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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.
191

AdaptMLearning: uma proposta de sistema de aprendizagem adaptativo e inteligente. / AdaptMLearning: a proposal of intelligent and adaptive learning system.

Ivan Carlos Alcântara de Oliveira 15 May 2013 (has links)
Sistemas de Aprendizagem Adaptativos e Inteligentes, tema de pesquisa recente no mundo, são ambientes com arquitetura e algoritmos específicos, que consideram as características individuais de cada estudante para selecionar o objeto de aprendizagem mais adequado a ser oferecido ao aluno. O rápido desenvolvimento da infraestrutura sem fio e o amplo uso de dispositivos móveis na vida diária das pessoas motivam as pesquisas relativas ao uso desses dispositivos na educação, proporcionando o m-learning. Assim, relacionado a essas linhas de pesquisa, este trabalho propõe a arquitetura AdaptMLearning, elaborada para prover a aprendizagem em plataformas móveis e não móveis, considerando a seleção de objetos de aprendizagem que melhor se adaptam a diversos aspectos, tais como: dados sobre a tecnologia utilizada para acesso; informações sobre o estilo de aprendizagem de um estudante; desempenho e tempo associados à interação do estudante com o objeto de aprendizagem; conhecimentos adquiridos pelo estudante em consonância ao conteúdo do curso; e a garantia de que não só o professor possa configurar as adaptações a serem oferecidas ao seu curso, como também o aluno tenha a possibilidade de informar sua preferência pelos tipos de mídia. Essa arquitetura é baseada no modelo de referência AHAM para sistemas adaptativos AEHS, contemplando a quádrupla: espaço do conhecimento, modelo do usuário, observações e modelo de adaptação, referente à definição lógica desses sistemas. Na AdaptMLearning, foram desenvolvidos alguns algoritmos, utilizando-se o modelo FSLSM, relacionado aos estilos de aprendizagem de um estudante e o padrão IEEE 1484 para catalogação dos objetos de aprendizagem e uso de alguns atributos de suas categorias, associados às dimensões dos estilos de aprendizagem do modelo FSLSM. O algoritmo calcula um peso para um objeto catalogado em cada dimensão e permite uma busca pelo objeto mais adequado ao estilo do estudante, além de usar a computação fuzzy, para avaliar se o estudante pode sofrer mudanças no seu estilo, deve receber reforço ou necessita de um reestudo em determinado assunto de um curso, por meio de resultados obtidos com o tempo de estudo e desempenho. Também, este trabalho apresenta o desenvolvimento e a avaliação de um simulador para a arquitetura AdaptMLearning e seus algoritmos, realizada utilizando diversos cenários de simulação, envolvendo estudantes, cursos e tecnologias com diferentes configurações. Assim sendo, com base nos resultados obtidos por meio da avaliação, foi possível discutir, analisar e identificar o potencial de uso da AdaptMLearning e de seus algoritmos em uma situação real para elaboração de um ambiente de aprendizagem ou agregação a um ambiente existente. / Intelligent and Adaptive Learning Systems, subject of recent research in the world, are environments with specific architectures and algorithms, designed considering the individual characteristics of each student. The rapid development of wireless infrastructures and wide use of mobile devices in people\'s everyday life encourage research about the use of these devices in education, providing the mlearning. In the context of such research, this work proposes the AdaptMLearning architecture that was designed to be a learning infrastructure for mobile and nonmobile platforms. This architecture provides a selection of learning objects that takes into account as adaptation criteria the following data: the mobile device\'s technological specification; the student\'s learning style information, his/her performance and spent time associated to the student\'s interaction with the learning object; previously acquired knowledge by the student related to the course\'s content. In addition, it also allows the teacher to interfere in the adaptation criteria used during the study simulation, and allows the student to indicate his/her preferences for media types. This architecture is based on AHAM reference model for adaptive systems AEHS and uses the quadruple: the knowledge space, the user model, the observations and the model adaptation, referring to the logical definition of these systems. To implement the AdaptMLearning architecture some algorithms using the FSLSM model related to the student\'s learning styles were developed. The algorithms use the IEEE 1484 for cataloging learning objects and some of its categories and attributes associated with dimensions of learning styles FSLSM model, are used to compute a weight of an object in each dimension allowing a search of the most appropriate object according to the student\'s learning styles; and the use of fuzzy computing, considering that the student\'s learning style can change, determines if the student has to receive reinforcement or need a new study in a particular subject of a course, when the student gets unsatisfactory results in terms of timing and performance in a course\'s subject. Also, this work also presents the development and evaluation of a simulator for the AdaptMLearning architecture and their algorithms. The evaluation of the simulator was done by means of many simulations scenarios, considering students, courses and technologies with different settings. Based on the results obtained from the evaluation it was possible to discuss, analyze and identify the potential use of AdaptMLearning architecture and their algorithms in a real situation for developing a learning environment or its aggregation to an existing environment.
192

