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"Pozitivní aspekty" dyslexie / "The Positive Aspects" of DyslexiaBrancuská, Hana January 2012 (has links)
This thesis deals with the so called "positive aspects" of dyslexia, specifically enhanced creativity in dyslexics. It has recently become common to associate dyslexia not only with its symptoms and deficits, but also to emphasize its possible gains. Anecdotal evidence refers to enhanced creativity and more specific abilities of individuals with dyslexia. Based on the results of foreign studies that suggest a relationship between dyslexia and increased creativity, this research study was carried out in the environment of Czech secondary schools. The research group consisted of 67 adolescents with dyslexia and 67 intact counterparts at the age range from 17 to 20 years (including 108 boys and 26 girls). The data were obtained via figural Torrance Test of Creative Thinking. We then compared levels obtained within experimental and comparison groups in three specific fields - originality, elaboration and provision of non-standard and unusual responses. This was to lead to confirmation (or refusal) of a presumption that dyslexics show significantly higher scores in all three areas. Although the overall results of the research did not demonstrate a significant difference between the groups, we observed a trend indicating a higher score in dyslexics in all the defined areas. Results of our research study...
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Servicio integral de aprendizaje y desarrollo emocional virtual / Comprehensive learning service and virtual-emotional developmentCieza Flores, Estela Elizabeth, Escalante Aguilar, Jordan Aldair, Jaramillo Quispe, Joyce Eileen, Marallano Muro, César Augusto, Moreno Huaman, Elena Ruth 07 December 2020 (has links)
El presente trabajo de investigación denominado Servicio Integral de Aprendizaje y Desarrollo Emocional Virtual (SIADEV), está enfocado en validar la viabilidad de un servicio integral, a través de un entorno virtual para mejorar el rendimiento académico y emocional de los estudiantes del nivel secundaria. En dicha etapa, adquieren los conocimientos necesarios, habilidades y fortalecen su autoestima. Sin embargo, se evidencia que solo el 21% de limeños y el 32% de estudiantes del callao se encuentra satisfecho con el nivel de servicio educativo que recibe. Además, el 48% opina que el principal problema es la calidad de los docentes.
Por lo antes expuesto, nace SIADEV, una propuesta de Servicio Integral de Aprendizaje y Desarrollo Emocional Virtual, con reforzamiento académico, talleres de habilidades, consejería psicológica y orientación vocacional con la metodología Thinking Based Learning. El cual va dirigido a adolescentes de 12 a 17 años, del segmento B/C. Se trabajó con una muestra de 100 personas de Lima metropolitana y el Callao. Se aplicó metodología cuantitativa y cualitativa. Con los resultados obtenidos se pudo identificar la problemática y propuesta de solución. La presente propuesta de negocio necesitará de una inversión de S/84, 626.00 Soles, con un VPN S/.663, 034 los cuales tendrán una TIR de 183.02 % demostrando con ello que el proyecto es rentable para los inversionistas. / The present research project called SIADEV (Comprehensive Learning Service and Virtual-Emotional Development) is focused on validating the viability of a comprehensive service through a virtual learning environment to improve the academic achievement and emotional condition for students at the secondary level. During this stage, the students acquire the required knowledge, skills, and strengthen their self-esteem. However, it is validated that only 21 % of Lima citizens and the 32 % of citizens from Callao are satisfied with the level of educational services. Besides, 48 % of those thinks that the quality of the teachers is the major problem.
Therefore, SIADEV was born as a proposal of a comprehensive service of academic reinforcement, soft skills workshops, psychological counseling, and vocational guidance under the Thinking Based Learning methodology. The business model is aimed at adolescents from 12 to 17 years old who belong to the B&C segment. It has been worked with a sample of 100 people from the Lima Metropolitan area and Callao. Quantitative and qualitative methodology was applied, as well. With the results achieved, it was possible to identify a solution to the problematic evidence. The business proposition that is presented will require an investment of $ 23, 494.17 USD (S/ 84, 626.00 - Perú), with a NPV of $ 184, 073.85 USD (S/ 663, 034 .00- Perú) and, also, will have an IRR of 183.02 %, which demonstrates that the project is profitable for investors. / Trabajo de investigación
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Pojmové mapy a jejich využití v učení vysokoškolských studentů / Concept Maps and Their Use in Learning of University StudentsZůnová, Tereza January 2017 (has links)
This thesis presents concept maps as an alternative tool for learning of adult university students. The theoretical part explains the changes in the ability to learn of these adult students. The thesis presents basic information about concept maps and describes specific examples for their use by university students. I describe the advantages and disadvantages which bring them this information recording graphical tool. The empirical part combines all topics of the theoretical part. Qualitative research presents the subjective views of adult university students on changes in their ability to learn. They try to create concept map and then they give their subjective views on this tool and their previous experience with it.
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Workshopband der Mensch & Computer 2011Eibl, Maximilian, Ritter, Marc 09 September 2011 (has links)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus.
Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow.
From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track.
Begreifbare Interaktion in gemischten Wirklichkeiten
Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis
Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011)
Mousetracking – Analyse und Interpretation von Interaktionsdaten
Menschen, Medien, Auto-Mobilität
mi.begreifbar – Medieninformatik begreifbar machen
Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen
Innovative Computerbasierte Musikinterfaces (ICMI)
Senioren. Medien. Übermorgen.
Designdenken in Deutschland
Game Development in der Hochschulinformatik
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