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Uso de telesc?pios remotos no ensino da astronomia: da interface na web ? aplica??o no estudo do cat?logo Messier e da luaAmorim Filho, Alberto Alves 29 September 2017 (has links)
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Previous issue date: 2017-09-29 / The current work is about remote and robotic telescopes as a school activity. In its development, it is based in the consolidated experiences of the Telescopes at School, from Brazil, and MicroObservatory, from United States of America. In order to support the diffusion of remote observation technology in Brazilian education, it recommends the study of the Messier Catalog and the Moon. The research was attended by eleven high school students from the AstroEngenharia Project of the Teot?nio Vilela State School in Feira de Santana, a city of Bahia, Brazil. To this research the author used both qualitative and quantitative approach. As a reference for learning, the postulates of Leon Vygotsky, that emphasizing the role of the school in the formation of scientific concepts and the teacher?s performance in the zone of proximal development (ZPD). The products include tutorials, forms and spreadsheets, as well as activities with image in false color, the calculation of the diameter of the lunar craters and the creation of the images bank. / O presente trabalho aborda o uso de telesc?pios remotos e rob?ticos como atividade escolar. No seu desenvolvimento busca amparo nas experi?ncias consolidadas dos Telesc?pios na Escola no Brasil e do MicroObservatory nos Estados Unidos da Am?rica. Para subsidiar a difus?o da tecnologia de observa??o remota, na educa??o brasileira, recomenda o estudo do Cat?logo Messier e da Lua. A investiga??o contou com a participa??o de onze estudantes do Ensino M?dio do projeto denominado AstroEngenharia do Col?gio Estadual Teot?nio Vilela. A pesquisa fez uso da abordagem qualitativa e quantitativa. Como referencial de aprendizagem foram utilizados os postulados de Leon Vygotsky por enfatizar o papel da escola na forma??o dos conceitos cient?ficos e na atua??o do professor na Zona de Desenvolvimento Proximal (ZDP). Os produtos elaborados consistem em tutoriais, formul?rios e planilhas, assim como em atividades com imagens em falsa cor, o c?lculo do di?metro das crateras lunares e a cria??o do banco de imagens.
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The impact of the extended curriculum programme and students' experiences of the programme at the University of KwaZulu-Natal, Pietermaritzburg.Nala, Nkosikhona. January 2010 (has links)
This research responds to a body of literature that identifies the epistemological difficulties faced previously disadvantaged University entrants who are insufficiently prepared to successfully master the academic requirements at tertiary institutions in South Africa. The study investigates the impact of the nascent Extended Curriculum Tutorials (ECTs) programme in the Humanities at the University of KwaZulu-Natal, Pietermaritzburg on students‟ academic performance and social integration into the academy. These ECTs were developed and piloted in 2006 and were formally implemented in 2007. the aim of the programme is to articulate access into mainstream study through introducing students to the discursive practices of selected disciplines. They are available as an augmented extension of the existing access programme at the University. The research focuses on the following questions: 1) Are extended curriculum academic access interventions instrumental in the academic success and student development?; 2) What are the students‟ personal and interpersonal experiences within the programme in their social and academic development?; Which pedagogical approach/es are prevalent within the extended curriculum tutorials and 4) What is the role and the use of social capital within the programme? A triangulation of quantitative and qualitative methods was employed for data collection in this study. The findings are based on: 1) A comparative statistical analysis of students‟ assessment marks; 2) A student evaluation of the programme; 3) Participatory classroom observations and 4) in-depth interviews with students and tutors within the programme. The findings reveal that the extended curriculum tutorials are instrumental not only in supporting academic success but also in facilitating personal development. / Thesis (M.Soc.Sc.)-University of KwaZulu-Natal, Pietermaritzburg, 2010.
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Lärande och flow : Den optimala lärandeupplevelsenEnglund, Mikael January 2012 (has links)
Detta arbete har utförts för att undersöka frågeställningen ”Hur bör ett dataspels tutorial designas för att spelaren ska lära sig samtidigt som den främjar uppkomsten av flow?”. För att besvara detta har teorier inom pedagogik, lärande av spel, användbarhet och flow samt mer generella teorier kring spel studerats för att skapa en teoribildning inom området. För att testa detta har ett spel med två olika tutorials skapats. Detta spel har sedan använts för att, med hjälp av två testgrupper, samla data om hur spelare lär sig samt deras flowupplevelse. Resultaten visar på att den typ av inlärning som bör appliceras är beroende av vad som ska läras ut till spelaren. Huruvida någon av de olika typerna av tutorials är fördelaktiga för uppkomsten av flow har ej kunnat besvara då de båda testgruppernas data visat på snarlika flowupplevelser.