Objetos de aprendizagem no ensino de matemática e física: uma proposta interdisciplinar

Sousa, Edvaldo Vale de 17 June 2010 (has links)
Made available in DSpace on 2016-04-27T16:59:06Z (GMT). No. of bitstreams: 1 Edvaldo Vale de Sousa.pdf: 5584963 bytes, checksum: b9ad43f9a12fbcf72ed9c4f7aefef216 (MD5) Previous issue date: 2010-06-17 / Secretaria da Educação do Estado de São Paulo / This research aimed to see how an approach based on the use of "Learning Objects", designed in the context of physics can promote the learning of the mathematical concept of function and representations of this concept in high school students and what benefits a computing environment that based on simulations of physical phenomena related to kinematics can bring to a sequence of didactic methodology that takes these students to build that concept. To achieve this goal have been developed three activities approaching interdisciplinary the subjects: a mobile frame; uniform motion (MU); uniformly varied motion (MUV) functions of the 1st and 2nd grade. The activities included simulations on "Learning Objects" and were prepared under conditions of didactic engineering in conjunction with some guiding principles as the effects of didactic contract in relation learner / knowledge / teacher, the student's analysis of the actions proposed by the Theory of Didactic Situations the development and structuring of mathematical problem-situations by Theory Records Offices, and the interdisciplinary aspects between physics and mathematics fields. The subjects of this investigation were the first graders of high school in a school on the outskirts of Sao Bernardo do Campo. The trial was performed in ten sessions that have favored the inclusion digital of 34 students divided into two classes: class A (separated into ten pairs) and class B (separated in seven pairs). The results presented in the achievements of students corroborate the use of "Learning Objects", designed in the context of physics as a technology that can be used in an interdisciplinary approach to the disciplines of physics and mathematics, since they, beyond to motivate students for the appearance of dynamic and interactive simulations that bring reality situations, also present the records of representation in graphical form and algebraic situations, problems intrinsic to the "Learning Objects" that can help in understanding the relationship between the empirical and theoretical. As a result of the interaction student / computer, the students succeeded in completing the graphical programming speed of the phenomenon which determined the constructionist approach of the students in programming situation where sometimes the cycle repeated description-execution-reflection-debugging-description so to achieve the desired result. The use of "Learning Objects" in conjunction with the following methodology and didactic content related interdisciplinary approach led to meaningful learning with the following topics: the meaning and relationship between the coefficients in office hours in MU and MUV and functions 1st and 2nd grade, description of the representation of functions in the records tabular, algebraic and graphic, interpretation and natural language passage record for the record through the algebraic structure of the mathematical phenomenon intrinsic to the problem situation / Este trabalho de pesquisa teve por objetivo verificar como uma abordagem baseada no uso de Objetos de Aprendizagem concebidos no contexto da Física pode promover a aprendizagem do conceito matemático de função e das representações deste conceito em estudantes do ensino médio e que benefícios um ambiente informático baseado em simulações de fenômenos físicos ligados à cinemática pode trazer a uma metodologia de sequência didática que leve esses estudantes a construir esse conceito. Para atingir esse objetivo foram elaboradas três atividades abordando, interdisciplinarmente, os assuntos: referencial de um móvel; movimento uniforme (MU); movimento uniformemente variado (MUV); funções do 1º e 2º graus. As atividades incluíam simulações em Objetos de Aprendizagem e foram elaboradas segundo pressupostos da engenharia didática em articulação com alguns princípios norteadores como os efeitos do Contrato Didático na relação aprendiz/saber/professor, a análise das ações do estudante proposta pela Teoria das Situações Didáticas, o desenvolvimento e a estruturação matemática das situações-problemas pela Teoria dos Registros de Representações e, os aspectos interdisciplinares entre os domínios Física e Matemática. Os sujeitos dessa investigação foram os alunos da primeira série do ensino médio de uma escola estadual da periferia de São Bernardo do Campo. A experimentação foi realizada em dez sessões que privilegiaram com a inclusão digital 34 alunos divididos em duas turmas: turma A separados em dez duplas e turma B em sete duplas. Os resultados apresentados nas realizações dos alunos corroboram o uso de Objetos de Aprendizagem concebidos no contexto da Física como uma tecnologia que pode ser utilizada na abordagem interdisciplinar de conteúdos das disciplinas de Física e Matemática, uma vez que eles, além de motivar os alunos pelo aspecto dinâmico e interativo das simulações que trazem situações da realidade, também, apresentam os registros de representação na forma gráfica e algébrica das situações-problemas intrínsecas aos Objetos de Aprendizagem que podem auxiliar no entendimento da relação entre o empírico e o teórico. Como resultado da interação aprendiz/computador, os alunos conseguiram realizar a programação gráfica do fenômeno velocidade o que configurou a abordagem construcionista dos alunos na situação de programação onde repetiram por vezes o ciclo descrição-execução-reflexão-depuração-descrição até alcançarem o resultado desejado. O uso dos Objetos de Aprendizagem em articulação com a metodologia de sequência didática e a abordagem interdisciplinar de conteúdos afins propiciou a aprendizagem com significado com relação aos seguintes aspectos: o significado e a relação entre os coeficientes nas funções horárias no MU e MUV e as funções do 1º e 2º graus; descrição da representação das funções nos registros tabular, algébrico e gráfico; interpretação e passagem do registro língua natural para o registro algébrico através da estruturação matemática do fenômeno intrínseco à situação-problema
193

