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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.
1

GroupNet System Design for Supporting Ubiquitous Learning

Chen, Wei-sheng 21 July 2008 (has links)
As most application modes of ubiquitous learning need support of Intranet servers or Internet connections and using handheld devices as movable terminal. However, not all learning environments have sufficient information and communication technology (ICT) infrastructure and the equipments needed might be too expensive. These factors result some learning activities hard to be supported by ICT and also reduce learners¡¦ motivations on using ICT for ubiquitous learning in daily life. This research proposed the concept, architecture, and operational logic of GroupNet to construct a more flexible ubiquitous learning environment. GroupNet is aiming to support small-group face-to-face learning activities anywhere and anytime without sticking in traditional classroom settings and additional infrastructures. The GroupNet architecture consists of four different layers including Network, GroupNet Kernel, GroupNet application and GroupNet application user interface. GroupNet is based on a peer-to-peer wireless ad hoc network and coordinated by GroupNet Kernel which is able to embed in various kinds of mobile devices. GroupNet Kernel consists of connection controller, message manager, online status manager, file sharing manager, and activity controller; these five components serve as the core for supporting upper layer GroupNet applications. We have also implemented the application programming interface (API) for accessing the core functions supported by GroupNet Kernel such that developers can develop GroupNet applications with fewer efforts. A GroupNet application has been developed using the APIs for conducting an experiment on how to reduce groupthink phenomenon using mobile devices in collaborative learning to evaluate the feasibility of GroupNet Kernel and illustrate the effectiveness of GroupNet applications.
2

Developing Ubiquitous Learning System with Robot for Children's Learning

Hung, I-chun 10 July 2009 (has links)
An advanced architecture of learning system with flexible, mobile and joyful features for supporting ubiquitous learning is developed in this research. The architecture consists of five hardware key elements and a supporting information system to form a brand-new ubiquitous learning system. We call the designed and developed system as Ubiquitous Open-structured Neo-tech Edutainment (or u-ONE System for short) which includes learning robot, sensing input device, mobile computing device, mobile output device, wireless local network and u-ONE Software. The design and development of u-ONE System is guided by experiential learning theory, constructivism learning theory, and joyful learning element. Instruction, collaboration learning and self-learning of application modes are supported by u-ONE Software for realizing ubiquitous learning. The aim of this research is to design and develop a prototype of u-ONE System includes hardware and software components for supporting children¡¦s learning by using robot and RFID. Instructor and learners can meet at any place with their own gears to form a u-ONE System and start instruction and/or learning activities. Only instructors need to operate the control station for coordination; learners just intuitively interact with learning robot by a natural and person-to-person-liked interaction method. In u-ONE System, learners do not need to have good information technologies literacy such as the keyboarding skills which are especially crucial for the earlier childhood learners. Besides, many parents and educators are concerned of watching computer screen for a long time that may harm children¡¦s eyesight; u-ONE System provides an alternative solution for this. This research¡¦s experiment result found most learners could arouse their learning motivations and help them concentrate on learning activities. The class order is also improved for instructors more easily to control the behaviors of learners during the class.
3

Proximités sémantiques et contextuelles pour l'apprentissage en mobilité : application à la visite de musée / Semantic and contextual proximities for mobile learning : the case study of museum visits

