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Ambiente educacional enriquecido: estudo da aplicação de oficinas de construção de brinquedos em centro de ciência / Enriched educational environment: study of the application of workshops to build toys in a center for scienceBarbara Milan Martins 29 November 2012 (has links)
Está estabelecido na literatura de neurociência que ocorrem transformações no encéfalo de animais, devido à neuroplasticidade; estas podem ser potencializadas de acordo com os ambientes nos quais o indivíduo interage, assim como o tipo de interação estabelecida por este. Na literatura, a aplicação do conceito de ambiente enriquecido para a prática experimental mostra resultados favoráveis e significativos na aprendizagem e desenvolvimento de animais. Neste estudo, buscou-se ampliar o conceito de ambiente enriquecido para o ambiente educacional de um centro de ciência. Investigar a interação de alunos do 5º ano da rede pública de ensino, em ambiente educacional de oficinas de construção de brinquedos oferecidas, no Centro de ciência Sabina: Escola Parque do Conhecimento (Santo André, SP), e possíveis aproximações com o conceito de ambiente educacional enriquecido, proposto neste estudo, constitui o objeto deste trabalho. Nesta investigação buscou-se destacar os componentes ambientais que influem no desempenho e na interação dos alunos durante as oficinas. A investigação, de natureza qualitativa, foi inspirada na metodologia de Estudo de Caso do tipo Etnográfico Aplicado à Educação, que indica a imersão do pesquisador no campo investigado para apreensão de relações e significados dos sujeitos, apenas realizada após longa permanência do pesquisador em campo. Foram utilizados como instrumentos entrevistas, gravação em áudio e em vídeo e adotado o diário de campo para registro das observações. Os dados mostraram incorporação de elementos conceituais de fenômenos observados durante a execução das oficinas, assim como busca ativa de explicação para compreensão desses fenômenos físicos identificados durante a interação dos alunos com os brinquedos. Por meio deste estudo, identificou-se a necessidade de considerar os ambientes educacionais em perspectiva integral, em seus componentes físico-estruturais e humanos. Em ambiente educacional, as aquisições por parte dos alunos não se restringem ao ensino e aprendizagem de conteúdos, mas também se realizam na mudança de atitudes e crenças, compreensão de fenômenos e aspectos do cotidiano, entendimento estético, identidade etc. Foi observado que alunos rotulados no ambiente escolar como aluno com distúrbios; com dificuldades de aprendizagem e ou comprometimento, no ambiente das oficinas de construção de brinquedos apresentaram desempenho e envolvimento tão bom ou melhor quanto os dos alunos considerados normais. O estudo destacou o papel do mediador e do professor como essencial na atividade, como parte dos elementos enriquecedores do ambiente de aprendizagem, em que sua expectativa em relação ao desempenho dos alunos, sua concepção de ensino e de aprendizagem e orientações oferecidas aos alunos influem significativamente no ambiente, condução da atividade e desempenho dos alunos. Desta forma, observamos que o ambiente de construção de brinquedos possui elementos que propiciam a aprendizagem, a interação e desenvolvimento dos alunos / It is well established in the literature of Neuroscience that transformations occur in the brain of animals due to neuroplasticity, these can be potentiated according to the environments in which the individual interacts, as well as the type and quality of interaction established by the individual. In the literature, the application of the concept of enriched environment for the experimental practice shows favorable and significant results in learning and development of animals. In this study, we sought to extend the concept of an enriched environment for the educational environment of a science center. To investigate the interaction of students in the 5th year of public school in the educational environment of workshops to build toys that are offered at the Centro de Ciência Sabina: Escola Parque do Conhecimento (Santo André, SP), and possible approaches to the concept of enriched educational environment, proposed in this study are the objective of this research. In this study we sought to investigate the environmental components that influence the performance and interaction of students during the workshops. The research, qualitative in nature, was inspired by the methodology of case study Ethnographic Applied to Education type which indicates the immersion of the researcher in the investigated field for seizure of relationships and meanings of the subjects performed only after long enough residence of the researcher in the field. Interviews, audio and video recording were used as instruments along with the field diary to record observations. The data showed incorporation of elements of the conceptual phenomena worked during the workshops, as well as an active search for an explanation for understanding these identified physical phenomena during the students\' interaction with the proposed toys. Through