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Redefining interaction in open and distance learning with reference to teacher education programmes in the University of the West IndiesKuboni, Olabisi January 1997 (has links)
This study was undertaken to serve two purposes. At a theoretical level, it was undertaken to review the concept of interaction in open and distance learning (ODL).The decision to conduct this review grew out of a concern that the current dominant approach to the study of teaching and learning in ODL was focusing on social interaction. This was regarded as a restricted interpretation of the concept, hence the decision to review and revise. At a subsidiary level, the study was aimed at examining teaching and learning in the current teacher education programmes of the University of the West Indies This aspect of the study was undertaken in light of the university's proposed expansion of these offerings in the distance mode. The concept of interaction was seen as the appropriate context for undertaking this examination. Based on a review of the literature, a revised concept of interaction was developed,embodying three separate, yet interrelated types, namely social interaction, leamer media interaction and learner-knowledge interaction. In developing this concept,attention was also paid to the part played by power relations and knowledge from external sources in the functioning of the concept's component parts. It is this reformulated concept that provided the theoretical framework for the examination of the teacher education programmes mentioned above. A research programme comprising two sub-studies was designed and implemented. The first sub-study was an exploratory survey based on selected attributes of social interaction and designed to examine student teachers' perception of their experience as learners. The second was an observation study based on the principles of leamer knowledge interaction and aimed at investigating student-teachers' knowledge-building processes as these revealed themselves within the interpersonal interaction of teachers and learners in an audio-conferencing environment. A key feature of the observation study was the design and implementation of an interpretive framework to guide data analysis. The framework was developed out of the data themselves and comprised two sets of interrelated categories, the one classifying knowledge-building activities and the other, control management functions. Extended data analysis drew on selected aspects of discourse analysis and specifically on the work of Fairclough (1989, 1992) and Potter and Wetherell (1987). The findings derived from the two sub-studies underscored the essential thesis of this study that interaction in distance education is best viewed as a multifaceted phenomenon, and that there is a functional interrelationship among the constituent parts of the concept. The research programme also confirmed the constructivist thesis that people construct rather than acquire knowledge. At the same time, the findings seem to indicate that the imbalance in the power relations between teachers and learners can hinder learners' capability to derive meaning from their learning. The findings also suggest that student-teachers are ambivalent about their roles as learners and that this ambivalence seems, at times, to be reflected in the attempts they make to gain control of the teaching learning situation and to direct their knowledge-building activities. The study proposes specific areas of further research, including a follow-up study to test and refine the interpretive framework used in the observation study, and another to assess the validity of the three-part concept of interaction formulated in this work.
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Investigation of the Relationships among Socially Interactive Technologies, Communication Competence, Social Cognition, and Formal Written DiscourseTurner, Jacob Stephen 29 July 2009 (has links)
No description available.
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Interactive technologies on art museum websitesKomarova, Maria January 1900 (has links)
Master of Science / Department of Communications Studies / Gregory Paul / This report investigates how American art museums have adopted interactive technologies on their websites. The use of such technologies brings to the forefront a tension regarding authority over visitors’ experience of and interpretation of art both in person and online. Interactive tools on 15 art museum websites were coded as enabling one of three types of interaction: human-to-computer, human-to-human and human-to-content. Human-to-computer interactive features were most prevalent on museum websites, followed by human-to-human and human-to-content interactive technologies respectively. The findings demonstrate a tension between the goals of art museums in wanting to engage visitors in co-creation of meaning about art on the one hand and wanting to maintain their traditional authority over that meaning on the other. The report concludes by offering recommendations for how museums can use interactive technologies more effectively in order to maintain their role as centers of social and cultural life.
