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Objetos de aprendizagem como recurso educacional digital para educação financeira: análise e avaliaçãoBarbosa, Gisele 28 August 2014 (has links)
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Previous issue date: 2014-08-28 / Este estudo propõe a utilização dos objetos de aprendizagem para o ensino de educação financeira nas escolas, cujos objetivos advêm das propostas pedagógicas de inserção da educação financeira na escola. No entanto, muitos desses recursos precisam ser avaliados e analisados quanto aos aspectos tecnológicos e pedagógicos, que os tornam úteis para os professores. Essa deficiência, por vezes pode inviabilizar sua utilização e reutilização. Nesta direção, indagamos sobre quais são os aspectos tecnológicos e pedagógicos analisáveis de um objeto de aprendizagem para que sejam considerados como recurso educacional para o ensino de educação financeira escolar? A trajetória desse estudo ocorreu através da análise e avaliação de objetos de aprendizagem. Observamos ainda a pluralidade de aspectos mencionados para caracterizar os objetos de aprendizagem. Em decorrência disso, entendemos a dificuldade em desenvolver um recurso que atenda a todos eles. Outro resultado desta pesquisa foi que os materiais que serviram à nossa investigação, embora apresentassem muitos aspectos do checklist da pesquisa, esbarram em questões importantes e aspectos que comprometem a característica de utilização e reutilização atribuídas aos objetos de aprendizagem. O cruzamento das informações nas etapas de avaliação e análise dos objetos da pesquisa nos serviu de orientação para o desenvolvimento de um produto educacional, o qual foi mostrado na forma de um manual para o professor se orientar quanto ao uso de um objeto de aprendizagem para educação financeira escolar. / This study proposes the use of learning objects for teaching financial education in schools, whose goals involve insertion of pedagogical proposals financial education at school. However, many of these features need to be evaluated and analyzed regarding the pedagogical and technological aspects, which make them useful for teachers. This deficiency can sometimes derail its use and re-use. This study set out to inquire about: what are the technological and pedagogical aspects of a learning object analyzable for them to be considered as educational resource for teaching school financial education? The trajectory of this study occurred through the analysis and evaluation of learning objects. We observe the plurality of aspects mentioned to characterize the learning objects. As a result, we understand the difficulty in developing a resource that meets all of them. Another result of this research was that the materials used in our research, although present many aspects of the checklist of research, based on important issues and aspects that compromise the use and reuse characteristic assigned to learning objects. The intersection of information in steps of evaluation and analysis of search objects in served as a guideline for the development of an educational product, which was shown in the form of a prototype of a learning object. We observe the plurality of aspects mentioned to characterize the learning objects. As a result, we understand the difficulty in developing a resource that meets all of them. Another result of this research was that the materials used in our research, although present many aspects of the checklist of research, based on important issues and aspects that compromise the use and reuse characteristic assigned to learning objects. The intersection of information in steps of evaluation and analysis of search objects in served as a guideline for the development of an educational product, which was shown in the form of a prototype of a learning object for financial education in schools.
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LOD: uma abordagem para desenvolvimento de objetos de aprendizagem multimídia e interativos / LOD: an approach to the development of multimedia and interactive learning objectsMarco Aurélio Graciotto Silva 18 June 2012 (has links)
Objetos de aprendizagem (OA) compõem uma das abordagens adotadas para tratar a crescente complexidade da educação com auxílio de computadores, promovendo o reúso e a qualidade de materiais didáticos. Tais benefícios podem ser ampliados ao incluir questões de projeto instrucional e associá-las às características multimídias e interativas dos dispositivos computacionais, sistematizando-se a produção de objetos de aprendizagem. Nesse contexto, esta tese define uma abordagem para o desenvolvimento de objetos de aprendizagem multimídias e interativos considerando o cenário de televisão digital. Essa abordagem, denominada LOD (Learning Object Development) consiste de um modelo de processo ou processo-padrão para desenvolvimento de objetos de aprendizagem (SPLOD Standard Process for Learning Object Development), a partir do qual se define um processo (LODP Learning Object Development Process) adequado para a construção de objetos de aprendizagem como recursos educacionais abertos (análogos a software livre); de um método de desenvolvimento dirigido a modelos, denominado LODM (Learning Object Development Method), compreendendo a modelagem conceitual, instrucional e de interação do objeto de aprendizagem; e de um conjunto de ferramentas que estabelecem um protótipo de ambiente para o desenvolvimento de objetos de aprendizagem (LODE Learning Object Development Environment) considerando o método LODM e o processo LODP. A abordagem LOD foi preliminarmente avaliada quanto à engenharia de objetos de aprendizagem multimídia e interativos, representados por apresentações multimídia e aplicações interativas para televisão digital para a plataforma Ginga do Sistema Brasileiro de Televisão Digital (SBTVD). Os resultados apontam para os benefícios da abordagem integrada para o desenvolvimento, com a geração de objetos de aprendizagem multimídias e interativos de forma mais ágil e sistemática, além de promover o reúso desde os primeiros passos da modelagem dos