this study, we identified the need to consider the educational environments in a comprehensive perspective on their physical-structural and human components. In the educational environment, acquisitions of knowledge by students are not restricted to teaching and learning contents, but also take place by changing attitudes and beliefs, understanding of the phenomena and aspects of everyday life, aesthetic understanding, identity, etc. It was also observed that students labeled at school as a student with learning problems, in the environment of the workshops to build toys showed involvement and performance as good or better as the students originally considered normal. The study highlighted the role of the mediators and the teacher as essential in the activity as part of the elements enriching the learning environment, in which their expectations regarding the performance of the students, their conception of teaching and learning and guidance offered to pupils significantly affect the environment, conducting the activity and performance of students. Thus, we observed that the environment of building toys might have physical and human elements to promote learning and students interaction and so it might be considered as enriched environment
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Grundskoleelevers design i lärande : En studie om lärprocesser i programmeringSparf, Maria January 2020 (has links)
The aim of this study is to contribute to the knowledge about how pupils design their learning in programming. It is mainly the learning process, how pupils deal with problems in programming and how they become, are and remain engaged in the tasks, which is of interest. Programming can be understood in many ways; coding, a digital competence, creativity, or ways to solve problems. The digitalisation of society has also evoked a need to learn programming from an early age in compulsory school. In this study, programming is seen as a part of the digital competence that all pupils should have the opportunity to develop, which is a common thread that runs throughout compulsory school. The study was conducted during programming lessons at three science centres in Sweden. The centres had previous experience in teaching programming. This was used at the time of the study by schools that in this way could offer pupils to try programming even before it became part of the compulsory teaching. The lessons were adapted for novices in programming and were conducted as part of the regular school day for pupils in grades 1-8. The theoretical framework is based on design-oriented theory with a focus on how settings and design for learning includes both opportunities and dilemmas for learning. It provides a basis for the analysis of pupils’ approaches when learning programming as well as how different types of engagement relates to their design in learning. The results are presented in two articles, which contribute with different aspects of learning. Together the articles provide a picture of pupils’ learning design within programming in compulsory school. The first article highlights knowledge of five different approaches that pupils used to solve assignments using programming. The qualitatively different ways that pupils used during the observed lessons were mathematically, trial and error, step-by-step, routine as well as aesthetically. Each of these approaches allows pupils to use and practice different abilities that are important for programming. The abilities are compared to, but not equal to computational thinking (CT), which (in its turn) is linked to competencies that are important for an active participation in a digital society. The second article contributes to the understanding of how behavioural, emotional, and cognitive engagement can be identified when pupils are learning programming. To understand how the different types of engagement are individually important, yet intertwined and influencing each other, is keen knowledge. The results show how different types of engagement become visible during programming lessons. Furthermore, it is discussed how the pupils’ identified engagement can be related to how their learning process is designed. In the study, taken as a whole, the results of the two articles show how pupils become designers in their programming learning process. The pupils designed their learning throughout their learning process regarding to the settings, to the approach they used and in the way they became engaged. / Studiens övergripande syfte är att fördjupa kunskapen om hur elever designar sitt lärande i programmering. Det är främst elevernas lärandeprocess, hur de tar sig an problem inom programmering och hur de blir, är och förblir engagerade i uppgifterna, som är av intresse. Programmering kan förstås på många olika sätt, kodning, en digital kompetens, kreativitet eller sätt att lösa problem. Digitaliseringen i samhället har även aktualiserat behovet av att lära sig programmering redan från tidig ålder i grundskolan. I denna studie ses programmering som en del av den digitala kompetens alla elever ska ha möjlighet att utveckla och som finns med som en röd tråd genom hela