91 research outputs found

    Técnicas para aumentar o envolvimento dos alunos na aprendizagem da programação

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    Neste artigo analisam-se em particular duas técnicas concebidas para apoiar o ensino da programação: a Animação de Programas e a Avaliação Automática de Programas. Com base na combinação destas técnicas e respetivas ferramentas, atualmente disponíveis, iremos enunciar duas possíveis abordagens. Serão apresentadas as conclusões retiradas de uma primeira experiência conduzida em sala de aula. Por fim, esboçaremos uma ferramenta que através da Web, implementará uma das abordagens propostas

    The potential benefits of using videos in higher education

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    The developments of digital technology have opened new outlooks for online education which offer students the flexibility to learn at any time and any place. With all this instructional changes instructors, in all levels of the educational chain have been compelled to adapt quickly to this reality. They have a wide diversity of tools available to grab student’s attention and motivate them to embrace the knowledge in their own learning process. One of these resources is the use of videos. Through them lecturers can deliver complex information and contents to students and, if used creatively, videos can become a powerful technological tool in education. In this article we will explore some of the potential benefits and challenges associated with the use of videos in the teaching and learning process at higher education levels. We will also discuss some thoughts and examples for the use of teaching materials to enhance student’s learning and try to change ideas about the potentialities and future of video’s annotation new software resources, as incoming open tools for group work involvement

    Students' individual work on studying the discipline «Mathematics Teaching Methodology» by using distance technologies

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    © 2017. revistaESPACIOS.com. The urgency of the problem set in the article is stipulated by the fact that over the recent years the role of information technologies in organizing students' individual work has strengthened. In this context, it is necessary to provide the educational process with electronic educational resources. The aim of the article is to organize individual work of students and to estimate its efficiency when mastering the discipline "Mathematics Teaching Methodology" by using distance technologies. The leading methods in researching this problem include the method of design aimed at selecting and structuring the content of the electronic resource, as well as testing according to the estimation of the performed work efficiency. The developed resources include all required components for organizing and carrying out the students' individual work: study, control, and correction. The experiment made by teachers of the Elabuga Institute of the Kazan (Volga Region) Federal University and related to implementing the developed electronic resources in the educational process showed the importance and efficiency of applying distance technologies in organizing individual work of students

    Computer-supported Techniques to Increase Students Engagement in Programming

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    One of the main reasons that justify the student’s failure in (introductory) programming courses is the lack of motivation that impacts on the knowledge acquisition process, affecting learning results. As soon as students face the difficulties concerning the development of algorithms or the coding in a programming language, they give up and do not try harder to solve other problems; they think it is a demanding activity and feel frustrated. In this paper we describe in detail an experiment conducted to verify the effectiveness, in terms of the increase in motivation and in knowledge acquisition, of combining program Animation tools with the immediate feedback provided by Automatic Evaluations Systems.info:eu-repo/semantics/publishedVersio

    Systematic mapping literature review of mobile robotics competitions

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    This paper presents a systematic mapping literature review about the mobile robotics competitions that took place over the last few decades in order to obtain an overview of the main objectives, target public, challenges, technologies used and final application area to show how these competitions have been contributing to education. In the review we found 673 papers from 5 different databases and at the end of the process, 75 papers were classified to extract all the relevant information using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) method. More than 50 mobile robotics competitions were found and it was possible to analyze most of the competitions in detail in order to answer the research questions, finding the main goals, target public, challenges, technologies and application area, mainly in education.info:eu-repo/semantics/publishedVersio

    Learning on electrical circuits while playing 'E&E electrical endeavours' : design research on a serious game optimizing for conceptual understanding