Objetos digitais de aprendizagem de História do Brasil para o Ensino Médio: uma proposta de roteiro avaliativo para o professor-curador / Digital learning objects of history of brazil for high school: a proposal for an evaluative guide for the teacher-curator

Souza, Renato Fontes de 15 December 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-01-23T11:29:56Z No. of bitstreams: 1 Renato Fontes de Souza.pdf: 2784709 bytes, checksum: f1d663917e3bde6e0ec425fb4f3c87d0 (MD5) / Made available in DSpace on 2018-01-23T11:29:56Z (GMT). No. of bitstreams: 1 Renato Fontes de Souza.pdf: 2784709 bytes, checksum: f1d663917e3bde6e0ec425fb4f3c87d0 (MD5) Previous issue date: 2017-12-15 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research integrates the New Technologies in Education line of the postgraduate program in Education: Curriculum, from PUC / SP, and is about the Digital Learning Objects (ODA) of History of Brazil for High School. From the problem question, "What criteria can History teachers use to select digital learning objects from History of Brazil for High School?", This research with a qualitative approach carried out a documentary analysis and aimed to present a history of the teaching of History in Brazil; propose the organization of a script for the analysis of digital learning objects of this discipline for High School; raise and analyze examples of ODA from the elaborate script and indicate possible paths for curating digital learning objects by History teachers. The data collected allowed the development of a roadmap for the identification, analysis and selection of digital learning objects according to technical, conceptual and pedagogical criteria in order to integrate these materials into pedagogical practice. The data also point out ways that can contribute to the teaching of History of Brazil with the use of digital information and communication technologies / Esta pesquisa integra a linha Novas Tecnologias na Educação do programa de pós-graduação em Educação: Currículo, da PUC/SP, e versa sobre os Objetos Digitais de Aprendizagem (ODA) de História do Brasil para o Ensino Médio. A partir da questão-problema, “Quais critérios os professores de História podem empregar para selecionar objetos digitais de aprendizagem de História do Brasil para o Ensino Médio?”, essa pesquisa com abordagem qualitativa realizou uma análise documental e objetivou apresentar um histórico do ensino de História no Brasil; propor a organização de um roteiro para análise de objetos digitais de aprendizagem dessa disciplina para o Ensino Médio; levantar e analisar exemplos de ODA a partir do roteiro elaborado e indicar possíveis caminhos para a curadoria de objetos digitais de aprendizagem pelos docentes de História. Os dados colhidos permitiram o desenvolvimento de um roteiro para identificação, análise e seleção de objetos digitais de aprendizagem segundo critérios técnicos, conceituais e pedagógicos de forma a integrar esses materiais à prática pedagógica. Os dados apontam, também, caminhos que podem contribuir para o ensino de História do Brasil com uso de tecnologias digitais de informação e comunicação
194