Gicquel, Pierre-Yves 17 May 2013 (has links)
L'essor des dispositifs mobiles a conduit à un nouveau paradigme d'Environnements Informatiques pour l'Apprentissage Humain (EIAH) : les environnements d'apprentissage ubiquitaires. Tout comme beaucoup d’EIAH classiques, les environnements d'apprentissage ubiquitaires permettent une médiation informatique entre l'apprenant et des connaissances propres au domaine d'apprentissage. Cependant, dans les EIAH ubiquitaires, cette médiation a lieu dans un contexte physique spécifique qui détermine en partie le déroulement des sessions d'apprentissage. Les objets de l’environnement physique, ainsi que les événements ou processus qui s’y déroulent, sont pris en compte pour fournir des informations adaptées ou proposer des interactions pertinentes. Nous nous plaçons dans ce travail dans le cadre de l'apprentissage en musée, pour des visites libres ou en groupes scolaires organisés. Nous analysons en première partie les pratiques d'apprentissage en musée et en particulier l'apprentissage instrumenté par des dispositifs mobiles. Cette analyse nous permet d'introduire, d'une part, les notions de représentation et de manipulation automatique de connaissances utiles à notre travail et, d'autre part, les concepts propres aux systèmes informatiques sensibles au contexte qui nous intéresseront en particulier. Nous proposons par la suite un modèle sémantique du patrimoine culturel permettant une description riche et complète des artefacts muséaux. L'apprentissage ubiquitaire nécessite une représentation adéquate du contexte. En nous inspirant des travaux de Zimmerman, nous proposons de représenter le contexte suivant plusieurs espaces contextuels, chaque espace contextuel étant associé à une ontologie. Ces espaces permettent de faire le lien entre les connaissances purement contextuelles et les connaissances issues de la modélisation du patrimoine culturel ; ils sont peuplés automatiquement en fonction des déplacements de l'utilisateur et de ses interactions avec le dispositif.Nous définissons un processus d'opérationnalisation des modèles du patrimoine culturel et du contexte à l’aide de calculs de proximités sémantiques pour la génération automatique d'activités d'apprentissage. Afin de prendre en compte le contexte, nous définissons également des proximités contextuelles mesurant l'adéquation des activités générées au contexte de l'utilisateur. Pour permettre aux enseignants de spécifier des objectifs pédagogiques, nous proposons un formalisme de règles pédagogiques offrant deux modes de contrôle : un contrôle thématique et un contrôle contextuel. Ces derniers permettent de concilier la liberté d’exploration de l’environnement, indispensable dans le cadre d’un apprentissage ubiquitaire, avec un guidage pédagogique défini par l'enseignant. / The rise of mobile devices has led to a new paradigm of technology enhanced learning (TEL) environment : ubiquitous learning environment. Like many classics TEL environments,ubiquitous learning environments offer a computer based mediation between thelearner and the learning domain. However, in ubiquitous environments, this mediationtakes place in a specific physical context which partly determines the course of learning.The learner acts both in the physical and in the digital spaces. Objects in the physicalenvironment, as well as events or processes that take places are taken into account toprovide appropriate information or propose relevant interactions. The field of application of this work is ubiquitous learning in museum, either in thecase of informal learning (e.g. classic museum visit) or in the case of more formal schoollearning in museum. We first analyse learning practices in museum, especially usingmobile devices. This analysis allows us to introduce, on the one hand, the concepts ofknowledge representation used in our work and, on the other hand, the concepts specificto context sensitive systems.We propose in the following a semantic model of cultural heritage allowing a rich andfull description of museum artifacts. Ubiquitous learning requires an adequate representationof context. Drawing our inspiration from the work of Zimmerman, we proposeto represent context according to several contextual spaces, each space being associatedwith an ontology. These spaces allow to relate the purely contextual knowledgeand knowledge from the model of cultural heritage, they are automatically populatedaccording to movements of the user and his interaction with the device.We define a process for operationalizing the models of cultural heritage and contextusing semantic proximity computations for the automatic generation of learning activities.To take into account the context, we also define contextual proximity, measuringthe adequacy of generated activities to the user context. To enable teachers to specifylearning objectives, we propose a formalism of rules offering two modes of control: athematic control and contextual control.
4

Cartografia da autoria de objetos de aprendizagem na cibercultura : potenciais de e-práticas pedagógicas contemporâneas para aprender Geografia / Authors mapping of objects in cyberculture : potential of contemporary pedagogical e- practices to learn geography