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Interaktyvių technologijų taikymas dėstant fiziką žemesnėse klasėse / Application of interactive technologies for teaching physics in lower classesBalčiūnaitė, Jolanta 11 August 2008 (has links)
Mokomųjų kompiuterinių programų kūrimas yra labai sudėtingas ir daug žinių reikalaujantis procesas. Jau yra nemažai sukurtų kompiuterinių mokomųjų programų įvairaus profilio dalykams. Jas galima rasti internete, gauti per ALF (Atviros Lietuvos Fondas) ir kt. Tačiau tiek mokiniai, tiek mokytojai dar turi nemažai problemų, norėdami ugdymui pasitelkti kompiuterizuoto mokymo instrumentus. Kaip rodo apklausos, šios priemonės yra pernelyg sudėtingos, dažnai nesiderina su ugdymo programomis, sunku gauti reikalingą informaciją kaip jomis naudotis arba tiesiog negali būti panaudotos, nes parengtos užsienio kalbomis. Be to, dažnai atsiranda tam tikras bendravimo konfliktas, kai dažnas moksleivis informacijos ir komunikacijos technologijas yra geriau įvaldęs negu mokytojas. Įvertinus šias ypatybes ir atlikus esamų produktų ekspertinį tyrimą, darbe buvo numatyta sukurti kompiuterizuoto fizikos mokymo priemonių rinkinį pagal 7-8 klasėms numatytą ugdymo planą. Priemonė parengta dviems fizikos skyriams „Slėgis“ ir „Plūduriavimas ir skrydis“. Kiekvieną temą sudaro: teorija, demonstracinė medžiaga, užduotys, testai. Mokymo priemonė sukurta naudojant specializuotas programinės įrangos technologijas:
• Front Page – vartotojo sąsajai palaikyti;
• HTML – interaktyvioms užduotis kurti;
• HotPotatoes – interaktyvioms užduotims kurti;
• PowerPoint – demonstracijoms kurti;
• Wink 2000 – demonstracijoms kurti.
Kompiuterinę mokymo priemonę 7-8-os klasės mokiniai gali naudoti pamokose ar savarankiškai... [toliau žr. visą tekstą] / Creation of educational computer programs needs a lot of knowledge and hard work. There are a lot of them for different purposes and different subjects. We can find them in internet sites, get from The Open Society Fund - Lithuania (OSFL) and etc. Students or teachers still have problems in use of active teaching programs using IT. The survey showed that those tools are too complicated, even are not adapted to curriculum. Sometimes it is impossible to use them because of lack of information. The reason is that they are prepared in foreign languages. Moreover, misunderstanding in communication appears when student’s knowledge in IT is higher than teacher’s. Taking it into account we made the investigation of those tools and decided to create the set of computer- integrated tools for teaching physics which suits to curriculum for 7-8 classes. Materials are prepared for 2 chapters “Pressure” and “Flotation and flight”. Every theme consist of: theory, demonstrational materials, tasks and tests. Teaching aid is prepared using special software technologies:
• Front Page- to keep connection with user;
• HTML- to design interactive tasks;
• Hot Potatoes- to design interactive tasks;
• Power Point- to design demo;
• Wink 2000- to design demo.
That teaching aid 7-8 grade students can use in the lessons and independently. Short, well sorted theoretical material, tasks for self- control and tests give a big amount of information to students and to teachers either. Also you can find the... [to full text]
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Interaktyvių technologijų taikymas dėstant 7-os klasės matematikos kursą "Trikampių plotai" / Application of interactive technologies in mathematics teaching course “The area of triangles” in the 7th classesRamoškaitė, Žydronė 31 August 2009 (has links)
Visi mokiniai, nepriklausomai nuo jų gabumų, polinkių ar mokymosi ypatumų turėtų pajusti matematikos praktinę naudą. Pagrindinėje mokykloje kiekvienas mokinys turi patirti sėkmę mokydamasis matematikos, o matematikos ugdymo turinys, jo perteikimo būdai ir tam naudojami metodai turi padėti mokiniui susiformuoti į mokymosi sėkmę. Atlikus tyrimą apie moksleivių ir mokytojų požiūrį į esamų mokomųjų kompiuterinių priemonių panaudojimą mokantis skaičiuoti įvairų trikampių plotus 7-oje klasėje, buvo kuriama interaktyvi mokymo priemonė „Trikampių plotai“. Šiame darbe pristatoma mokymo priemonė „Trikampių plotai“, kuri padeda mokyti(s) įvairių gebėjimų mokiniams matematikos pagrindų. Mokomoji priemonė sukurta Imagine Logo pagalba (Logo programavimo kalba). Mokomosios kompiuterinės programos „Trikampių plotai“ interaktyvi ir teorinė, ir praktinė dalis. Produktas buvo pristatytas Ukmergės Dukstynos pagrindinės mokyklos 7-os klasės moksleiviams ir matematikos mokytojams. Pagal atliktą matematikos mokytojų ir mokinių apklausą (tyrimą), mokomoji kompiuterinė priemonė yra patraukli, lengvai valdoma, suprantama, padedanti interaktyviai mokyti(s) skaičiuoti trikampio plotą įvairių gebėjimų mokinimas. / All pupils independent of their learning skills, abilities and peculiarity have to notice the practical advantage of mathematics. In Basic school every pupil has to delight in learning mathematics. The training content, its means of impart and used methods have to help pupil to form its attitude to learn successfully. The development of interactive learning tool “The Area of Triangles” was based on the results of the of research the attitude of pupils and teachers towards the use of exiting educational teaching computer courses in learning how to calculate the area of triangles in the 7th classes. In this work you can find the attractive visual, simple in use teaching aid “The Area of Triangles” which helps to teach/ learn the essentials of mathematics for pupils with different abilities. Teaching aid was created with the help of Image Logo (Logo computerese). Teaching computer aid “The Area of Triangles” include interactive theoretical and practical parts. The course was introduced to the pupils of 7th classes and teachers of mathematics. According to the results of the research the teaching aid is attractive and easy to use, comprehensible and instrumental to teach/learn interactively to calculate the area of triangles for pupils with different abilities.
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Interactive Visual Exploration of Causal Structures for Neuropathic Pain Diagnosis / Interaktiv visuell analys av kausala strukturer för diagnostik av neuropatisk smärtaHu, Yuwen January 2021 (has links)
Revealing causal structures from observational data is an essential task in many data analysis issues across various domains, such as natural sciences, business, and healthcare. In healthcare, neuropathic pain is one of the most common medical problems, whose diagnosis process has well-understood causal structures. Causal structures are commonly visualized as a directed acyclic graph (DAG) or a node-link diagram, in which nodes represent variables, and edges represent causal relationships between data dimensions. However, these simple static graphs do not convey sufficient information for either an intuitive interpretation for novel viewers, or an in-depth exploration for experts. In this study, the visualization of causal structures for neuropathic pain diagnosis is set into context. An interactive system that integrates application-specific visualization, i.e. a discomfort drawing and a spinal cord diagram, into causality visualization is developed. It is further evaluated by a domain expert on neuropathic pain and a researcher in causal discovery through semi-structured interviews. The results show that the system reveals the causal structures for neuropathic pain diagnosis in a more intuitive, efficient way, and conveys more focused information compared to traditional node-link diagrams. The system is also demonstrated to be helpful to the medical community in neuropathic pain diagnosis, not only for doctors but also for patients. / Att upptäcka kausala strukturer från observationsdata är en viktig uppgift i många dataanalysfrågor inom olika områden, t.ex. naturvetenskap, affärsverksamhet och sjukvård. Inom hälso- och sjukvården är neuropatisk smärta ett av de vanligaste medicinska problemen. Dess diagnosprocess har väl förstådda kausala strukturer. Kausala strukturer visualiseras vanligtvis som en riktad acyklisk graf (DAG) eller nätverksdiagram, där noder representerar variabler och kanter representerar kausala relationer mellan datadimensioner. Dessa enkla statiska grafer förmedlar dock inte tillräckligt information för att ge en intuitiv tolkning för nya betraktare eller en djupgående utforskning för experter. I den här studien sätts visualiseringen av kausala strukturer för diagnostisering av neuropatisk smärta i ett sammanhang. Ett interaktivt system som integrerar applikationsspecifik visualisering, dvs. en smärtteckning och ett ryggmärgsdiagram, i kausalitetsvisualisering utvecklas. Det utvärderas av en domänexpert på neuropatisk smärta och en forskare inom kausal upptäckt genom semistrukturerade intervjuer. Resultaten visar att systemet avslöjar kausalstrukturer för diagnos av neuropatisk smärta på ett mer intuitivt och effektivt sätt och förmedlar mer fokuserad information jämfört med traditionella diagrammer. Systemet har också visat sig vara till hjälp för det medicinska samfundet vid diagnostisering av neuropatisk smärta, inte bara för läkare utan även för patienter.