objetos de aprendizagem / Learning objects are an approach to address the increasingly complexity of computersupported education, fostering reuse and learning material quality. Such benefits can be improved by considering instructional design and the multimedia and interactivity features of current computing devices, providing a systematic method to develop learning objects. Considering such context, this thesis defines an approach to the development of multimedia and interactive learning objects, considering the digital television scenario. This approach is named LOD (Learning Object Development) and is composed of (1) a reference process (SPLOD Standard Process for Learning Object Development) from which we defined a process for learning objects development (LODP Learning Object Development Process) suitable for engineering of open educational resources; (2) a model-driven development method (LODM Learning Object Development Method) that integrates conceptual, instructional and interaction modeling of learning objects; and (3) a set of tools that establish a prototype for an environment for learning object development named LODE (Learning Object Development Environment). The LOD approach was evaluated with multimedia and interactive learning objects development realized as multimedia presentations and interactive digital television applications aimed at the Brazilian Digital Television System and its Ginga middleware. The results evince the benefits of the integrated approach, providing an agile and systematic development and fostering the reuse since the initial models of the learning object engineering process
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As TIC na formação docente: fundamentos para o design de objetos virtuais de aprendizagemSouza, Liliane de Oliveira 29 September 2016 (has links)
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Previous issue date: 2016-09-29 / Faced with the exponential growth of technology in daily activities, teachers have to find out possibilities of including it in their classes. However, teachers need to have understanding and awareness of the potential but also the limits of technology in education, and these elements must be acquired and learned initially in the initial training process. With steps of participatory research, this study analyzes a teacher training proposal for the use of ICT in mathematics teaching, and as a resource produced, virtual learning objects (VLO) to be used in classes of basic education. The participants were students of Teaching Degree in Mathematics, State University of Goiás/Campus Cora Coralina, whose training needs, related to the knowledge required for the use of ICT in the classroom, were identified. The proposed training based on the use of ICT in mathematics classes was developed in the subject of Digital Media in Mathematics Education (annual and on the classroom) in partnership with the subject Supervised Internship I, both taught by the teacher-researcher. It was used a supplementary space for discussion the subject Digital Media in Mathematics Education, Modular Object Oriented Dynamic Learning (Moodle). We used this virtual platform aiming at the acquisition of knowledge necessary for planning and development of contextual VLO to be applied during the supervised training of those involved. The VLO were developed addressing the themes: civil construction - for discussion of plane geometry concepts; planning a party - using concepts and applications of the 1st and 2nd degree functions; and financial mathematics - used to analyze the purchase of a property. Our findings pointed that one of the conditions for the use of ICT in education is the active participation of the teacher in the development of the material from the joint theoretical reflection of its operating context, resulting in the understanding of the need to approximate the content to be taught to the students’ daily lives. / Diante o crescimento exponencial da tecnologia nas atividades cotidianas, cabe aos professores vislumbrarem a possibilidade de envolvê-las em suas aulas. No entanto, os professores precisam ter compreensão e consciência das potencialidades como também dos limites das tecnologias no ensino, sendo que estes elementos devem ser adquiridos e aprendidos inicialmente no processo de formação inicial. Com etapas da pesquisa participante, esta investigação traz o estudo de uma proposta de formação de professores referente ao uso das TIC no ensino de matemática, tendo como recurso produzido objetos virtuais de aprendizagem (OVA) para serem aplicados em turmas da educação básica. Participaram da pesquisa alunos do curso de Licenciatura Plena em Matemática da Universidade Estadual de Goiás/Campus Cora Coralina, cujas necessidades formativas, referente aos conhecimentos necessários para o uso das TIC em sala de aula, foram identificadas. A proposta de formação pautada no uso das TIC nas aulas de Matemática foi desenvolvida na disciplina de Mídias Digitais em Educação Matemática (anual e presencial) em parceria com a disciplina de Estágio Supervisionado I, ambas ministradas pela professora-pesquisadora. Foi usado um espaço de discussão suplementar a disciplina de Mídias Digitais em Educação Matemática, o Modular Object Oriented Dynamic Learning (Moodle). Utilizamos esta plataforma virtual visando a apropriação de conhecimentos necessários para o planejamento e elaboração de OVA contextuais para serem aplicados durante o estágio supervisionado dos envolvidos. Os OVA foram desenvolvidos abordando as temáticas: construção civil - para a discussão de conceitos de geometria plana; planejamento de uma festa - utilizando conceitos e aplicações de funções do 1º e 2º grau; e matemática financeira - utilizado para analisar a compra de um imóvel. Nossos resultados apontam que um dos pressupostos para o uso das TIC no ensino é a participação ativa do professor na elaboração de seu próprio material a partir da reflexão teórica conjunta de seu contexto de atuação, levando-o, ao entendimento da necessidade de aproximação dos conteúdos a serem ensinados do cotidiano dos alunos.