Giordani, Ana Claudia Carvalho January 2016 (has links)
Em tempos de aprendizagem ubíqua, a sala de aula torna-se um território multidimensional, fonte de saberes múltiplos, conectado, multifacetado, interativo. O texto desta tese insere-se no contexto da inovação na Geografia Escolar impulsionada pelo processo de autoria na aprendizagem. O objetivo geral centrou-se em cartografar processos de autoria de objetos de aprendizagem (OAs) no aprender Geografia. De modo mais específico, objetivou-se: (a) articular os conceitos de cibercultura, objetos de aprendizagem, e-práticas pedagógicas contemporâneas no ensino de Geografia. Para tanto, recorro aos autores de forma integrada, buscando o entendimento de como a contemporaneidade e suas ferramentas teóricas, e seus modos de olhar podem, efetivamente, contribuir no aprender Geografia; (b) analisar os aspectos inerentes aos objetos de aprendizagem, concebendo-os por meio de suas metodologias, metáforas e características próprias, isto é, trazer para a escola e para discussão na linha de ensino de Geografia, os objetos de aprendizagem enquanto potenciais pedagógicos; (c) propor aos alunos a autoria de objetos de aprendizagem geográficos, cartografando as distintas possibilidades de aprender na cibercultura. Teve-se, como locus, a sala de aula da turma 9 A-2015, da Escola Municipal Pernambuco, localizada no Bairro Niterói, no município de Canoas-RS. Partiu-se do pressuposto que o percurso metodológico da Cartografia movimenta-se em linhas: experimentação, exploração e autoria. Em cada movimento, realizaramse idas e vindas, os quais perfazem a investigação que envolveu alunos-autores no processo de elaboração de OAs. Dos resultados, destacam-se as seguintes contribuições: a construção de três objetos de aprendizagem, com autoria de alunos, abordando as temáticas Rio Gravataí, Transporte e Migração, e População. O processo de autoria de OA possibilitou o desenvolvimento do conceito e-práticas pedagógicas, relacionando as práticas geográficas ao contexto da aprendizagem úbiqua na cibercultura. No contexto das ideias apresentadas, a pesquisa que orientou a construção da tese inscreve-se na corrente vital do processo de ensino e aprendizagem, ao rasurar geografias com os potenciais de e-práticas pedagógicas na (da) Cibercultura. As metamorfoses do pensamento geográfico e, por conseguinte, de seus conceitos estão implícitas na sala de aula, em tempos e espaços de aprendizagem ubíqua, na qual o digital encontra-se arraigado no cotidiano dos nossos alunos. As reflexões e proposições sobre a relação autoria de OAs através de e-práticas pedagógicas coloca a cibercultura na apropriação de saberes ampliando os potenciais tecnológicos de aprendizagem, principalmente, por direcionar o conhecimento às práticas comuns do seu cotidiano. É fundamental ampliar essa concepção, podemos ser autores dos nossos potenciais didáticos digitais através das e-práticas pedagógicas. Deste modo, a relação cibercultura, OAs e e-práticas cria potenciais com diferentes linguagens para mediar o processo de ensino e aprendizagem de Geografia. Experiência, vivência e territorialização de formas distintas e plurais de aprendizagem, a autoria como apropriação dos saberes são rasuras na escola que a turma 9 A – 2015 realizou. / In ubiquitous learning times, the classroom becomes a multidimensional territory, source of multiple knowledge, connected, multi-faceted, interactive. The text of this thesis is part of the context of innovation in School Geography driven by the authoring process in learning. The overall objective focused on mapping learning objects authoring processes (OAs) in learning geography. More specifically, it aimed to: (a) articulate the concepts of cyberculture, learning objects, e-practical contemporary pedagogical in teaching of Geography. More specifically, it aimed to: (a) articulate the concepts of cyberculture, learning objects, e-practical contemporary pedagogical teaching of Geography. Therefore, we turn to the authors in an integrated manner, seeking the understanding of how contemporary and its theoretical tools, and their ways of looking can effectively contribute to the learning geography; (B) to analyze the aspects related to learning objects, conceiving them through their methodologies, conceiving them by their metaphors and their own characteristics, that is, bring to school and for discussion in geography teaching line, learning objects as potential teaching ; (C) propose to the students the authorship of spatial learning objects, charting the different possibilities of learning in cyberculture. As locus we had the classroom of the class 9 A-2015 of the Municipal School Pernambuco, located in Niteroi neighborhood in the city of Canoas-RS. It was started from the assumption that the methodological approach of Cartography moves in lines: experimentation, exploration and authorship. In every movement, there were comings and goings, which make up the research that involved students-authors on the OAs drafting process. From the results, the following contributions are: the construction of three learning objects, authored by students, addressing the themes Gravataí River, Transport and Migration and Population. The OA authoring process enabled the development of the concept of pedagogical e-practical, relating the geographical practices to the Ubiquitous learning in cyberculture. In the context of the ideas presented, the research that guided the construction of the thesis is part of the life stream of the process of teaching and learning, when erase geographies with the potential of teaching e- practices (in the) Cyberculture. The metamorphoses of geographical thought and therefore of its concepts are implicit in the classroom, in time and space of ubiquitous learning, in which the digital is rooted in the daily lives of our students. The reflections and proposals on the OAs authored relationship through educational e-practices puts cyberculture in the appropriation of knowledge expanding the potential of technological learning, primarily by direct knowledge to their daily common practices. It is essential to extend this concepts, students can be authors of their digital learning potential through educational e-practices. Thus, cyberculture relationship, OAs and pedagogical e- practical’s can develop potential, with different languages, to maximize the learning of geography. Experience and territorial distinct and plural forms of learning, authorship and appropriation of knowledge are erasures that the school the class 9 - 2015 held.
5

The effect of video-based reflection prompts on reflection level in a context-aware ubiquitous learning environment

Yang, Xiu-Jun 17 August 2011 (has links)
Reflection is one of the most important factors that affects learning. A good learning strategy is supposed to improve a learner's reflection level. In addition, the past studies has proved u-learning can enhance learning performance, motivation and efficiency of learners. This study integrates these into learning activity of distinguishing vegetation, let learner reflect in u-learning environment. Almost of past researches promoted learners¡¦ reflection was by text-based. However, the limit of learning activity's character and mobile device¡¦s screen, the design of text-based promotes is confined. Therefore, this study proposes a video-based reflection prompts strategies in high media richness, and the Context-Aware Reflection Prompt System (CRPS) can detect learner¡¦s location by QR Code to provide appropriate guidance, facilitating learner to observe and reflect. Further to explore effects of reflection level and satisfaction between video-based and text-based reflection prompt strategies. This study recruited 70 college students to participate in this experiment, and divide into two groups of video-based and text- based reflection prompts. The results showed that the reflection level of the video-based reflection prompt group is significantly improved than of the text-based reflection prompt group; however, there was no differences found on the satisfaction. In addition, this study further investigated the learners¡¦ opinions and perspectives toward a video-based and a text-based reflection prompt strategy, and interviewed some learners to obtain the potential factors which may affect satisfaction.
6

Um modelo de educação ubíqua orientado à consciência do contexto do aprendiz / Ubiquitous Learning Model Addressed to Learner’s Context-Aware