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Interaktyviųjų technologijų taikymas dėstant sveikųjų skaičių aritmetiką žemesnėse klasėse / Application of interactive technologies for teaching whole numbers arithmetic in the lower classesČesnulevičiūtė, Inga 11 August 2008 (has links)
Esant dideliam informacijos srautui, svarbiausias mokymo tikslas bendrojo lavinimo mokyklose tampa mokyti moksleivį mokytis, skatinti mokymo metodus, padedančius moksleiviui atrasti žinomus reiškinius ir dėsningumus. Kadangi matematika yra vienas iš sudėtingiausių mokslų būtina tobulinti matematinių žinių perteikimą įvairiais būdais. Šiuo magistriniu darbu siekiama supaprastinti sveikųjų skaičių aritmetikos mokymą, tobulinti, daryti įdomesnį, vizualesnį įprastą matematikos dėstymą, palengvinant teigiamųjų ir neigiamųjų skaičių veiksmų suvokimą, algebrinių reiškinių sudarymą žemesnėse pagrindinio ugdymo klasėse. Darbe išanalizuotos laisvai platinamos mokomosios kompiuterinės programos (MKP), skirtos matematikai, išsiaiškintas moksleivių požiūris į kompiuterizuotą mokymą. Atsižvelgiant į MKP analizės ir moksleivių apklausos išvadas, išnagrinėjus galimas mokomosios priemonės kūrimo technologijas, sukurta mokomoji aplinka skyriui „Teigiamųjų ir neigiamųjų skaičių veiksmai“: parengtos ir suprogramuotos įvairios užduotys (teorija, savikontrolės testai, praktinės užduotys ir interaktyvūs HTML žaidimai). Mokomoji aplinka skirta tiek mokytojams, norintiems paįvairinti matematikos mokymą pamokose, tiek moksleiviams, savarankiškai atlikti užduotis namuose. / According to increasing data flow the most important aim of education is teaching the students to learn, to stimulate the methods of education, which help them to discover known phenomens at school.
Mathematics is the most elaborate of studies. Because of this it needs perfect mathematical knowledge of various methods.
This master work helps simplify the teaching of number arithmetics, whole perfects common mathematical training of positive and negative numbers and their operations in lower classes of secondary school.
There are traversed free educational computer programs (ECP) in this work which help the teaching of mathematics. Also there is an ennanced pupil side of educational computer programs and paperless teaching. Considering how pupils respondent to ECP and paperless teaching, this work explored the likely creation of teaching measure technologies. There was made the analysis of computer programs and the teaching application was made using three technologies: Macromedia Flash, Microsoft FrontPage 2003 and the Hot Potatoes, which suite includes six applications, enabling to create interactive multiple-choice, short-answer, jumbled-sentence, crossword, matching/ordering and gap-fill exercises for the World Wide Web. It also explored teaching interacting numbers and their operations.