grundskolan. Studien genomfördes under programmeringslektioner på tre science centers i Sverige. Science center har lång erfarenhet av att undervisa i programmering för barn och unga. Detta nyttjades vid tidpunkten för studien av skolor som på det sättet kunde erbjuda eleverna att prova på programmering redan innan det blev en del av den obligatoriska undervisningen. Lektionerna var anpassade för nybörjare i programmering och genomfördes som en del av skoldagen för elever i årskurs 1-8. Det teoretiska ramverket har utgångspunkt i designorienterad teori, med fokus på hur iscensättning och design för lärande, som omfattar både möjligheter och dilemman för lärande. Ramverket ger en grund för hur elevers lärprocess och engagemang för att lära sig programmering kan analyseras. Resultaten redovisas i form av två artiklar som tillsammans ge en bild av design för och i lärande under programmeringslektioner. Den första artikeln bidrar med kunskap om fem olika tillvägagångssätt (i artikel 1 på engelska, approach) som elever använde för att lösa uppgifter med hjälp av programmering. De kvalitativt olika sätt som eleverna använde under de observerade lektionerna var matematiskt, fel- och försök igen, steg-för-steg, rutin samt estetiskt. Var och ett av dessa tillvägagångssätt gav eleverna möjlighet att använda och träna olika förmågor som är viktiga för att kunna programmera. Förmågorna jämförs, men likställs inte med datalogiskt tänkande (CT) vilket kan anses vara knutet till kompetenser som är viktiga för att aktivt kunna delta i ett digitalt samhälle. Den andra artikelns kunskapsbidrag är att förstå hur beteendemässigt, emotionellt och kognitivt engagemang kan identifieras när elever programmerar. Att förstå hur de olika typerna av engagemang är viktiga var och en för sig, samtidigt som de är sammanflätade och påverkar varandra, är angelägen kunskap. Resultaten visar hur olika typer av engagemang blir synliga under programmeringslektioner. Vidare diskuteras hur elevernas identifierade engagemang kan relateras till hur deras lärprocess designas. I den sammanlagda studien visar resultaten från de båda artiklarna på hur elever blev designers för och i sitt lärande i programmering. Eleverna designade sitt lärande genom hela lärprocessen med hänseende till iscensättningen, vilka tillvägagångssätt de använde och hur de hade möjlighet att vara engagerade på olika sätt.
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Development and Validation of an Automated Directivity Acquisition System Used in the Acquisition, Processing, and Presentation of the Acoustic Far-Field Directivity of Musical Instruments in an Anechoic SpaceEyring, Nicholas J. 12 December 2013 (has links) (PDF)
A high spatial resolution acoustic directivity acquisition system (ADAS) has been developed to acquire anechoic measurements of the far field radiation of musical instruments that are either remote controlled or played by musicians. Building upon work performed by the BYU Acoustic Research Group in the characterization of loudspeaker directivity, one can rotate a musical instrument with sequential azimuthal angle increments under a fixed semicircular array of microphones while recording repeated notes or sequences of notes. This results in highly detailed and instructive directivity data presented in the form of high-resolution balloon plots. The directivity data and corresponding balloon plots may be shown to vary as functions of time or frequency. This thesis outlines the development of a prototype ADAS and its application to different sources including loudspeakers, a concert grand piano, trombone, flute, and violin. The development of a method of compensating for variations in the played amplitude at subsequent measurement positions using a near-field reference microphone and Frequency Response Functions (FRF) is presented along with the results of its experimental validation. This validation involves a loudspeaker, with known directivity, to simulate a live musician. It radiates both idealized signals and anechoic recordings of musical instruments with random variations in amplitude. The concept of coherence balloon maps and surface averaged coherence are introduced as tools to establish directivity confidence. The method of creating composite directivities for musical instruments is also introduced. A composite directivity comes from combining the directivities of all played partials to approximate what the equivalent directivity from a musical instrument would be if full spectral excitation could be used. The composite directivities are derived from an iterative averaging process that uses coherence as an inclusion criterion. Sample directivity results and discussions of experimental considerations of the piano, trombone, flute, and violin are presented. The research conducted is preliminary and will be further developed by future students to expand and refine the methods presented here.
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Inclusive Museums? An Exploration of the Inclusivity of the LGBTQ+ Community in Informal STEM Learning EnvironmentsTuttle Parsons, Jennifer R. January 2022 (has links)
No description available.