Barbosa, Débora Nice Ferrari January 2007 (has links)
A Educação Ubíqua, tema de pesquisa desta tese, tem como objetivo relacionar os aprendizes com o ambiente em seu entorno, formando uma rede virtual e real de pessoas, objetos e situações, auxiliando para uma aprendizagem contínua, contextualizada e significativa. A consciência do contexto do aprendiz constitui-se do elemento fundamental neste tipo de educação. A partir das pesquisas realizadas, concluiu-se que, atualmente, os ambientes virtuais de suporte à Educação Ubíqua possuem um contexto de atuação específico ou localizado, além de um ambiente computacional próprio. Desta forma, o problema de pesquisa desta tese consiste em identificar os elementos básicos necessários para auxiliar uma aprendizagem independente de lugar, de tempo, do contexto em que ela ocorre e do ambiente computacional de suporte. A partir desses aspectos, esta tese aborda a hipótese de que o desenvolvimento de um ambiente educacional ubíquo deve ser apoiado por mecanismos computacionais pró-ativos, providos por um ambiente de suporte à ubiqüidade, que possibilite perceber o contexto do aprendiz e o uso de diversas tecnologias de acesso. Cabe ao ambiente educacional adaptar os recursos disponíveis, levando em consideração a dinamicidade com que eles se alteram, de forma contínua e transparente, criando um ambiente propício para a aprendizagem. Desta forma, este trabalho propõe um modelo de Educação Ubíqua orientado à consciência do contexto do aprendiz denominado GlobalEdu. Neste, o aprendiz tem a possibilidade de aprender de forma contínua e integrada com o seu contexto. O GlobalEdu provê uma organização em camadas. A camada de Aplicação é representada por um Agente Pedagógico, cujo objetivo é auxiliar a interação do aprendiz no ambiente. A camada de Sistema consitui-se de um conjunto de módulos Educacionais e de Suporte, necessários para auxiliar no processo educacional do aprendiz no ambiente, manipulando o contexto do aprendiz, seu perfil e seus conteúdos, além de elementos que auxiliem a execução do agente e dos recursos que ele manipula. As principais contribuições dessa tese consistem em aprofundar os aspectos referentes à consciência do contexto do aprendiz, bem como a proposta e desenvolvimento do modelo e sua integração com ambientes de suporte à Computação Ubíqua. Além disso, a partir de uma ontologia para representação de contexto, o modelo permite o mapeamento de contextos diversos. A partir da avaliação do sistema, identificou-se a importância do ambiente educacional preocupar-se com os processos educacionais, enquanto o ambiente computacional suporta os elementos necessários para prover à consciência do contexto e os demais aspectos relacionados à ubiqüidade. / This research is about Ubiquitous Learning. The idea of ubiquitous learning is to create a network of devices, people and situation that allows learning experiences to play out. The learner’s context-aware is a fundamental element of this type of education. Thus, the ubiquitous learning environment supports omnipresense processes, learner autonomy and integration with learner’s surrounding environment. The current related works are oriented for specific contexts. We are investigating what subset of functionality is required for to provide learning can occur anywhere, anytime, with continued computing support and no-specific computational environment. Our hypothesis is that it is possible to develop ubiquitous learning environment using ubiquitous computing support, because this type of computing can provide the context aware characteristics and support several access technologies. With this, the learning environment provides continuous learning resources, creating a propitious environment for the learning. This work proposes a ubiquitous learning model addressed to learner’s context-aware called GlobalEdu. This model supports learning on ubiquitous computing environments. It is composed by Pedagogical Agent, Educational Services and Support Services. The Pedagogical Agent is an agent that runs in the device that the learner is using, assisting the educational process in the ubiquitous environment. It contains an interface to the Educational Services and provides a ubiquitous vision through ubiquitous environment. The Educational Services and Support Services provide the support to agent execution in the ubiquitous environment, through identification and adaptation of resources in agreement with the learner’s profile and learner’s context. The main contributions of this work are concentrated in the surrounding context of the learner. An ontology for context representation was proposed. Moreover, it was proposed a ubiquitous learning model and its integration with a ubiquitous environment. We concluded that the integration of learning environment and ubiquitous environment is important. The ubiquitous environment supports context information and others ubiquitous aspects while the learning environment is dedicated to the educational process.
7

UFC-Inventor: um ambiente para modelagem e geração de aplicações para Aulas de Campo Ubíquas / UFC-Inventor: an environment for modeling and generating applications for Ubiquitous Field Classes