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Evaluation of computer-based tutorials at UWC: Perceptions, advantages and challengesJonas, Sbongile January 2003 (has links)
>Magister Scientiae - MSc / This is an exploratory study that aims to find out how computer-based tutorials can be conducted effectively for large first year Statistics classes. The study focuses on the student's perceptions, advantages of being able to access tutorials anywhere, anytime and lastly the challenges of implementing the system. More specifically for the University of the Western Cape (UWC) environment, without sufficient staff, the effectiveness of learning in this initial stage is focused on the experience whereby students can do extensive problem-solving anytime and anywhere. Data were collected at UWC using first-year introductory Statistics students, during the first and the second semester. Structured questionnaires (self-completed) were used to measure student's perceptions and learning experiences. The results pointed to a positive overall perception towards computers and feelings about computers amongst all groups of first year students. The major advantage with these randomly generated computer-based tutorials is the fact that one could access the questions anytime, anywhere. The challenge now remains with educators to provide an environment where new methods of learning and delivering information can be accessed
effectively.
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Ingenieure und Holzgestalter - Innovation engineering für gestaltungsorientierte BerufsbilderLohse, Aline, Strobel, Jacob 19 February 2019 (has links)
Ziel des Institutionen übergreifenden Praxisprojektes war die Verbindung von Theorie und Praxis in der Lehre für die Disziplinen Arbeitswissenschaft, Innovationsmanagement und Holzgestaltung. Es
wurden selbstproduzierte Lehr-Lernvideos nutzerzentriert entwickelt, auf ihre Usability und User Experience hin geprüft und zur Ideenfindung im Innovationsprozess eingesetzt. Forschungsseitiger
Fokus war die Evaluation zur orts- und zeitunabhängigen Zusammenarbeit im Kreativitätsprozess. Das Projekt wurde von der TU Chemnitz – Professur Arbeitswissenschaft und Innovationsmanagement
und der Angewandten Kunst Schneeberg Abteilung Holzgestaltung realisiert.
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The Impact of Web-Based Tutorials in One Corporation's Transition to a Blended Learning EnvironmentBoyd, Michelle Anne 21 June 2008 (has links) (PDF)
ELM Resources, a not-for-profit, mutual-benefit corporation, provides web-based transmission and data translation services for student loan data between loan providers and schools/universities. This corporation has a relatively new training staff of five to seven employees and over 1,800 client organizations. Because of the heavy demands placed on the training staff, ELM training administrators sought alternatives to their current training program of onsite training and web conferencing. Blended learning was identified as one possible solution. In this project, blended learning is defined as using a combination of face-to-face training and technology-delivered training. By adding web-based, on-demand tutorials, along with other training media, ELM hoped to increase access to training while keeping costs low. This project explores the impact of these tutorials on ELM and its clients. Reported are an interview with the Director of Training and several surveys distributed to school staff, lenders, and ELM training specialists. A critique of the project addresses the need for future research to collect performance data. Evaluation results indicate that the changes to the training program have established a positive relationship between ELM and its clients, and have given ELM a definite competitive edge. The advantages especially noted in the evaluation results include the usefulness of the tutorials as both a reinforcement of previous training and a self-testing tool, their brief and highly visual format which teaches one process at a time, and the convenience in accessing and using the tutorials. Disadvantages include the tutorial's inherent impersonal nature, the loss of the ability to ask questions, and lack of optional narration. This paper discusses unanticipated benefits to the trainers, such as the use of the tutorials within face-to-face training sessions, and to other ELM staff members, including Help Desk personnel. The decrease in training-related Help Desk calls after the introduction of the training changes suggests a positive impact on learning.
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Player Onboarding in a Low-Complexity Game Favouring Implicit Instructions : A Case Study of the Game The Social GripHatzl, Anna, Hedberg, Ottilia, Keramidas, Ilias, Mardunovich, Daniel, Jankovic, Bozidar January 2024 (has links)
This paper sought to understand how onboarding should be designed for a low-complexity game that favours implicit instructions. Low-complexity games are defined as having a low number of mechanics with predictable gameplay. This may make explicit instructions less applicable for onboarding players in those types of games, as players may have a more enjoyable experience learning the game with higher agency. Currently, there is a lack of studies focusing on the subject of onboarding in low-complexity games. This paper aims to contribute findings to the topic, which may prove relevant for game designers seeking to design viable onboarding methods for their low-complexity games. For this study, we conducted research through design. We iterated our own low-complexity game, The Social Grip, over three playtests. The changes were motivated by the results presented during each playtest and iterated within the cognitive load and feedback systems framework. We found that in low-complexity games, it is important to also keep the environment low in complexity to ensure players notice intentionally designed landmarks or breadcrumbs. Finally, we concluded that explicit instructions may be usable in areas that implicit instructions cannot cover, such as teaching players keyboard shortcuts.
