethnography documents computer activities in everyday life. The data consist of video recordings, interviews and field notes, documenting (i) 16 students in a seventh grade class in a computer room and other school settings and (ii) 22 children, interacting with siblings, friends and parents in home settings. The thesis is inspired by discourse analytical as well as ethnographic approaches, including notions from Goffman (1974, 1981), e.g. those of activity frame and participation framework, which are applied and discussed. The thesis consists of four empirical studies. The first study focuses on students’ illegitimate use, from the school’s point of view, of online chatting in a classroom situation. It is shown that the distinction offline/online is not a static one, rather it is made relevant as part of switches between activity frames, indicating the problems of applying Goffman’s (1981) notions of sideplay, byplay and crossplay to analyses of interactions in which several activity frames are present, rather than one main activity. Moreover, it is shown that online identities, in terms of what is here called tags, that is, visual-textual nicknames, are related to offline phenomena, including local identities as well as contemporary aesthetics. The second study focuses on placement of game consoles as part of family life politics. It is shown that game consoles were mainly located in communal places in the homes. The distinction private/communal was also actualized in the participants’ negotiations about access to game consoles as well as negotiations about what to play, when, and for how long. It is shown that two strategies were used, inclusion and exclusion, for appropriating communal places for computer game activities. The third study focuses on a digital divide in terms of a generational divide with respect to ascribed computer competence, documenting how the children and adults positioned each other as people ‘in the know’ (the children) versus people in apprentice-like positions (the adults). It is shown that this generation gap was deployed as a resource in social interaction by both the children and the adults. The forth study focuses on gaming in family life, showing that gaming was recurrently marked by response cries (Goffman, 1981) and other forms of blurted talk. These forms of communication worked as parts of the architecture of intersubjectivity in gaming (cf. Heritage, 1984), indexing the distinction virtual/‘real’. It is shown how response cries, sound making, singing along and animated talk extended the virtual in that elements of the game became parts of the children’s social interaction around the screen, forming something of an action aesthetic, a type of performative action for securing and displaying joint involvement and collaboration. As a whole, the present studies show how the distinctions master/apprentice, public/private, virtual/real and subject/object are indexicalized and negotiated in computer activities.
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