Barros Filho, Edgar Marçal de January 2016 (has links)
BARROS FILHO, Edgar Marçal de. UFC-Inventor: um ambiente para modelagem e geração de aplicações para Aulas de Campo Ubíquas. 2016. 165 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2016. / Submitted by Jonatas Martins (jonatasmartins@lia.ufc.br) on 2017-06-23T11:19:18Z No. of bitstreams: 1 2017_tese_embarrosfilho.pdf: 4076483 bytes, checksum: 1805ad6ac0736770887581d8cfe284f2 (MD5) / Approved for entry into archive by Rocilda Sales (rocilda@ufc.br) on 2017-06-23T13:05:30Z (GMT) No. of bitstreams: 1 2017_tese_embarrosfilho.pdf: 4076483 bytes, checksum: 1805ad6ac0736770887581d8cfe284f2 (MD5) / Made available in DSpace on 2017-06-23T13:05:30Z (GMT). No. of bitstreams: 1 2017_tese_embarrosfilho.pdf: 4076483 bytes, checksum: 1805ad6ac0736770887581d8cfe284f2 (MD5) Previous issue date: 2016 / Field trips (or field classes) promote the scientific spirit of the students by increasing the ability of observation and discovery in various areas of knowledge. By incorporating ubiquitous technologies, such as sensors and actuators, in the field classes (here called Ubiquitous Field Classes), they show benefits when compared to traditional classes. However, the development of ubiquitous systems has challenges, such as seamless treatment of the devices heterogeneity; absence of fixed communication infrastructure; dynamics of the computational elements of the environment; and support for user mobility. In the literature review, we have not found a tool that enables modeling and generation of cross-platform applications for ubiquitous field classes aimed at teaching professionals with little or no knowledge of programming. This document presents a doctoral thesis that consists of a computational environment called the Ubiquitous Field Classes Inventor (UFC-Inventor), which comprises of a modeling language and integrated systems. Together, they enhance the use of ubiquitous technologies in field classes. Thus, teaching professionals can create graphical models of their field classes and, from it, generate cross-platform ubiquitous applications to be used by students. First, we conducted a systematic mapping study with articles on experiences on the use of ubiquitous technology in education. From this survey, we identified some important requirements for ubiquitous field classes. From them, we designed and implemented the UFC-Inventor and its components. The first component is the ML4UL (Modeling Language for Ubiquitous Learning), a domain specific language focused on representation of ubiquitous field classes through an open and reusable specification. The UFC-GLM module, indeed, allows graphic modeling of the field classes with ubiquitous computing resources. The third module is the UFC-Generator, which is responsible for generating the ubiquitous applications. We carried out an evaluation of UFC Inventor with five teachers aim at verifying the usability of the environment. Also, we implemented a case study in the field with seventeen students. The results of both evaluation experiments suggest the acceptance of the UFC-Inventor and indicate that its execution has occurred correctly. / As aulas de campo promovem o espírito científico dos alunos por meio do aumento da capacidade de observação e descoberta em diversas áreas do conhecimento. Ao incorporar tecnologias ubíquas, como sensores e atuadores, nas aulas de campo (aqui denominadas Aulas de Campo Ubíquas), estas apresentam benefícios quando comparadas às tradicionais. Entretanto, o desenvolvimento de sistemas ubíquos impõe desafios, tais como: tratamento de forma transparente da heterogeneidade dos dispositivos; ausência de infraestrutura de comunicação fixa; dinamicidade dos elementos computacionais do ambiente; e o suporte à mobilidade dos usuários. Em levantamento bibliográfico realizado, não foi encontrada uma ferramenta que possibilitasse a modelagem e a geração de aplicações multiplataforma para aulas de campo ubíquas voltadas aos profissionais de ensino com pouco ou nenhum conhecimento sobre programação. Sendo assim, esta tese propõe um ambiente computacional, composto por uma linguagem de modelagem e dois sistemas integrados, para favorecer a utilização das tecnologias ubíquas em aulas de campo: o Ubiquitous Field Classes Inventor (UFC-Inventor). Com este ambiente, profissionais de ensino podem criar modelos gráficos de suas aulas de campo e, a partir deles, gerar aplicações ubíquas multiplataforma para serem usadas pelos alunos em campo. A construção do ambiente foi iniciada a partir da realização de um mapeamento sistemático com artigos que relatavam experiências sobre o uso das tecnologias ubíquas na educação. De acordo com esse levantamento, foi identificado um conjunto de requisitos essenciais para as aulas de campo ubíquas. Considerando esses requisitos, esta tese apresenta o UFC-Inventor e seus componentes: a ML4UL (Modeling Language for Ubiquitous learning), uma linguagem específica de domínio, cuja especificação é aberta e reutilizável, voltada para representação das aulas de campo ubíquas; o módulo UFC-GLM, para modelagem gráfica das aulas de campo com recursos de computação ubíqua; e, o módulo UFC-Generator, que possibilita a geração das aplicações ubíquas para diferentes sistemas operacionais. Para validar o ambiente, foi realizada uma avaliação com cinco professores sobre a usabilidade do ambiente e um estudo de caso em uma aula de campo com dezessete alunos. Considerando a análise das respostas aos questionários aplicados com os usuários e o funcionamento do ambiente no estudo de caso, os resultados sugerem a aceitação do ambiente e indicam a execução adequada do UFC-Inventor.
8

Cartografia da autoria de objetos de aprendizagem na cibercultura : potenciais de e-práticas pedagógicas contemporâneas para aprender Geografia / Authors mapping of objects in cyberculture : potential of contemporary pedagogical e- practices to learn geography