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Objetos digitais de aprendizagem no estudo das oscilações harmônicas: contribuições ao ensino de física / Digital learning objects in the study of harmonic oscillations: contributions to physical educationOliveira, Marcus Vinicius Pinto de 16 February 2016 (has links)
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Previous issue date: 2016-02-16 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This dissertation is an account of experience in the elaboration, implementation and application of the present educational product, which gave the opportunity to investigate alternative ways of producing a virtual learning object for the teaching of the topic of physics in general called simple harmonic movement (SHM). Developed in the form of webpages and containing animations in Adobe Flash on html pages, the educational product illustrates various physical situations / physical models, molded into the SHM content. The educational product aims at the meaningful learning of this topic of physics, we seek to establish a less abstract character, which facilitates and enables the teaching-learning process of oscillatory physical systems, thus leading the students to reflect the contents and better understanding of the them / Esta dissertação é um relato de experiência da elaboração, implementação e aplicação do presente produto educacional, que gerou a oportunidade de se investigar maneiras alternativas de se produzir um objeto de aprendizagem virtual, para o ensino do tópico da Física em geral denominado
movimento harmônico simples (MHS). Desenvolvido na forma de webpages e contendo animações em Adobe Flash em páginas html, o produto educacional ilustra várias situações físicas/modelos físicos, moldadas(os) para o conteúdo MHS. O produto educacional visa a aprendizagem significativa desse tópico de física, buscamos estabelecer um caráter menos abstrato, que facilite e possibilite o processo de ensino-aprendizagem de sistemas físicos oscilatórios, com isso levando os alunos a reflexão dos conteúdos e melhor compreensão dos mesmos.
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Desenvolvimento de aplicativo como objeto de aprendizagem: Atlas Virtual Interativo para o ensino da anatomia cabeça e pescoço direcionado à Odontopediatria / Development of an Application as a Learning Object: Virtual Interactive Atlas for Teaching the Anatomy of Head and Neck, aimed at Pediatric DentistryLuciano Augusto da Silva 29 April 2016 (has links)
Este estudo investiga o uso e o desenvolvimento de objetos tecnológicos no aprendizado sobre anatomia humana, em específico, dos ossos que compõem a cabeça. Esta pesquisa tem por motivação determinar se a tecnologia facilita o aprendizado de um conteúdo que é principalmente visual. O uso e as aplicações de interfaces tecnológicas interativas e imersivas propiciam novas ferramentas de estudo para profissionais e alunos da área de saúde. Por meio destas, usuários podem contar com instrumentos de estudo interativos que oferecem ao usuário sensação de imersão e melhor compreensão do ambiente. Este trabalho, portanto, tem como foco o desenvolvimento de um atlas virtual interativo e tridimensional para o estudo da anatomia da cabeça e do pescoço. Por meio desse atlas, denominado Objeto de Aprendizagem (AO), alunos e profissionais da saúde podem estudar a anatomia da estrutura da cabeça e do pescoço por meio de uma ferramenta interativa dotada de recursos de animação, o que fornece ao usuário a sensação de imersão. / This study investigates the use and the development of technological objects in the learning process related to human anatomy, especially the bones that make up the head. This research is motivated by determining whether this technology facilitates the learning process of a mainly visual content. The use and the application of interactive and immersive technological interfaces provide new study tools for professionals and students of health. As a result, users can rely on interactive study tools that offer the user a sense of immersion and a better understanding of the environment. This paper therefore focuses on the development of an interactive three-dimensional virtual atlas in order to study the anatomy of the head and the neck. With this atlas called Object Learning (AO), students and health professionals can study the anatomy of the head structure and the neck by an interactive tool complemented with animated features, which gives the user a sense of immersion.
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Objeto de aprendizagem para o ensino de algoritmos solucionadores de problemas de otimização em redesLourenço, Wilson Da Silva 26 February 2015 (has links)
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Previous issue date: 2015-02-26 / The network optimization problems (NOP) are common to several areas such as engineering, transport and telecommunications, and have been objects of intense research and studies. Among the classical NOP are the problems of Shortest Path (SPP), Max Flow (MFP) and Traveling Salesman (TSP), which are usually studied in undergraduate and graduate courses such as Industrial Engineering, Computer Science, Information Systems and Logistics, with the use of resources such as chalk and blackboard that hinder the teacher's work, in the sense of showing the functioning of algorithms that solve these problems while maintaining students' motivation for learning. In this context, it is proposed in this research, a computational tool, characterized as a Learning Object (OA) and called TASNOP - Teaching Algorithms for Solving Network Optimization Problems, whose purpose is to contribute to students' understanding about concepts from NOP and, mainly, the functioning of algorithms A*, Greedy Search and Dijkstra used for resolution of SPP, Ford-Fulkerson employed in the resolution of MFP and the Nearest Neighbor to solve the TSP. It is important to highlight that the proposed OA can be accessed through web and also employed in distance learning environments (DLE). Experiments conducted in 2014 with 129 students of Computer Science, from which 51 performed an exercise using the TASNOP and 78 without this tool, confirm that students who used the TASNOP performed better in solving the proposed exercise, corroborating the idea that the OA helped to improve their understanding about the algorithms discussed in this research. In addition, the 51 students who employed the TASNOP answered a questionnaire about it use and, the answers indicated that the TASNOP shows a potential to be used as a learning support tool. / Os problemas de otimização em redes (POR) são comuns a diversas áreas como engenharia, transportes e telecomunicações, e têm sido objetos de intensas pesquisas e estudos. Entre os POR clássicos estão os problemas de Caminho Mínimo (PCM), Fluxo Máximo (PFM) e Caixeiro Viajante (PCV), os quais normalmente são estudados em cursos de graduação e pós-graduação tais como Engenharia de Produção, Ciência da Computação, Sistemas de Informação e Logística, com a utilização de recursos como giz e lousa, o que dificulta o trabalho do professor, no sentido de mostrar o funcionamento dos algoritmos que solucionam esses problemas, mantendo a motivação dos alunos para a aprendizagem. Neste contexto, propõe-se nesta pesquisa, uma ferramenta computacional, caracterizada como um Objeto de Aprendizagem (OA) denominado TASNOP - Teaching Algorithms for Solving Network Optimization Problems, cuja finalidade é contribuir para compreensão dos alunos sobre conceitos de POR e, principalmente, sobre o funcionamento dos algoritmos A*, Busca Gulosa, e Dijkstra, usados para resolução do PCM, Ford-Fulkerson empregado na resolução de PFM e o algoritmo Vizinho mais Próximo para resolução do PCV. É importante ressaltar que o OA proposto pode ser acessado via web e, inclusive, ser acoplado em ambientes de ensino a distância (EaD). Experimentos realizados no ano de 2014 envolvendo 129 alunos do curso de Ciência da Computação, dos quais 51 resolveram um exercício com o uso do TASNOP e 78 sem o seu uso, permitiram verificar que os alunos que utilizaram o TASNOP obtiveram melhor desempenho na resolução do exercício proposto, corroborando a ideia de que o OA contribuiu para melhorar suas compreensões acerca dos algoritmos abordados nesta pesquisa. Em adição, os 51 alunos que usaram o TASNOP responderam a um questionário sobre o seu uso e, com base nessas respostas, ficou evidente o potencial do TASNOP como uma ferramenta de apoio ao ensino.
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Enforcing Customization in e-Learning Systems: an ontology and product line-based approachEzzat Labib Awad, Ahmed 06 November 2017 (has links)
In the era of e-Learning, educational materials are considered a crucial point for all the stakeholders. On the one hand, instructors aim at creating learning materials that meet the needs and expectations of learners easily and effec-tively; On the other hand, learners want to acquire knowledge in a way that suits their characteristics and preferences. Consequently, the provision and customization of educational materials to meet the needs of learners is a constant challenge and is currently synonymous with technological devel-opment. Promoting the personalization of learning materials, especially dur-ing their development, will help to produce customized learning materials for specific learners' needs.
The main objective of this thesis is to reinforce and strengthen Reuse, Cus-tomization and Ease of Production issues in e-Learning materials during the development process. The thesis deals with the design of a framework based on ontologies and product lines to develop customized Learning Objects (LOs). With this framework, the development of learning materials has the following advantages: (i) large-scale production, (ii) faster development time, (iii) greater (re) use of resources.
The proposed framework is the main contribution of this thesis, and is char-acterized by the combination of three models: the Content Model, which addresses important points related to the structure of learning materials, their granularity and levels of aggregation; the Customization Model, which con-siders specific learner characteristics and preferences to customize the learn-ing materials; and the LO Product Line (LOPL) model, which handles the subject of variability and creates matter-them in an easy and flexible way. With these models, instructors can not only develop learning materials, but also reuse and customize them during development.
An additional contribution is the Customization Model, which is based on the Learning Style Model (LSM) concept. Based on the study of seven of them, a Global Learning Style Model Ontology (GLSMO) has been con-structed to help instructors with information on the apprentice's characteris-tics and to recommend appropriate LOs for customization.
The results of our work have been reflected in the design of an authoring tool for learning materials called LOAT. They have described their require-ments, the elements of their architecture, and some details of their user inter-face. As an example of its use, it includes a case study that shows how its use in the development of some learning components. / En la era del e¿Learning, los materiales educativos se consideran un punto crucial para todos los participantes. Por un lado, los instructores tienen como objetivo crear materiales de aprendizaje que satisfagan las necesidades y ex-pectativas de los alumnos de manera fácil y efectiva; por otro lado, los alumnos quieren adquirir conocimientos de una manera que se adapte a sus características y preferencias. En consecuencia, la provisión y personaliza-ción de materiales educativos para satisfacer las necesidades de los estudian-tes es un desafío constante y es actualmente sinónimo de desarrollo tecnoló-gico. El fomento de la personalización de los materiales de aprendizaje, es-pecialmente durante su desarrollo, ayudará a producir materiales de aprendi-zaje específicos para las necesidades específicas de los alumnos.