This teaching application is designed for teaches who want to add the variety of usual mathematical teaching to their classes and also for pupils to do various self-control tests at home... [to full text]
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O estatuto contemporâneo dos códigos informáticos: o "copiar e colar" e a organização do pensamento na sociedade tecnológicaMoura, Giovani Pagliusi Lobato e 15 May 2012 (has links)
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Previous issue date: 2012-05-15 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This Masters Dissertation proposes to analyze the compound command copy and paste of
the operational keyboard. Mapping the factors involved in the procedure contextualizes its
origins, its main aspects, and the way in which copy and paste plays an important role in
shaping and organizing thought in today s society through the convergence of communication
and information technologies. The scope of this investigation, of a solely theoretical nature,
comprises examples that do not include digital networks, thus enabling us to recognize some
of the features of copy and paste that are not exclusively part of the current interactive
movement. A strategic presentation of copy and paste in the cybercultural domain is then
introduced as a potentiating instrument of behavior that leads to thinking along the lines of
current virtual patterns. The research problem consists of the following questions: What are
the factors that favor the inclination to use this command? Can a person use copy and paste
as a factor of accessibility that suggests a kind of thinking unlike the other existing types? Or
does copy and paste propose a shortcut whereby some categories of thought are suspended
in favor of others? What are these categories? As its primary hypothesis, this study considers
that thought is transformed insofar as social relations tend towards a necessarily instrumental
and hybrid perspective endorsed by emergent technological discoveries. The study
materializes a theoretical reflection about the possible changes that thinking undergoes when
using copy and paste resources. The routes that are followed here propose the existence of a
thought process parallel to traditional discursive thought. A type of thinking driven by rapid
and image-related strategies emerges in the relationship between the subject and computing
processes, based on simplifying aspects that favor a considerably more contemplative
reflection of the object. It is a thought process that has developed from a civilizatory logic in
which evolutionary patterns must be considered that simultaneously involve the current status
of society, of history and of the subject. Since there is no specific theory about cyberspacerelated
operational commands, the rationale of this research focused on theoretical proposals
founded upon the category of critique consolidated in the last few decades, based on the
following authors: Jean-François Lyotard, Fredric Jameson and Krishan Kumar (postmodernity),
Paul Virilio (dromology), Eugênio Trivinho (cybercultural dromocracy), Philippe
Breton (communication as a utopistic value), Flusser (surface thinking) and Jean Baudrillard
(consumption and excess) / A presente Dissertação de Mestrado destina-se à análise do comando composto copiar e
colar do teclado operacional. Por meio de um mapeamento dos fatores envolvidos no
procedimento, cumpre-se a contextualização de suas origens, de seus principais aspectos e a
maneira como o copiar e colar assume um papel importante na modulação e na organização
do pensamento na sociedade atual, configurada pela convergência entre a comunicação e
tecnologias informáticas. O arco de investigação, de natureza exclusivamente teórica, integra
exemplos nos quais as redes digitais não entram em cena, justamente para reconhecermos
algumas características do copiar e colar que não são exclusivas do movimento interativo
atual. Posteriormente, o copiar e colar é estrategicamente apresentado, já na esfera
cibercultural, como instrumento potencializador de condutas, situação que inclina o
pensamento a entrar em consonância com os moldes virtuais correntes. O problema de
pesquisa reside nos seguintes questionamentos: Quais fatores favorecem uma determinada
disposição de uso do comando? O sujeito pode assumir o copiar e colar como um fator de
acessibilidade que sugere um gênero de pensamento diferente dos outros existentes? Ou o
copiar e colar propõe um atalho em que algumas categorias do pensamento são suspensas
em prol do advento de outras? Quais? Como hipótese principal, o estudo considera que o
pensamento é transformado na medida em que as relações sociais se inclinam a uma
perspectiva necessariamente instrumental e híbrida, sancionada pelas descobertas tecnológicas
emergenciais. O estudo materializou uma reflexão teórica focando as possíveis
transformações que o pensamento acaba por sofrer ao usar o copiar e colar . Os caminhos
percorridos propõem a existência de um pensamento paralelo ao tradicional discursivo. Na
relação entre sujeito e processos informáticos, nasce um tipo de pensamento orientado por
estratégias velozes e imagéticas baseado em aspectos simplificadores que favorecem uma
reflexão substancialmente mais contemplativa do objeto. Trata-se de um pensamento
desenvolvido sob uma lógica civilizatória na qual devemos considerar padrões evolutivos que
envolvem, simultaneamente, o estado da sociedade atual, da história e do sujeito. Por não
haver uma teoria específica sobre comandos operacionais vinculados ao ciberespaço, a
fundamentação da pesquisa privilegiou propostas teóricas baseadas na categoria da critica e