Ferramenta computacional interativa para a elaboração de mapas conceituais integrada no HyperCAL online para a produção de objetos de aprendizagem

Corrêa, Pablo Ermida January 2012 (has links)
O presente trabalho teve por objetivo desenvolver uma ferramenta computacional interativa para a elaboração de mapas conceituais e objetos de aprendizagem, como um módulo integrado ao ambiente virtual HyperCAL online. A partir disso, melhorou-se a interação do usuário, no módulo professor, com o sistema no desenvolvimento de objetos de aprendizagem, oportunizando a flexibilidade e customização no acesso ao conteúdo. Para a execução deste trabalho, foram investigados os seguintes temas: Design Instrucional, Ambientes Virtuais e Objetos de Aprendizagem, os processos de desenvolvimento de Software e as metodologias ágeis, os conceitos de Design de Interação e Interface, seguindo principalmente os princípios de design e usabilidade, com foco na experiência do usuário. Todo este estudo possibilitou a construção e a integração da ferramenta de mapas conceituais no ambiente HyperCAL online com a aplicação da metodologia ágil Extreme Programming (XP) que, por ter premissas de simplificação de processos e proximidade constante com o usuário, garantiu a qualidade do projeto durante o processo de aplicação das técnicas propostas. A implementação de mapas conceituais no ambiente virtual HyperCAL online demonstrou grande aplicabilidade para a proposta desta pesquisa, pois potencializou a possibilidade de pesquisa e aprendizado do usuário, contribuindo no seu foco de interesse, aumentando sua capacidade de informação, interação e recuperação de dados do sistema. E ainda, tornou o ambiente virtual mais atrativo, interativo e dinâmico para os seus usuários. / Abstract: This study aims to develop an interactive computational tool to elaborate conceptual maps and learning objects, as an integrated module to the online virtual environment HyperCAL. We sought to improve the teacher module’s user interaction with the system of development of learning objects, allowing the flexibility and customization when accessing content. For the execution of this study, the following issues have been investigated: Instructional Design, Virtual Environments and Learning Objects; the processes of software development and agile methodologies; and concepts of Interaction and Interface Design, mainly following the principles of design and usability, focusing on the user’s experience. The study enabled the construction of the tool of conceptual maps and its integration to the HyperCAL online environment with the implementation of an agile methodology, which assured the quality of the project during the process of application of the proposed techniques, due to assumptions of simplifications of processes and to the constant proximity with the user. The implementation of concept maps in the online virtual environment HyperCAL has shown great applicability to the proposal of this research, as it has opened up new possibilities for research and learning for the user, contributing to their focus of interest, increasing its capacity for information, interaction and data recovery from the system. In addition, it has made the virtual environment more attractive, interactive and dynamic for its users.
195