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Digitalizovaný experiment - prostředek k osvojení vybraného učiva obecné chemie / Digitized experiments - The instrument for mastering of selected curriculum of general chemistryBartoš, Ivan January 2010 (has links)
By analyzing electronical tools, online applications and tutorials from Czech Republic and abroad I have come to the conclusion that it is necessary to create a flexible educational instrument which includes digitized chemical experiments for general chemistry. Following the analysis of present databases, CD ROMs and VHS containing pictured experiments I found out that a lot of spectacular experiments with pyrotechnical components have not been shooted at all or not in the range of "greater" chemicals quantity. The chosen programming language, in which FMDP was written, proved to be most efficient. This choice emerged from a discussion with programmers and was motivated in particular by larger possibilities of C# than HTML have. In addition to it the modification of the FMDP content is easy. The teachers with minimum of the PC-literacy can make any changes in FMDP, alternate any of its parts and adapt them for various internal and external conditions of education. With regard to the interview having found the needs of learners I filmed and digitized especially such experiments that present the chemical reactions accompanied by the rise of a smoke, light emission, explosion and a surprising turn of colours. On the basis of the statistical evaluation of statistical data containing marks achieved by...
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Hochschulübergreifend lernen, organisieren und kommunizierenBreitenstein, Marcus, Dyrna, Jonathan, Fischer, Helge, Meier, Luis, Möbius, Kathrin, Schneider, Sascha 02 November 2016 (has links) (PDF)
Mit dem Projekt ID4BM wurde eine hochschulübergreifende Lehrkooperation umgesetzt. Es wurden zwei Seminare in allen Phasen – von der Wissensbereitstellung über die Wissensanwendung bis hin zur Bewertung – miteinander verzahnt. Technologische Basis war die Lernplattform OPAL. Verwendete Methoden waren projektbasiertes Lernen, Flipped Classroom, Virtual Classroom, Gruppenarbeit, eTutoring,
Gruppencoaching und Peer Review. Dieser Beitrag liefert Einblicke in die Konzeption der Lehrveranstaltung und die Evaluationsergebnisse.
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Making their minds up : Students´ choice to study social work in Iraklio, GreecePapadaki, Vasileia January 2004 (has links)
<p>The present thesis examines the possible reasons social workers have for entering and eventually graduating from the Social Work Department in Iraklio, Greece. It is a three-phase study, consisting of three distinct but related research parts; each research part is built upon knowledge, issues and questions derived from the preceding part.</p><p>My background in sociology influenced the choice of theoretical perspectives; I was not interested in investigating students’ choice from a psychologically-based perspective. Bourdieu (e.g. 1977; 1987) and the work of others who have drawn on and developed his work (e.g. Hodkinson & Sparkes, 1997; Reay, 1998a) constituted a theoretical framework. In addition, theoretical perspectives which recognise the interplay between individual and structural factors (e.g. Kasimati, 1991) also proved useful. In this work both quantitative and qualitative approaches (grounded theory, narrative analysis) were employed.</p><p>The findings contradict views that stress the degree of free choice people have about work; it is clear that external structural factors limit or contribute to the shaping of this choice. This is not to say, however, that the findings stress the determining influence of solely external factors on students’ choice. Students in this thesis describe actively making decisions; they are players in the field of education. They enter the field with unequal amounts of capital (economic, cultural); thus, although in theory everyone is free to play, not everyone is equal. To the extent that they have different social backgrounds (gender, class), their classed-and-gendered habitus differs as well. In the process of students’ educational choice, their habitus along with the particular educational system (with all its opportunities and restrictions) influence students’ horizons for action, their perceptions of what is available and appropriate for them. The high value placed on higher education (educational fetishism) is another factor influencing students’ horizons for action. In the context of their horizons for action, students employ a variety of strategies in order to enter higher education (e.g. the way they prepare for the exams, their ranking of Schools in preference order etc). The outcome of these strategies is their admission to the Social Work Department, which may have been intended or unintended. After having entered Social Work, additional factors influence students’ educational choice; experiences within the School (e.g. practice tutorials) contribute to their attitude towards social work and their studies, thus to their decision to graduate from the Social Work Department. Students’ decision-making process is made up of patterns of routine experience interspersed with turning points.</p>
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