consolidadas nas últimas décadas, com base nos seguintes autores: Jean-François Lyotard,
Fredric Jameson e Krishan Kumar (pós-modernidade); Paul Virilio (dromologia); Eugênio
Trivinho (dromocracia cibercultural); Philippe Breton (comunicação como valor utópico);
Vilém Flusser (pensamento em superfície) e Jean Baudrillard (consumo e excesso)
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Análise da influência da tecnologia sobre a intenção de uso da educação a distânciaMachado-da-Silva, Fábio Nazareno 12 December 2014 (has links)
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Previous issue date: 2014-12-12 / E-learning is a teaching methodology which has grown exponentially over the last decade. Hundreds of educational institutions can now offer on-line courses due to the governament policies for the area and technological resources available. This increase, provoked by the great demand in the market, has also caused many problems especially concerning the low quality of the programs and high evasion rate. The aim of this study is to analyze the synchronous interactive technologies influence and the methodological adaptation on the intention of distance learning use and to propose and test a new structural model. 2.376 people from five different regions of Brazil took part in the first phase of this research and the PLSPM technique was used with the 243-subject final sample. The results show that the students adaptation to the methodology - proposed construct - is an important indicator of their satisfaction, utility perception and their intention to continue studying by distance learning. However it was not possible to prove the synchronous interactive technologies influence on the e-learning use continuity, showing that information techonology role is to support educational process. In addition, students will be guided by methodological aspects applied to several available media. It was also identified that older generations tend to study on line more than younger ones. Thus undertanding the facts which affect the continuity of students' participation in e-learning programs can be a strategic advantage to the institutions as they can improve their profitability decreasing their evasion and encourage a better education for e-learning courses graduates as well. / A Educação a Distância é uma metodologia de ensino que muito se desenvolveu na última década. Com a diversidade tecnológica e com as políticas governamentais que autorizam a oferta de cursos on-line, centenas de instituições disponibilizaram programas de cursos via internet. Este aumento da oferta, gerado principalmente pela alta demanda do mercado, também provocou muitos problemas, especialmente no que diz respeito à falta de qualidade dos programas e ao alto índice de evasão. O objetivo deste estudo é avaliar a influência das tecnologias interativas síncronas sobre a intenção de continuidade de uso da Educação a Distância, propondo e testando um novo modelo estrutural. Em sua primeira fase, este experimento contou com a participação de 2.376 pessoas das cinco regiões do Brasil. Para o tratamento dos dados, a técnica PLS-PM (Partial Least Square – Path Modeling) foi utilizada com uma amostra de 243 indivíduos que responderam ao questionário final. Os resultados indicam que a adaptação do aluno à metodologia – construto proposto, é um importante preditor de sua satisfação, percepção de utilidade e de sua intenção de voltar a estudar pela internet no futuro, entretanto, não foi possível confirmar a influência das tecnologias interativas síncronas sobre a intenção de continuidade de uso da EaD, revelando que a tecnologia de informação tem papel de suporte aos processos educacionais, e o que orientará a decisão do aluno são os aspectos metodológicos aplicados às diversas mídias disponíveis. Foi identificado, também, que as pessoas com mais idade têm maior predisposição para estudar via internet, comparativamente aos mais jovens. Entender os fatores que levam a continuidade dos estudos em programas de EaD pode ajudar na redução da evasão por meio de ações customizadas ao público-alvo, melhorando a receita e a rentabilidade, o que pode representar vantagem competitiva à instituição.
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Ciberespaço e dependência: uma análise dos vínculos do humano com o glocal interativo como habitusBarbosa, Bárbara Conceição de Oliveira 20 October 2008 (has links)
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Previous issue date: 2008-10-20 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The present Master s Degree Dissertation is intended to analyze the technological dependence its origins, its state-of-the-art and its consequences in the sphere of the relationship between human being and interactive media.
The research contexts, of an exclusively theoretical nature, is the cyberculture, understood as a social organization of epoch, originated from the technological development that followed the Second World War.
The main objective is to analyze the dependence phenomenon to which the cybercultural civilization is subject.
The research problem lies in the following questionings: how a relationship so presented is configured? Which factors favor it? In the social-historic sphere, does dependence provides the preservation of technological lifestyles? Would it be present both in the collective plan and in the individual plan?
As a main hypothesis, the study redefines and overvalues as dependence the strict social subjects bond to interactive technologies and networks, a bond whose analysis should consider the civilizatory and anthropological aspects involved, as it implies, simultaneously, recent history, society and individual.