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    In a two year design research project, a serious game was developed in a close collaboration of educational researchers, game-designers and secondary school teachers. In a first round, the game was used in classroom employing an open-inquiry format. It was found that the game had a strong impact on the student’s conceptual development but that it provoked the construction of misconceptions. The game was then adapted and partially redesigned on the basis of the evaluation outcomes and additional expert-review. Also the way of using the game in classroom was redesigned and written down in a teachers’ guide. In a second round this pedagogical approach to using the game in classroom alternating open inquiry type gaming-episodes with guided reflection and internalisation episodes, was used. Again a strong impact on students’ conceptual understanding of electrical circuits was found. Significantly less misconceptions occurred. The results indicate that the close collaboration of school teachers, educational experts and game designers was fruitful for improving the serious game and its use in school practice. Moreover it became clear that serious games have a potential to strongly contribute to students’ conceptual understanding, in particular by the mental model implicitly represented in the game´s layout and structure

    A Quantitative Analysis of the Use of Microdata for Semantic Annotations on Educational Resources

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    A current trend in the semantic web is the use of embedded markup formats aimed to semantically enrich web content by making it more understandable to search engines and other applications. The deployment of Microdata as a markup format has increased thanks to the widespread of a controlled vocabulary provided by Schema.org. Recently, a set of properties from the Learning Resource Metadata Initiative (LRMI) specification, which describes educational resources, was adopted by Schema.org. These properties, in addition to those related to accessibility and the license of resources included in Schema.org, would enable search engines to provide more relevant results in searching for educational resources for all users, including users with disabilities. In order to obtain a reliable evaluation of the use of Microdata properties related to the LRMI specification, accessibility, and the license of resources, this research conducted a quantitative analysis of the deployment of these properties in large-scale web corpora covering two consecutive years. The corpora contain hundreds of millions of web pages. The results further our understanding of this deployment in addition to highlighting the pending issues and challenges concerning the use of such properties

    Automatic generation of software interfaces for supporting decisionmaking processes. An application of domain engineering & machine learning

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    [EN] Data analysis is a key process to foster knowledge generation in particular domains or fields of study. With a strong informative foundation derived from the analysis of collected data, decision-makers can make strategic choices with the aim of obtaining valuable benefits in their specific areas of action. However, given the steady growth of data volumes, data analysis needs to rely on powerful tools to enable knowledge extraction. Information dashboards offer a software solution to analyze large volumes of data visually to identify patterns and relations and make decisions according to the presented information. But decision-makers may have different goals and, consequently, different necessities regarding their dashboards. Moreover, the variety of data sources, structures, and domains can hamper the design and implementation of these tools. This Ph.D. Thesis tackles the challenge of improving the development process of information dashboards and data visualizations while enhancing their quality and features in terms of personalization, usability, and flexibility, among others. Several research activities have been carried out to support this thesis. First, a systematic literature mapping and review was performed to analyze different methodologies and solutions related to the automatic generation of tailored information dashboards. The outcomes of the review led to the selection of a modeldriven approach in combination with the software product line paradigm to deal with the automatic generation of information dashboards. In this context, a meta-model was developed following a domain engineering approach. This meta-model represents the skeleton of information dashboards and data visualizations through the abstraction of their components and features and has been the backbone of the subsequent generative pipeline of these tools. The meta-model and generative pipeline have been tested through their integration in different scenarios, both theoretical and practical. Regarding the theoretical dimension of the research, the meta-model has been successfully integrated with other meta-model to support knowledge generation in learning ecosystems, and as a framework to conceptualize and instantiate information dashboards in different domains. In terms of the practical applications, the focus has been put on how to transform the meta-model into an instance adapted to a specific context, and how to finally transform this later model into code, i.e., the final, functional product. These practical scenarios involved the automatic generation of dashboards in the context of a Ph.D. Programme, the application of Artificial Intelligence algorithms in the process, and the development of a graphical instantiation platform that combines the meta-model and the generative pipeline into a visual generation system. Finally, different case studies have been conducted in the employment and employability, health, and education domains. The number of applications of the meta-model in theoretical and practical dimensions and domains is also a result itself. Every outcome associated to this thesis is driven by the dashboard meta-model, which also proves its versatility and flexibility when it comes to conceptualize, generate, and capture knowledge related to dashboards and data visualizations
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