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Alcohol and Other Drugs: Attitudes and Use Among Graduate/Professional Students at a Health Science CenterMoorman, Mark Thomas 08 1900 (has links)
Alcohol and other drug use continue to be a major issue on college and university campuses. Few studies have examined alcohol and other drug related issues for a graduate or professional student population. This study examines attitudes, incidents, and consequences of alcohol and other drug use among students enrolled at an academic heath science center. This study incorporated a descriptive research design and utilized the CORE Alcohol and Drug Survey for the collection of data. The data were then analyzed using descriptive statistics and represented in tables as frequencies and percentages. The survey was mailed to all students enrolled in didactic course work at the University of North Texas Health Science Center (UNTHSC) during the fall 2001 semester. This included master's students in physician assistant studies, master's and doctoral students in the biomedical sciences, master's and doctoral students in public health, as well as first and second year medical students. Of the 565 students enrolled in didactic course work, 321 responded to the survey for a return rate of 56.8 %. Statistically significant findings are reported for students at UNTHSC in relation to perceptions of use, actual use, reasons for use, and consequences for use. Similar findings are shown relative to age, gender, marital status, ethnicity, and academic program. Additionally, the UNTHSC students reported statistically significant lower levels of alcohol and drug use, as well as consequences of use than the students represented in the CORE Institutes 2000 national data set. This study identifies the need to investigate alcohol and drug related attitudes, behaviors, and consequences among students studying for professions in health related fields. However, the findings are only relevant to UNTHSC and cannot be generalized to any other population. The study provides personnel at UNTHSC a guide for the development of prevention and intervention programs.
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Determining the Relationship Between Motivation and Academic Outcomes Among Students in the Health Professions.Reed, Linda E. 05 1900 (has links)
Admissions processes for health professions programs result in students entering these programs academically homogeneous. Yet some students have great difficulty with the programs. Research has shown a limited ability of traditional academic indicators to predict successful outcomes for health professions education. The purpose of this study was to examine the relationship between learning motivation and academic outcomes for students in health professions programs. The Modified Archer Health Professions Motivation Scale (MAHPMS) and a demographic survey were administered at orientation to 131 medical and 29 physician assistant students at the University of North Texas Health Science Center in the fall of 2005. At the end of the semester, the same version of the MAHPMS was administered, and final course grades and semester averages were collected. Descriptive statistics were analyzed for all the study variables. Analysis of variance was utilized to examine within subjects and between subjects differences for the learning motivation scores among programs and demographic categories. Linear regression analyses were used to determine the relationship between learning motivation scores and end-of-semester grades. And finally, logistic regression was performed to explore the ability of the motivation scores to predict academically high-risk students. Approximately three-fourths of the students indicated a preference for mastery learning and an internal locus of control. For the PA students, alienation to learning and performance goal scores statistically related to semester grades, and alienation to learning scores predicted high-risk academic performance almost 90% of the time. For the medical students, mastery goal scores statistically related to semester grades, but no motivation score predicted high-risk performance. External locus of control scores predicted high-risk performance 81% of the time for the total group of students at the end of the semester. Students in this study exhibited learning motivation preferences similar to those of other health professions students reported in the literature. The findings of this study agreed with the literature on achievement motivation theory and raised questions regarding the effect of health professions curricula on student learning goals. Similar studies, measuring larger samples longitudinally need to be conducted in order to further validate or elucidate the results of this study.
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Communicating science : developing an exhibit with scientists and educatorsLemagie, Emily 28 October 2011 (has links)
Outreach is a small, but significant component to modern research.
Developing an exhibit for public display can be an effective way to communicate science to broad audiences, although it may be a less familiar method to scientists than writing papers or giving presentations. I outline the process of developing an interactive exhibit for outreach, and evaluate and discuss the effectiveness of a computer exhibit designed to communicate estuary currents and scientific modeling using Olympia Oyster restoration in the Yaquina Bay estuary as a theme. I summarize the results of this project in three primary recommendations: 1) exhibit developers should be deliberate in the decision to use a computer and only select this media if it is determined to be the best for communicating exhibit learning outcomes, 2) the design of visualizations to convey research results should be carefully modified from their scientific forms to best meet the exhibit learning outcomes and expectations of the exhibit audience, and 3) scientists should play an integral role in the development of scientific content-based exhibits, but their expertise, and the range of expertise from other members of the exhibit development team, should be strategically utilized. / Graduation date: 2012
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