Proposta de uma arquitetura (framework) tecnológica que apóia o desenvolvimento do aprendizado individual e adaptativa em instituições de ensino / Proposition of a technological architecture (framework) that supports the development of individual learning and is adjustable in teaching institutions

Leite, Marco Antonio Aparecido 27 September 2004 (has links)
A maioria das instituições educacionais prioriza o desenvolvimento de sistemas informacionais com foco operacional ou administrativo em seu primeiro momento postergando o desenvolvimento de sistemas que controlam o treinamento e aprendizado. A arquitetura proposta visa adaptar-se aos sistemas existentes, suportando a utilização de tecnologias que ajudam a evolução do treinamento e aprendizado de forma individual e não apenas utilizar tecnologia como um veículo distribuidor de informação, característica presente na maioria das apresentações multimídia. Apresenta uma revisão bibliográfica sobre a importância do aprendizado individual, identificando como as avaliações empregadas de forma presencial podem ter um formato mais dinâmico no ambiente virtual. Também são avaliadas tecnologias que fornecem subsídios para a criação da arquitetura, suprimindo algumas deficiências de fragmentação e de isolamento do aprendizado do aluno, melhorando o desempenho do conhecimento individual. É apresentado no final um modelo de estrutura que irá permitir a integração das tecnologias abordadas que apóia o desenvolvimento do aprendizado individual e adaptativa a sistemas de informações existentes em instituições de ensino. / The majority of educational institutions prioritize the development of informational systems with an operational or administrative focus at first, depreciating the development of systems that control training and learning. The proposed architecture aims to adapt itself to existing systems, supporting the application of technologies that help the evolution of training and learning in an individual way and not only using technology as a vehicle that distributes information, characteristic which is present in most of the multimedia presentations. The paper presents a review of the literature on the importance of individual learning, identifying how the evaluations employed in a present way may have a more dynamic format in the virtual environment. Technologies which supply subsides for the creation of the architecture are also evaluated, suppressing some deficiencies of fragmentation and isolation of the student\'s learning, improving the performance of the individual learning. It is presented at the end a model of structure that will allow the integration of the approached technologies which support the development of the individual learning and which can be adapted to existing information systems effective in teaching institutions.
196

SAAPIEnS: autoria de objetos de aprendizagem e acompanhamento pedagógico para o ensino de dedução natural na lógica proposicional