Giordani, Ana Claudia Carvalho January 2016 (has links)
Em tempos de aprendizagem ubíqua, a sala de aula torna-se um território multidimensional, fonte de saberes múltiplos, conectado, multifacetado, interativo. O texto desta tese insere-se no contexto da inovação na Geografia Escolar impulsionada pelo processo de autoria na aprendizagem. O objetivo geral centrou-se em cartografar processos de autoria de objetos de aprendizagem (OAs) no aprender Geografia. De modo mais específico, objetivou-se: (a) articular os conceitos de cibercultura, objetos de aprendizagem, e-práticas pedagógicas contemporâneas no ensino de Geografia. Para tanto, recorro aos autores de forma integrada, buscando o entendimento de como a contemporaneidade e suas ferramentas teóricas, e seus modos de olhar podem, efetivamente, contribuir no aprender Geografia; (b) analisar os aspectos inerentes aos objetos de aprendizagem, concebendo-os por meio de suas metodologias, metáforas e características próprias, isto é, trazer para a escola e para discussão na linha de ensino de Geografia, os objetos de aprendizagem enquanto potenciais pedagógicos; (c) propor aos alunos a autoria de objetos de aprendizagem geográficos, cartografando as distintas possibilidades de aprender na cibercultura. Teve-se, como locus, a sala de aula da turma 9 A-2015, da Escola Municipal Pernambuco, localizada no Bairro Niterói, no município de Canoas-RS. Partiu-se do pressuposto que o percurso metodológico da Cartografia movimenta-se em linhas: experimentação, exploração e autoria. Em cada movimento, realizaramse idas e vindas, os quais perfazem a investigação que envolveu alunos-autores no processo de elaboração de OAs. Dos resultados, destacam-se as seguintes contribuições: a construção de três objetos de aprendizagem, com autoria de alunos, abordando as temáticas Rio Gravataí, Transporte e Migração, e População. O processo de autoria de OA possibilitou o desenvolvimento do conceito e-práticas pedagógicas, relacionando as práticas geográficas ao contexto da aprendizagem úbiqua na cibercultura. No contexto das ideias apresentadas, a pesquisa que orientou a construção da tese inscreve-se na corrente vital do processo de ensino e aprendizagem, ao rasurar geografias com os potenciais de e-práticas pedagógicas na (da) Cibercultura. As metamorfoses do pensamento geográfico e, por conseguinte, de seus conceitos estão implícitas na sala de aula, em tempos e espaços de aprendizagem ubíqua, na qual o digital encontra-se arraigado no cotidiano dos nossos alunos. As reflexões e proposições sobre a relação autoria de OAs através de e-práticas pedagógicas coloca a cibercultura na apropriação de saberes ampliando os potenciais tecnológicos de aprendizagem, principalmente, por direcionar o conhecimento às práticas comuns do seu cotidiano. É fundamental ampliar essa concepção, podemos ser autores dos nossos potenciais didáticos digitais através das e-práticas pedagógicas. Deste modo, a relação cibercultura, OAs e e-práticas cria potenciais com diferentes linguagens para mediar o processo de ensino e aprendizagem de Geografia. Experiência, vivência e territorialização de formas distintas e plurais de aprendizagem, a autoria como apropriação dos saberes são rasuras na escola que a turma 9 A – 2015 realizou. / In ubiquitous learning times, the classroom becomes a multidimensional territory, source of multiple knowledge, connected, multi-faceted, interactive. The text of this thesis is part of the context of innovation in School Geography driven by the authoring process in learning. The overall objective focused on mapping learning objects authoring processes (OAs) in learning geography. More specifically, it aimed to: (a) articulate the concepts of cyberculture, learning objects, e-practical contemporary pedagogical in teaching of Geography. More specifically, it aimed to: (a) articulate the concepts of cyberculture, learning objects, e-practical contemporary pedagogical teaching of Geography. Therefore, we turn to the authors in an integrated manner, seeking the understanding of how contemporary and its theoretical tools, and their ways of looking can effectively contribute to the learning geography; (B) to analyze the aspects related to learning objects, conceiving them through their methodologies, conceiving them by their metaphors and their own characteristics, that is, bring to school and for discussion in geography teaching line, learning objects as potential teaching ; (C) propose to the students the authorship of spatial learning objects, charting the different possibilities of learning in cyberculture. As locus we had the classroom of the class 9 A-2015 of the Municipal School Pernambuco, located in Niteroi neighborhood in the city of Canoas-RS. It was started from the assumption that the methodological approach of Cartography moves in lines: experimentation, exploration and authorship. In every movement, there were comings and goings, which make up the research that involved students-authors on the OAs drafting process. From the results, the following contributions are: the construction of three learning objects, authored by students, addressing the themes Gravataí River, Transport and Migration and Population. The OA authoring process enabled the development of the concept of pedagogical e-practical, relating the geographical practices to the Ubiquitous learning in cyberculture. In the context of the ideas presented, the research that guided the construction of the thesis is part of the life stream of the process of teaching and learning, when erase geographies with the potential of teaching e- practices (in the) Cyberculture. The metamorphoses of geographical thought and therefore of its concepts are implicit in the classroom, in time and space of ubiquitous learning, in which the digital is rooted in the daily lives of our students. The reflections and proposals on the OAs authored relationship through educational e-practices puts cyberculture in the appropriation of knowledge expanding the potential of technological learning, primarily by direct knowledge to their daily common practices. It is essential to extend this concepts, students can be authors of their digital learning potential through educational e-practices. Thus, cyberculture relationship, OAs and pedagogical e- practical’s can develop potential, with different languages, to maximize the learning of geography. Experience and territorial distinct and plural forms of learning, authorship and appropriation of knowledge are erasures that the school the class 9 - 2015 held.
9