El objetivo fundamental de esta tesis es reforzar y fortalecer los temas de Reutilización, Personalización y Facilidad de Producción en materiales de e-Learning durante el proceso de desarrollo. La tesis se ocupa del diseño de un marco basado en ontologías y líneas de productos para desarrollar objetos de aprendizaje personalizados. Con este marco, el desarrollo de materiales de aprendizaje tiene las siguientes ventajas: (i) producción a gran escala, (ii) tiempo de desarrollo más rápido, (iii) mayor (re)uso de recursos.
El marco propuesto es la principal aportación de esta tesis, y se caracteriza por la combinación de tres modelos: el Modelo de Contenido, que aborda puntos importantes relacionados con la estructura de los materiales de aprendizaje, su granularidad y niveles de agregación, el Modelo de Persona-lización, que considera las características y preferencias específicas del alumno para personalizar los materiales de aprendizaje, y el modelo de Línea de productos LO (LOPL), que maneja el tema de la variabilidad y crea ma-teriales de manera fácil y flexible. Con estos modelos, los instructores no sólo pueden desarrollar materiales de aprendizaje, sino también reutilizarlos y personalizarlos durante el desarrollo.
Una contribución adicional es el modelo de personalización, que se basa en el concepto de modelo de estilo de aprendizaje. A partir del estudio de siete de ellos, se ha construido una Ontología de Modelo de Estilo de Aprendiza-je Global para ayudar a los instructores con información sobre las caracterís-ticas del aprendiz y recomendarlos apropiados para personalización.
Los resultados de nuestro trabajo se han plasmado en el diseño de una he-rramienta de autor de materiales de aprendizaje llamada LOAT. Se han des-crito sus requisitos, los elementos de su arquitectura, y algunos detalles de su interfaz de usuario. Como ejemplo de su uso, se incluye un caso de estudio que muestra cómo su empleo en el desarrollo de algunos componentes de aprendizaje. / En l'era de l'e¿Learning, els materials educatius es consideren un punt crucial per a tots els participants. D'una banda, els instructors tenen com a objectiu crear materials d'aprenentatge que satisfacen les necessitats i expectatives dels alumnes de manera fàcil i efectiva; d'altra banda, els alumnes volen ad-quirir coneixements d'una manera que s'adapte a les seues característiques i preferències. En conseqüència, la provisio' i personalitzacio' de materials edu-catius per a satisfer les necessitats dels estudiants és un desafiament constant i és actualment sinònim de desenvolupament tecnològic. El foment de la personalitzacio' dels materials d'aprenentatge, especialment durant el seu desenvolupament, ajudarà a produir materials d'aprenentatge específics per a les necessitats concretes dels alumnes.
L'objectiu fonamental d'aquesta tesi és reforçar i enfortir els temes de Reutilització, Personalització i Facilitat de Producció en materials d'e-Learning durant el procés de desenvolupament. La tesi s'ocupa del disseny d'un marc basat en ontologies i línia de productes per a desenvolupar objec-tes d'aprenentatge personalitzats. Amb aquest marc, el desenvolupament de materials d'aprenentatge té els següents avantatges: (i) produccio' a gran esca-la, (ii) temps de desenvolupament mes ràpid, (iii) major (re)ús de recursos.
El marc proposat és la principal aportacio' d'aquesta tesi, i es caracteritza per la combinacio' de tres models: el Model de Contingut, que aborda punts im-portants relacionats amb l'estructura dels materials d'aprenentatge, la se-ua granularitat i nivells d'agregació, el Model de Línia de Producte, que ges-tiona el tema de la variabilitat i crea materials d'aprenentatge de manera fàcil i flexible. Amb aquests models, els instructors no solament poden desenvolu-par materials d'aprenentatge, sinó que també poden reutilitzar-los i personalit-zar-los durant el desenvolupament. Una contribucio' addicional és el Model de Personalitzacio', que es basa en el concepte de model d'estil d'aprenentatge. A partir de l'estudi de set d'ells, s'ha construït una Ontologia de Model d'Estil d'Aprenentatge Global per a ajudar als instructors amb informacio' sobre les característiques de l'aprenent i recomanar els apropiats per a personalitzacio'.