Rodrigues, Agnaldo Martins 27 August 2014 (has links)
Submitted by Maicon Juliano Schmidt (maicons) on 2015-04-28T19:02:32Z No. of bitstreams: 1 Agnaldo Martins Rodrigues.pdf: 3935190 bytes, checksum: 46b1f019444554c37a2d064289176869 (MD5) / Made available in DSpace on 2015-04-28T19:02:32Z (GMT). No. of bitstreams: 1 Agnaldo Martins Rodrigues.pdf: 3935190 bytes, checksum: 46b1f019444554c37a2d064289176869 (MD5) Previous issue date: 2014-01-31 / Nenhuma / Com o uso crescentedas tecnologias de informação e comunicação na área educacional, torna-se cada vez mais necessária a criação de ferramentas de apoio ao professor, capazes de auxiliá-lo no planejamento e execução das aulas, bem como no acompanhamento do processo de ensino-aprendizagem. Em alguns casos, o acesso a essas tecnologias, aliado ao conhecimento técnico limitado por parte dos docentes, pode comprometera maneira com que os conteúdos são desenvolvidos e utilizados pelos alunos. Essa é a principal área de pesquisa da presente dissertação, que se propõe a ajudar a tornar mais proficiente esse processo, pelo menos no contexto do ensino de dedução natural na disciplina de Lógica, através da criação de uma ferramenta inteligente de autoria e acompanhamento de uso de materiais educacionais, na forma de objetos de aprendizagem. A ferramenta, denominada SAAPIEnS,torna possível que o professor elabore objetos de aprendizagem customizáveis no domínio específico de dedução natural na lógica proposicional. Com base em um conjunto de ações, regradas por estratégias de ensino, almeja-se também instrumentalizar o docente no acompanhamento das atividades realizadas pelos alunos no ambiente computacional, apoiando o processo de avaliação do nível dedesempenho alcançado pelos alunos. Isso é feito por meio de um subsistema que oferece serviços de visualização e análise de dos conjuntos de interações dos alunos com os objetos de aprendizagem. A ferramenta é disponibilizada tanto via Web quanto via local (desktop), visando a uma maior flexibilidade para professor e alunos. Os possíveis impactos dessa ferramenta foram avaliados através de cenários hipotéticos de uso, que ilustram as principais contribuições possíveis para esse tipo de ferramenta. / With the increasing use of information and communication technologies in education, it becomes necessary to create supporting tools which can assist teachers in planning and implementing lessons as well as monitoring the process of teaching and learning. In some cases, access to these technologies, coupled with limited technical knowledge on the part of teachers, can compromise the way the contents are developed and used by students. This is the main research area of this dissertation, which aims to make this process more proficient, at least in the context of teaching natural deduction in the discipline of logic, through the creation of an intelligent authoring tool of learning objects, which also allows the teacher to follows the use of these educational materials by students. The tool, called SAAPIEnS, makes it possible for the teacher to prepare customizable learning objects in the specific domain of natural deduction in propositional logic. Based on a set of actions, regulated by a set of teaching strategies, the goal is to help teachers to monitor the activities performed by students in the computing environment, supporting the process of assessing the level of performance achieved by the students. This is done by means of a subsystem, which offers visualization and analysis service of the sets of interactions of students with learning objects. The tool supports Web and local (desktop) interfaces, giving greater flexibility for teachers and students. The possible impacts of this tool were evaluated through hypothetical usage scenarios that illustrate the main possible contributions to this type of tool.
197

Localization of Learning Objects in Mathematics

Dagiene, Valentina, Zilinskiene, Inga 12 April 2012 (has links) (PDF)
Mathematics learning seems to be a demanding and time-consuming task for many learners. Information and communication technology (ICT) is an attractive tool of learning for students at any level and it can provide an effective atmosphere for understanding mathematics. The question is how to combine mathematics teaching contents, approaches, curricula, and syllabus with new media. The key issue in European educational policy (and other countries as well) is exchange and sharing digital learning resources (learning objects) among countries. In order to accumulate the practice of various countries and use the best digital resources created by different countries, it is necessary to localize learning objects (LO). The paper deals with some problems connected with localization of LO, developed for mathematics education, and presents some solution. Software localization is mainly referred to as language translation (e.g., translation of user interface texts and help documents). However, there are many other important elements depending on the country and people who will use the localized software. In this paper, the main attention is paid to localization of learning objects used for teaching and learning mathematics.
198

Innovation in university computer-facilitated learning systems: product, workplace experience and the organisation

Fritze, Paul A. Unknown Date (has links) (PDF)
This thesis reports on the development of a generic online system to support learning and teaching at the University of Melbourne. New online technologies, the fostering of innovation at national and university levels and my position within a central educational unit provided the opportunity in 1996 to adapt a previous software package for online use. My observations of the problematic nature of computer-facilitated learning (CFL) production led me to take an open approach to the development, seeking both a practical product and enhanced understanding. A series of formative questions defined the scope and goals of the study, which were to: *produce a generic online learning system; *increase understanding of the workplace experience of that development; and *develop an organisational model for the further development of generic CFL systems. Given this multi-disciplinary focus, many paradigms in the literature could potentially have guided the study. A number of these aligning with the research purposes, context and constructivist philosophy of the study, were reviewed from the perspectives of learning, CFL development and the organisation.
199