Cartografia da autoria de objetos de aprendizagem na cibercultura : potenciais de e-práticas pedagógicas contemporâneas para aprender Geografia / Authors mapping of objects in cyberculture : potential of contemporary pedagogical e- practices to learn geography

Giordani, Ana Claudia Carvalho January 2016 (has links)
Em tempos de aprendizagem ubíqua, a sala de aula torna-se um território multidimensional, fonte de saberes múltiplos, conectado, multifacetado, interativo. O texto desta tese insere-se no contexto da inovação na Geografia Escolar impulsionada pelo processo de autoria na aprendizagem. O objetivo geral centrou-se em cartografar processos de autoria de objetos de aprendizagem (OAs) no aprender Geografia. De modo mais específico, objetivou-se: (a) articular os conceitos de cibercultura, objetos de aprendizagem, e-práticas pedagógicas contemporâneas no ensino de Geografia. Para tanto, recorro aos autores de forma integrada, buscando o entendimento de como a contemporaneidade e suas ferramentas teóricas, e seus modos de olhar podem, efetivamente, contribuir no aprender Geografia; (b) analisar os aspectos inerentes aos objetos de aprendizagem, concebendo-os por meio de suas metodologias, metáforas e características próprias, isto é, trazer para a escola e para discussão na linha de ensino de Geografia, os objetos de aprendizagem enquanto potenciais pedagógicos; (c) propor aos alunos a autoria de objetos de aprendizagem geográficos, cartografando as distintas possibilidades de aprender na cibercultura. Teve-se, como locus, a sala de aula da turma 9 A-2015, da Escola Municipal Pernambuco, localizada no Bairro Niterói, no município de Canoas-RS. Partiu-se do pressuposto que o percurso metodológico da Cartografia movimenta-se em linhas: experimentação, exploração e autoria. Em cada movimento, realizaramse idas e vindas, os quais perfazem a investigação que envolveu alunos-autores no processo de elaboração de OAs. Dos resultados, destacam-se as seguintes contribuições: a construção de três objetos de aprendizagem, com autoria de alunos, abordando as temáticas Rio Gravataí, Transporte e Migração, e População. O processo de autoria de OA possibilitou o desenvolvimento do conceito e-práticas pedagógicas, relacionando as práticas geográficas ao contexto da aprendizagem úbiqua na cibercultura. No contexto das ideias apresentadas, a pesquisa que orientou a construção da tese inscreve-se na corrente vital do processo de ensino e aprendizagem, ao rasurar geografias com os potenciais de e-práticas pedagógicas na (da) Cibercultura. As metamorfoses do pensamento geográfico e, por conseguinte, de seus conceitos estão implícitas na sala de aula, em tempos e espaços de aprendizagem ubíqua, na qual o digital encontra-se arraigado no cotidiano dos nossos alunos. As reflexões e proposições sobre a relação autoria de OAs através de e-práticas pedagógicas coloca a cibercultura na apropriação de saberes ampliando os potenciais tecnológicos de aprendizagem, principalmente, por direcionar o conhecimento às práticas comuns do seu cotidiano. É fundamental ampliar essa concepção, podemos ser autores dos nossos potenciais didáticos digitais através das e-práticas pedagógicas. Deste modo, a relação cibercultura, OAs e e-práticas cria potenciais com diferentes linguagens para mediar o processo de ensino e aprendizagem de Geografia. Experiência, vivência e territorialização de formas distintas e plurais de aprendizagem, a autoria como apropriação dos saberes são rasuras na escola que a turma 9 A – 2015 realizou. / In ubiquitous learning times, the classroom becomes a multidimensional territory, source of multiple knowledge, connected, multi-faceted, interactive. The text of this thesis is part of the context of innovation in School Geography driven by the authoring process in learning. The overall objective focused on mapping learning objects authoring processes (OAs) in learning geography. More specifically, it aimed to: (a) articulate the concepts of cyberculture, learning objects, e-practical contemporary pedagogical in teaching of Geography. More specifically, it aimed to: (a) articulate the concepts of cyberculture, learning objects, e-practical contemporary pedagogical teaching of Geography. Therefore, we turn to the authors in an integrated manner, seeking the understanding of how contemporary and its theoretical tools, and their ways of looking can effectively contribute to the learning geography; (B) to analyze the aspects related to learning objects, conceiving them through their methodologies, conceiving them by their metaphors and their own characteristics, that is, bring to school and for discussion in geography teaching line, learning objects as potential teaching ; (C) propose to the students the authorship of spatial learning objects, charting the different possibilities of learning in cyberculture. As locus we had the classroom of the class 9 A-2015 of the Municipal School Pernambuco, located in Niteroi neighborhood in the city of Canoas-RS. It was started from the assumption that the methodological approach of Cartography moves in lines: experimentation, exploration and authorship. In every movement, there were comings and goings, which make up the research that involved students-authors on the OAs drafting process. From the results, the following contributions are: the construction of three learning objects, authored by students, addressing the themes Gravataí River, Transport and Migration and Population. The OA authoring process enabled the development of the concept of pedagogical e-practical, relating the geographical practices to the Ubiquitous learning in cyberculture. In the context of the ideas presented, the research that guided the construction of the thesis is part of the life stream of the process of teaching and learning, when erase geographies with the potential of teaching e- practices (in the) Cyberculture. The metamorphoses of geographical thought and therefore of its concepts are implicit in the classroom, in time and space of ubiquitous learning, in which the digital is rooted in the daily lives of our students. The reflections and proposals on the OAs authored relationship through educational e-practices puts cyberculture in the appropriation of knowledge expanding the potential of technological learning, primarily by direct knowledge to their daily common practices. It is essential to extend this concepts, students can be authors of their digital learning potential through educational e-practices. Thus, cyberculture relationship, OAs and pedagogical e- practical’s can develop potential, with different languages, to maximize the learning of geography. Experience and territorial distinct and plural forms of learning, authorship and appropriation of knowledge are erasures that the school the class 9 - 2015 held.
10