The research fundamentation privileges theoretical proposals articulated by the criticism category and consolidated in the last twenty years, based on the following authors: David Harvey, Fredric Jameson, Krishan Kumar and Jean-François Lyotard (post modernity); Paul Virilio (the concept of dromology); Eugênio Trivinho (cyberculture, cybercultural dromocracy and glocal phenomenon); Francisco Rüdiger and David Le Breton (cybercultural imaginary), Philippe Breton (communication as an utopian value); Pierre Bourdieu (concept of habitus); Vilém Flusser (technical image); Jean Baudrillard (the concept of excess). The reflection also incorporates references to researches who study the pathological use of Internet, such as Rosa Maria Farah and Denise Razzouk, among other authors and theoretical-epistemological perspectives.
In relation to the achieved results, we can highlight, as favoring dependence, the context of cybercultural dromocracy (the velocity regime in the digital era), the glocal context (real-time living) and the inherent characteristics to interactive glocal, such as velocity, virtuality, deterritorialization, personalization, etc. This panorama gives cause to practices that, incorporated by the subject, are objectified in the glocalized habitus and affect it in body and in subjectivity. Such transformations and their consequences require gradual deepening in researches about the factors that endanger them, which justifies the present work.
The research is inserted in the Culture and mediatic environments Research Line of PEPGCOS-PUC-SP, as it deals with the interactive technologies impact on the social-historic and cultural spheres; and finds support in the Communication area in Brazil, beside researches more and more concerned about cyberculture and its communicational practices / A presente Dissertação de Mestrado se destina à análise da dependência tecnológica suas origens, seu estado da arte e suas conseqüências no âmbito da relação entre ser humano e media interativos.
O contexto da pesquisa, de natureza exclusivamente teórica, é o da cibercultura, entendida como organização social de época, originada do desenvolvimento tecnológico posterior à Segunda Guerra Mundial.
O principal objetivo é analisar o fenômeno da dependência à qual está sujeita a civilização cibercultural.
O problema de pesquisa reside nos seguintes questionamentos: como se configura uma relação assim posta? Quais fatores a favorecem? No âmbito social-histórico, a dependência propicia a conservação de estilos de vida tecnológicos? Estaria presente tanto no plano coletivo quanto no individual?
Como hipótese principal, o estudo redefine e sobrevalora como dependência , o vínculo estrito dos sujeitos sociais às tecnologias e redes interativas, vínculo cuja análise deve considerar os aspectos civilizatórios e antropológicos envolvidos, pois implica, a um só tempo, história recente, sociedade e indivíduo.
A fundamentação da pesquisa privilegia propostas teóricas articuladas pela categoria da crítica e consolidadas nos últimos vinte anos, com base nos seguintes autores: David Harvey, Fredric Jameson, Krishan Kumar e Jean-François Lyotard (pós-modernidade); Paul Virilio (conceito de dromologia); Eugênio Trivinho (cibercultura, dromocracia cibercultural e fenômeno glocal); Francisco Rüdiger e David Le Breton (imaginário cibercultural), Philippe Breton (comunicação como valor utópico); Pierre Bourdieu (conceito de habitus); Vilém Flusser (imagem técnica); Jean Baudrillard (conceito de excesso). A reflexão incorpora, também, referências a pesquisadores que estudam o uso patológico da internet, como Rosa Maria Farah e Denise Razzouk, entre outros autores e perspectivas teórico-epistemológicas.
Em relação aos resultados alcançados, destacam-se, como favorecedores da dependência, o contexto da dromocracia cibercultural (regime da velocidade na era digital), o contexto glocal (vivência em tempo real) e as características inerentes ao glocal interativo, como a velocidade, a virtualidade, a desterritorialização, a personalização etc. Esse panorama enseja práticas, que, incorporadas pelo sujeito, são objetivadas no habitus glocalizado e o afetam no corpo e na subjetividade. Tais transformações e suas conseqüências requerem gradual aprofundamento nas pesquisas dos fatores que as engendram, o que justifica o presente trabalho.
A pesquisa se insere na Linha de Pesquisa Cultura e ambientes midiáticos do PEPGCOS-PUC-SP por versar sobre o impacto das tecnologias interativas nos âmbitos social-histórico e cultural; e encontra guarida na área da Comunicação no Brasil, ao lado de pesquisas cada vez mais preocupadas com a cibercultura e suas práticas comunicacionais
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