Σχεδιασμός, ανάπτυξη και σύνθεση οντολογιών για την υποστήριξη της εκπαίδευσης στην αντικειμενοστρεφή ανάλυση

Μπαγιαμπού, Μαρία 25 January 2012 (has links)
Τα τελευταία χρόνια γίνονται πολλές έρευνες οι οποίες δείχνουν πως οι Οντολογίες και οι τεχνολογίες βασισμένες σε οντολογίες, βρίσκουν ευρεία εφαρμογή στην εκπαίδευση και αποτελούν έναν από τους πιο σημαντικούς τομείς έρευνας της εκπαιδευτικής τεχνολογίας. Μια οντολογία αποτελεί την τυπική προδιαγραφή κάποιας περιοχής γνώσης (Gruber, 1993). Παρέχει τις βασικές έννοιες του πεδίου γνώσης που περιγράφεται και τις μεταξύ τους σχέσεις, καθώς και την ορολογία με την οποία αναφερόμαστε στις έννοιες και τις σχέσεις αυτές. Δηλαδή, μια οντολογία παρέχει τόσο λεξιλόγια και όσο και σχήματα οργάνωσης της γνώσης, τα οποία μπορούν να αξιοποιηθούν ως κοινά πλαίσια επικοινωνίας μεταξύ ανθρώπων, συστημάτων και οργανισμών, διευκολύνοντας το διαμοιρασμό, την διαλειτουργικότητα και την επαναχρησιμοποίηση πόρων (Uschold & Gruninger, 1996). Οι Οντολογίες συνδέονται στενά με το λεγόμενο Σημασιολογικό Ιστό, που αναφέρεται στη σημασιολογική διασύνδεση των πληροφοριών που υπάρχουν στον Παγκόσμιο Ιστό με τρόπο κατανοητό από μηχανές (Berners Lee et al., 2001). Μια τέτοια διασύνδεση θα έδινε πολύ μεγάλες προοπτικές όσον αφορά στο διαμοιρασμό, ανάκληση και επαναχρησιμοποίηση της πληροφορίας τόσο στην εκπαίδευση όσο σε όλο το φάσμα των δραστηριοτήτων μας. Η εργασία μας συνίσταται στη δημιουργία μιας εκπαιδευτικής εφαρμογής για τη διαχείριση μαθησιακού υλικού και μαθησιακών στόχων σχετικών με το αντικείμενο της Αντικειμενοστρεφούς Ανάλυσης και συγκεκριμένα με το γνωστικό πεδίο των Διαγραμμάτων Περιπτώσεων Χρήσης, η οποία βασίζεται σε οντολογίες. Χρησιμοποιούμε οντολογίες για να περιγράψουμε με τυπικό τρόπο τρεις βασικές συνιστώσες της μαθησιακής διαδικασίας: το γνωστικό πεδίο, τα μαθησιακά αντικείμενα και τους μαθησιακούς στόχους, με σκοπό να γίνει δυνατή η αυτόματη επεξεργασία των παραπάνω συνιστωσών από εφαρμογές ηλεκτρονικής μάθησης και να προωθείται η επικοινωνία, η διαλειτουργικότητα και ο διαμοιρασμός πόρων. Ακόμα, ζητούμενο της εφαρμογής μας αποτελεί η ενσωμάτωση σε αυτήν δυνατοτήτων παροχής προσωποποιημένων υπηρεσιών. Αφού κάνουμε μια σύντομη επισκόπηση της βιβλιογραφίας σχετικά με τη χρήση οντολογιών στην Εκπαίδευση αναφερόμαστε στις Οντολογίες που δημιουργήσαμε και στον τρόπο που είναι δυνατόν να χρησιμοποιηθούν για να επιτευχθούν οι προαναφερθέντες στόχοι. Σημειώνουμε ότι στην παρούσα εργασία δεν περιλαμβάνεται η εκπαιδευτική αξιολόγηση του συστήματος (μετά από πιλοτική χρήση), αλλά μόνο η επαλήθευση της λειτουργίας του. / An ontology is a formal specification of a conceptualization (Gruber, 1993). It provides terminology and conceptual schemas concerning a domain, and can be used as a communication framework between humans, software systems and organizations, promoting interoperability and reusability of resources. Our work concerns the creation of an ontology-based educational application that aims at the management of educational resources and instructional goals related to the field of Object-Orient Analysis and specifically the field of Use Case Diagrams. As part of our work, we have used ontologies to formally describe three basic components of the educational process: the learning material, the knowledge domain and the learning goals. We created three ontologies: the use case diagram ontology (domain ontology), the competency ontology (to model the learning goals) and the learning object ontology (to describe the learning material), which we ultimately combined in one application. The inclusion of components like learning objects and competencies in our application, as well as the use of ontologies to formally describe them, are features that can promote interoperability and resource reuse and can be used to provide personalised services. In this paper, we first describe ontologies and their current uses in the education field according to recent research and then we proceed with the analytic description of our ontologies and our application.
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Σχεδιασμός και χρήση μαθησιακών αντικειμένων : μια σημειωτική προσέγγιση