Um modelo de educação ubíqua orientado à consciência do contexto do aprendiz / Ubiquitous Learning Model Addressed to Learner’s Context-Aware

Barbosa, Débora Nice Ferrari January 2007 (has links)
A Educação Ubíqua, tema de pesquisa desta tese, tem como objetivo relacionar os aprendizes com o ambiente em seu entorno, formando uma rede virtual e real de pessoas, objetos e situações, auxiliando para uma aprendizagem contínua, contextualizada e significativa. A consciência do contexto do aprendiz constitui-se do elemento fundamental neste tipo de educação. A partir das pesquisas realizadas, concluiu-se que, atualmente, os ambientes virtuais de suporte à Educação Ubíqua possuem um contexto de atuação específico ou localizado, além de um ambiente computacional próprio. Desta forma, o problema de pesquisa desta tese consiste em identificar os elementos básicos necessários para auxiliar uma aprendizagem independente de lugar, de tempo, do contexto em que ela ocorre e do ambiente computacional de suporte. A partir desses aspectos, esta tese aborda a hipótese de que o desenvolvimento de um ambiente educacional ubíquo deve ser apoiado por mecanismos computacionais pró-ativos, providos por um ambiente de suporte à ubiqüidade, que possibilite perceber o contexto do aprendiz e o uso de diversas tecnologias de acesso. Cabe ao ambiente educacional adaptar os recursos disponíveis, levando em consideração a dinamicidade com que eles se alteram, de forma contínua e transparente, criando um ambiente propício para a aprendizagem. Desta forma, este trabalho propõe um modelo de Educação Ubíqua orientado à consciência do contexto do aprendiz denominado GlobalEdu. Neste, o aprendiz tem a possibilidade de aprender de forma contínua e integrada com o seu contexto. O GlobalEdu provê uma organização em camadas. A camada de Aplicação é representada por um Agente Pedagógico, cujo objetivo é auxiliar a interação do aprendiz no ambiente. A camada de Sistema consitui-se de um conjunto de módulos Educacionais e de Suporte, necessários para auxiliar no processo educacional do aprendiz no ambiente, manipulando o contexto do aprendiz, seu perfil e seus conteúdos, além de elementos que auxiliem a execução do agente e dos recursos que ele manipula. As principais contribuições dessa tese consistem em aprofundar os aspectos referentes à consciência do contexto do aprendiz, bem como a proposta e desenvolvimento do modelo e sua integração com ambientes de suporte à Computação Ubíqua. Além disso, a partir de uma ontologia para representação de contexto, o modelo permite o mapeamento de contextos diversos. A partir da avaliação do sistema, identificou-se a importância do ambiente educacional preocupar-se com os processos educacionais, enquanto o ambiente computacional suporta os elementos necessários para prover à consciência do contexto e os demais aspectos relacionados à ubiqüidade. / This research is about Ubiquitous Learning. The idea of ubiquitous learning is to create a network of devices, people and situation that allows learning experiences to play out. The learner’s context-aware is a fundamental element of this type of education. Thus, the ubiquitous learning environment supports omnipresense processes, learner autonomy and integration with learner’s surrounding environment. The current related works are oriented for specific contexts. We are investigating what subset of functionality is required for to provide learning can occur anywhere, anytime, with continued computing support and no-specific computational environment. Our hypothesis is that it is possible to develop ubiquitous learning environment using ubiquitous computing support, because this type of computing can provide the context aware characteristics and support several access technologies. With this, the learning environment provides continuous learning resources, creating a propitious environment for the learning. This work proposes a ubiquitous learning model addressed to learner’s context-aware called GlobalEdu. This model supports learning on ubiquitous computing environments. It is composed by Pedagogical Agent, Educational Services and Support Services. The Pedagogical Agent is an agent that runs in the device that the learner is using, assisting the educational process in the ubiquitous environment. It contains an interface to the Educational Services and provides a ubiquitous vision through ubiquitous environment. The Educational Services and Support Services provide the support to agent execution in the ubiquitous environment, through identification and adaptation of resources in agreement with the learner’s profile and learner’s context. The main contributions of this work are concentrated in the surrounding context of the learner. An ontology for context representation was proposed. Moreover, it was proposed a ubiquitous learning model and its integration with a ubiquitous environment. We concluded that the integration of learning environment and ubiquitous environment is important. The ubiquitous environment supports context information and others ubiquitous aspects while the learning environment is dedicated to the educational process.

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