Els resultats del nostre treball s'han plasmat en el disseny d'una eina d'autor de materials d'aprenentatge anomenada LOAT. S'han descrit els seus requi-sits, els elements de la seua arquitectura, i alguns detalls de la seua interfície d'usuari. Com a exemple del seu ús, s'inclou un cas d'estudi que mostra com és el desenvolupament d'alguns components d'aprenentatge. / Ezzat Labib Awad, A. (2017). Enforcing Customization in e-Learning Systems: an ontology and product line-based approach [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90515
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KI-basierte Detektion von Meilerplätzen mithilfe der Kombination luftgestützter LiDAR-Datenprodukte und Neuronaler NetzeRünger, Carolin 20 August 2024 (has links)
Die historische Holzkohleproduktion spielte eine bedeutende Rolle in der industriellen Entwicklung. Traditionell wurde Holzkohle in sogenannten Meilern, aufrechtstehenden Öfen, hergestellt. Diese Praxis führte zur weitreichenden Abholzung und veränderte die Vegetationszusammensetzung. Um die historische Waldbedeckung und historischen Landnutzungspraktiken besser zu verstehen, ist es notwendig, die räumliche Verteilung der Meiler zu analysieren. Die manuelle Kartierung der Meilerüberreste mittels DGM-Visualisierungstechniken ist sehr zeit- und arbeitsintensiv. Diese Arbeit untersucht daher den Einsatz von Deep Learning zur automatischen Detektion von Meilerplätzen basierend auf LiDAR-Datenprodukten. Hierfür wurden vortrainierte Modelle der Toolbox MMDetection mit DGM-Bildern trainiert, um ein spezifisch auf Meiler abgestimmtes Modell zu entwickeln. Insgesamt wurden vier Experimente durchgeführt, die den Einfluss verschiedener DGM-Visualisierungen, die Größe der Bounding Boxen und Hyperparameter unter Verwendung des FoveaBox-Detektors sowie die Leistung unterschiedlicher Modelle (ATSS, VFNet, RetinaNet) analysierten. Die Ergebnisse zeigen, dass ein 3-Band Bild bestehend aus Hügelschattierung, Sky-View Faktor und Neigung sowie eine Bounding Box Größe von 50 m optimal für die Detektion von Meilern sind. Der FoveaBox-Detektor erzielte die beste Leistung mit dem RAdam-Optimierer und einer Lernrate von 0.0001, wobei das ATSS-Modell mit den gleichen Hyperparametern die schlüssigsten Ergebnisse mit einer Genauigkeit von 93 % erreichte und nur 7 % der Meiler übersah. Das ATSS-Modell zeigte im Gegensatz zu anderen Studien eine um bis zu 10 % bessere Leistung. Ausschlaggebende Faktoren für diese Verbesserungen waren der verwendete Datensatz aus den 3-Band Bildern, die Größe der Bounding Boxen und die umfangreichere Datenaugmentierung, insbesondere die ergänzende Nutzung radiometrischer Techniken. Durch die experimentelle Herangehensweise konnte die Erkennungsgenauigkeit um 13 % gesteigert werden. Im Vergleich zur manuellen Kartierung hat das Modell viele zusätzliche Meiler identifiziert, obwohl es gelegentlich zu Verwechslungen mit angehäufter Erde am Hang und Fehldetektionen in unebenem Gelände mit geringen Höhenunterschieden kam. Die Eignung des Algorithmus zur verbesserten Erkennung von Meilerplätzen anstelle der manuellen Kartierung wird als effizienter, aber nicht zwangsläufig als präziser eingeschätzt:Selbständigkeitserklärung II
Weitergabe der Arbeit II
Kurzfassung IV
Abstract V
Abbildungsverzeichnis VIII
Tabellenverzeichnis X
Abkürzungsverzeichnis XI
1 Einleitung 1
1.1 Problemstellung und Zielsetzung 1
1.2 Aufbau der Arbeit 2
2 Grundlagen 3
2.1 Historischer und archäologischer Kontext von Meilerplätzen 3
2.1.1 Holzkohleproduktion und ihre Auswirkungen auf die Umwelt 3
2.1.2 Wichtigkeit der Erforschung von Meilerplätzen 4
2.1.3 Aussehen der Meilerüberreste 5
2.2 Einsatz von LiDAR-Daten für die Detektion von Meilerplätzen 6
2.2.1 Einführung in LiDAR 6
2.2.2 LiDAR in der archäologischen Praxis 8
2.2.3 Visualisierungstechniken von Höhenmodellen 10
2.2.4 Automatisierte Detektion von Meilerplätzen 15
2.3 Objekterkennung mit Deep Learning 16
2.3.1 Einführung in Deep Learning 16
2.3.2 Bildbasierte Objekterkennung von kleinen Objekten 17
2.3.3 Training eines Deep Learning-Modells 18
2.3.4 Datenaugmentierung 19
2.3.5 Hyperparameter 21
2.3.6 Bewertungsmetriken 21
2.3.7 Kategorisierung von Deep Learning-Modellen 23
2.3.8 Verwendete Modelle 25
3 Daten und Methoden 31
3.1 Datengrundlage und Computer-Hardware 31
3.2 Aufbereitung der Daten 32
3.2.1 Bearbeitung der Meilerdaten 32
3.2.2 Vorverarbeitung der DGM-Bilder 33
3.2.3 Aufteilung in Trainings-, Test- und Validierungsdatensatz 34
3.2.4 Datenaugmentierung des Trainingsdatensatzes 35
3.2.5 Verwendete DGM-Visualisierungstechniken 37
3.2.6 COCO-Format und Normalisierung 38
3.3 Experimentelles Vorgehen 39
3.3.1 Experiment 1: Verschiedene Eingangsdaten 39
3.3.2 Experiment 2: Verschiedene Bounding Box-Größen 40
3.3.3 Experiment 3: Verschiedene Hyperparameter 41
3.3.4 Experiment 4: Verschiedene Modelle 41
3.4 Verwendete Bewertungsmetriken 42
4 Ergebnisse 44
4.1 Experiment 1: Verschiedene Eingangsdaten 44
4.2 Experiment 2: Verschiedene Bounding Box-Größen 48