Βορβυλάς, Γεώργιος 01 February 2013 (has links)
Η παρούσα διδακτορική διατριβή προτείνει ένα εννοιολογικό πλαίσιο σχεδιασμού μαθησιακών αντικειμένων το οποίο εμφορείται από την Κοινωνική Σημειωτική και από τη Θεωρία της Ρητορικής Δομής. Προτείνεται μια θεώρηση των μαθησιακών αντικειμένων ως πολυτροπικών ψηφιακών κειμενικών μακρο-ειδών τα οποία αποτελούνται από ψηφιακά κειμενικά μικρο-είδη. Η οργάνωση του μαθησιακού περιεχομένου μοντελοποιείται μέσα από διάφορα συστημικά δίκτυα τα οποία αναπαριστούν τις σχεδιαστικές επιλογές του δημιουργού των μαθησιακών αντικειμένων. Με αυτό το σημειωτικό πλαίσιο στη διάθεσή του ένας δημιουργός μαθησιακών αντικειμένων μπορεί να εξοπλιστεί με τα εννοιολογικά εκείνα εργαλεία τα οποία θα του επιτρέψουν: α) να δημιουργήσει ή να χρησιμοποιήσει διάφορους τύπους κειμενικών μικρο-ειδών σύμφωνα με τις επικοινωνιακές λειτουργίες που αυτά εξυπηρετούν, β) να συνδέσει μεταξύ τους αυτούς τους τύπους μέσα από μια σειρά συζευκτικών σχέσεων και γ) να εκφράσει μέσα στο μαθησιακό περιεχόμενο τις επικοινωνιακές του προθέσεις απέναντι σε μια συγκεκριμένη ομάδα – στόχο χρηστών. / This thesis proposes a conceptual framework for designing learning objects which is imbued by Social Semiotics and Rhetoric Structure Theory. An outlook of learning objects as digital multimodal macrogenres composed by digital microgenres is proposed. The organization of learning content is modeled through several systemic networks which represent the design choices of the learning objects’ author. With this semiotic framework at his disposal, a learning objects’ author can be equipped with those conceptual tools that will enable him: a) to create or use different types of microgenres according to the communicative functions they serve, b) to link these types through a series of conjunctive relations and c) to express within the learning content his communicative intentions towards a particular target group of users.

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