4.3 Experiment 3: Verschiedene Hyperparameter 52
4.4 Experiment 4: Verschiedene Modelle 56
4.5 Inferenz des besten Modells auf ein unbekanntes Gebiet 61
5 Diskussion 63
5.1 Interpretation der Ergebnisse 63
5.2 Vergleich der Ergebnisse mit anderen Studien 66
5.3 Bewertung der Modelleistung in einem gut und schlecht zu kartierendem Gebiet 68
6 Fazit und Ausblick 71
7 Literaturverzeichnis 73
Anhang 78 / The historical production of charcoal played a significant role in the industrial development. Traditionally, charcoal was produced in so-called kilns, upright ovens. This practice led to extensive deforestation and changed the vegetation composition. In order to better understand historical forest cover and historical land use practices, it is necessary to analyze the spatial distribution of the charcoal kilns. However, manual mapping of the kilns remains using DTM visualization techniques is very time-consuming and labour-intensive. Therefore, this study examines the use of deep learning for the automatic detection of charcoal kiln sites based on LiDAR data products. Pre-trained models from the MMDetection toolbox were trained with DTM images to develop a model specifically adapted to the charcoal kilns. A total of four experiments were conducted to analyze the impact of different DTM visualizations, bounding box sizes, and hyperparameters using the FoveaBox detector as well as the performance of different models (FoveaBox, ATSS, VFNet, RetinaNet). The results show that a 3-band image consisting of hill shading, Sky-View factor, and slope, and a bounding box size of 50 m, is ideal for the detection of kilns. The FoveaBox detector achieved the best performance with the RAdam optimizer and a learning rate of 0.0001, while the ATSS model performed the most consistent results with an accuracy of 93 % and missing only 7 % of the kilns. The ATSS model shows up to 10 % better performance compared to other studies. Key factors for these improvements were the used dataset of the 3-band images, the size of the bounding boxes, and the more extensive data augmentation, particularly the complementary use of radiometric techniques. Through the experimental approach, detection accuracy was improved by 13 %. Compared to manual mapping, the model could identify many additional kilns, although it sometimes led to confusion with accumulated soil on slopes and false detections in uneven terrain with small height differences. The suitability of the algorithm for improved detection of charcoal kiln sites instead of manual mapping is considered efficient but not necessarily more accurate.:Selbständigkeitserklärung II
Weitergabe der Arbeit II
Kurzfassung IV
Abstract V
Abbildungsverzeichnis VIII
Tabellenverzeichnis X
Abkürzungsverzeichnis XI
1 Einleitung 1
1.1 Problemstellung und Zielsetzung 1
1.2 Aufbau der Arbeit 2
2 Grundlagen 3
2.1 Historischer und archäologischer Kontext von Meilerplätzen 3
2.1.1 Holzkohleproduktion und ihre Auswirkungen auf die Umwelt 3
2.1.2 Wichtigkeit der Erforschung von Meilerplätzen 4
2.1.3 Aussehen der Meilerüberreste 5
2.2 Einsatz von LiDAR-Daten für die Detektion von Meilerplätzen 6
2.2.1 Einführung in LiDAR 6
2.2.2 LiDAR in der archäologischen Praxis 8
2.2.3 Visualisierungstechniken von Höhenmodellen 10
2.2.4 Automatisierte Detektion von Meilerplätzen 15
2.3 Objekterkennung mit Deep Learning 16
2.3.1 Einführung in Deep Learning 16
2.3.2 Bildbasierte Objekterkennung von kleinen Objekten 17
2.3.3 Training eines Deep Learning-Modells 18
2.3.4 Datenaugmentierung 19
2.3.5 Hyperparameter 21
2.3.6 Bewertungsmetriken 21
2.3.7 Kategorisierung von Deep Learning-Modellen 23
2.3.8 Verwendete Modelle 25
3 Daten und Methoden 31
3.1 Datengrundlage und Computer-Hardware 31
3.2 Aufbereitung der Daten 32
3.2.1 Bearbeitung der Meilerdaten 32
3.2.2 Vorverarbeitung der DGM-Bilder 33
3.2.3 Aufteilung in Trainings-, Test- und Validierungsdatensatz 34
3.2.4 Datenaugmentierung des Trainingsdatensatzes 35
3.2.5 Verwendete DGM-Visualisierungstechniken 37
3.2.6 COCO-Format und Normalisierung 38
3.3 Experimentelles Vorgehen 39
3.3.1 Experiment 1: Verschiedene Eingangsdaten 39
3.3.2 Experiment 2: Verschiedene Bounding Box-Größen 40
3.3.3 Experiment 3: Verschiedene Hyperparameter 41
3.3.4 Experiment 4: Verschiedene Modelle 41
3.4 Verwendete Bewertungsmetriken 42
4 Ergebnisse 44
4.1 Experiment 1: Verschiedene Eingangsdaten 44
4.2 Experiment 2: Verschiedene Bounding Box-Größen 48
4.3 Experiment 3: Verschiedene Hyperparameter 52
4.4 Experiment 4: Verschiedene Modelle 56
4.5 Inferenz des besten Modells auf ein unbekanntes Gebiet 61
5 Diskussion 63
5.1 Interpretation der Ergebnisse 63
5.2 Vergleich der Ergebnisse mit anderen Studien 66
5.3 Bewertung der Modelleistung in einem gut und schlecht zu kartierendem Gebiet 68
6 Fazit und Ausblick 71
7 Literaturverzeichnis 73
Anhang 78
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Traditionell skolmatematik : En studie av undervisning och lärande under en matematiklektion / Traditional school mathematics : A study of teaching and learning in a mathematics lessonBerggren, Elin January 2010 (has links)
<p>Syftet med detta examensarbete är att undersöka undervisning och lärande under en matematiklektion som präglas av traditionell skolmatematik. Metoden för undersökningen var en deltagande observation av en matematiklektion i åk 3 på gymnasiet. Med hjälp av begreppen matematikens lärandeobjekt, matematiska resurser, eleven som lärande aktör och sociomatematiska normer har jag tolkat de resultat som genererats från observationen. Två slutsatser som kan dras av undersökningen är att eleverna stimuleras till att bli oberoende lärande aktörer i undervisningen av traditionell skolmatematik samt att det i första hand är läraren som synliggör potentiella matematiska resurser för eleverna. Medvetenheten om elevernas användande av matematiska resurser skulle kunna påverka elevernas lärande genom att läraren synliggör matematiska resurser på ett mer medvetet sätt.</p> / <p>The aim with this degree project is to examine teaching and learning during a mathlesson characterized by traditional school mathematics. The method of the study was aparticipant observation of a mathematics lesson in year 3 in upper secondary school. Using the concepts of mathematical learning objects, mathematical resources, and pupil as an active learner in combination with socio-mathematical norms, I have interpreted the results generated from the observation. Two main conclusions can be drawn from the study. Firstly, pupils are encouraged to become independent as active learners in the teaching of traditional school mathematics. Secondly, it is primarily the teacher who makes potential mathematical resources visible and available for the pupils. With an increasing awareness of pupils’ use of mathematical resources, teachers can affect pupils’ learning by making potential mathematical resources explicit in a more conscious way.</p>
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La modélisation d'objets pédagogiques pour une plateforme sémantique d'apprentissage / The modeling of learning objects for a semantic learning platformBalog-Crisan, Radu 13 December 2011 (has links)
Afin de rendre les objets pédagogiques (OP) accessibles, réutilisables et adaptables, il est nécessaire de les modéliser. Outre la forme et la structure, il faut aussi décrire la sémantique des OP. Ainsi, nous proposons un schéma de modélisation d'OP d'après la norme LOM (Learning Object Metadata), en utilisant un modèle de données de type RDF (Ressource Description Framework). Pour encoder, échanger et réutiliser les métadonnées structurées d'OP, nous avons implémenté l'application RDF4LOM (RDF for LOM). Le recours aux outils du Web sémantique nous permet de proposer le prototype d'une plateforme sémantique d'apprentissage (SLCMS), qui valorise à la fois les ressources internes, les OP modélisés avec RDF, ainsi que les ressources externes (wikis, blogs ou encore agendas sémantiques). L'architecture du SLCMS est basée sur un Noyau sémantique capable d'interpréter les métadonnées et de créer des requêtes intelligentes. Pour la description des contraintes sémantiques et des raisonnements sur les OP, nous utilisons les ontologies. Grâce à des ontologies précises et complètes, les OP seront « interprétables » et « compréhensibles » par les machines. Pour le module Quiz sémantique, nous avons modélisé l'ontologie Quiz et l'ontologie LMD. La plateforme sémantique d'apprentissage permet la recherche d'OP pertinents, la génération de parcours personnalisés pour les apprenants et, en perspective, l'adaptabilité aux styles d'apprentissage. / In order to make Learning Objects (LO) accessible, reusable and adaptable, it is necessary to model them. Besides form and structure, one must also define the semantics associated with a given LO. Thus, we propose a modeling scheme for LOs that respects the LOM (Learning Object Metadata) standard and which uses a RDF-based (Resource Description Framework) data model. In order to encode, exchange and reuse such structured metadata for LOs, we have developed the RDF4LOM (RDF for LOM) application. By using Semantic Web tools, we are able to deliver a prototype of a semantic learning platform (SLCMS) that enhances internal resources, LOs modeled with RDF as well as external resources (semantic wikis, blogs or calendars). The architecture of this SLCMS is based upon a semantic Kernel whose role is to interpret metadata and create intelligent queries. We use ontologies, for the description of semantic constraints and reasoning rules concerning the LOs. By means of accurate and complete ontologies, the LOs will be machine-interpretable and also machine-understandable. For the semantic Quiz module, we have developed the Quiz and LMD ontologies. The semantic learning platform enables searching for appropriate LOs, generating personalized learning paths for learners and, as en evolution, adaptation to learning styles.
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