1,281 research outputs found

    Objetos educacionais na consulta de enfermagem: avaliação da tecnologia por estudantes de graduação

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    This study followed the teaching-learning process about the nursing consultation, based on digital learning objects developed through the active Problem Based Learning method. The goals were to evaluate the digital learning objects about nursing consultation, develop cognitive skills on the subject using problem based learning and identify the students opinions on the use of technology. This is an exploratory and descriptive study with a quantitative approach. The sample consisted of 71 students in the sixth period of the nursing program at the Federal University of Rio Grande do Sul. The data was collected through a questionnaire to evaluate the learning objects. The results showed positive agreement (58%) on the content, usability and didactics of the proposed computer-mediated activity regarding the nursing consultation. The application of materials to the students is considered positive.Este estudio acompañó el proceso enseñanza-aprendizaje de la consulta de enfermería con apoyo de objetos educacionales digitales por medio de la metodología activa Problem Based Learning. Los objetivos fueron evaluar los objetos educacionales digitales sobre consulta de enfermería, desarrollar habilidades cognitivas del tema utilizando aprendizajes basados en problemas e identificar las opiniones de los estudiantes en cuanto al uso de la tecnología. Se trata de un estudio exploratorio descriptivo con abordaje cuantitativo cuya muestra fue compuesta por 71 estudiantes de la sexta etapa del curso de enfermería de la Universidad Federal del Rio Grande del Sur. La recolección de datos se realizó por medio de la aplicación de cuestionarios para evaluar los objetos de aprendizaje. Los resultados apuntan concordancia positiva (58%) en cuanto al contenido, usabilidad y didáctica de la actividad propuesta sobre consulta de enfermería mediada por computador. Se consideró positiva la aplicación de los materiales junto a los alumnos.Este estudo acompanhou o processo ensino-aprendizagem da consulta de enfermagem com apoio de objetos educacionais digitais, por meio da metodologia ativa Problem Based Learning. Os objetivos foram avaliar os objetos educacionais digitais sobre consulta de enfermagem, desenvolver habilidades cognitivas do tema, utilizando aprendizagem baseada em problemas, e identificar as opiniões dos estudantes quanto ao uso da tecnologia. Trata-se de estudo exploratório descritivo, com abordagem quantitativa, cuja amostra foi composta por 71 estudantes da sexta etapa do curso de enfermagem da Universidade Federal do Rio Grande do Sul. A coleta de dados ocorreu por meio da aplicação de questionários para avaliar os objetos de aprendizagem. Os resultados apontam concordância positiva (58%) quanto ao conteúdo, usabilidade e didática da atividade proposta sobre consulta de enfermagem, mediada por computador. Considera-se positivo a aplicação dos materiais junto aos alunos

    Learning e-Learning

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    What You Understand Is What Your Cognitive Integrates. Scientific research develops, as a native environment, knowledge. This environment consists of two interdependent divisions: theory and technology. First division occurs as a recursive research, while the second one becomes an application of the research activity. Over time, theories integrate methodologies and technology extends as infrastructure. The engine of this environment is learning, as the human activity of knowledge work. The threshold term of this model is the concepts map; it is based on Bloom’ taxonomy for the cognitive domain and highlights the notion of software scaffolding which is grounded in Vygotsky’s Social Development Theory with its major theme, Zone of Proximal Development. This article is designed as a conceptual paper, which analyzes specific structures of this type of educational research: the model reflects a foundation for a theory and finally, the theory evolves as groundwork for a system. The outcomes of this kind of approach are the examples, which are, theoretically, learning outcomes, and practically exist as educational objects, so-called e-learning.Assisted Instruction, Cognitive Infrastructure, Concepts Map, Software Scaffolding

    The hedonic and utilitarian value of digital games at product category level

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    The diffusion of ICT applications in virtual worlds as Second Life (SL), Forterra, There and Multiverse created many interesting research opportunities, particularly in knowledge management and e-learning. Virtual worlds are strongly immersive and produce entrepreneurial and social initiatives in which personal, professional and business relationships move quickly and could be transferred into the real environment. Enterprises, Municipalities, Universities and Chambers of Commerce are increasing the use of SL enforcing the methodological relevance of networking, a new approach that bases its impact, for the development of business, on the creation and maintenance of net links. This paper will consider the case of Perting Ltd, the simulated enterprise created in 2001 by Forlì Faculty of Economics, that established in February 2008 its premises in SL and started managing businesses in different sectors. The main subject of this analysis is the use of virtual reality in management not only for business but also in research and didactics. In managerial theories the research would be an opportunity for a new perspective to know the symmetries among ICT business platforms and to understand, in a better way, how the learning process could support organizations in their approach to the market of internet relationships

    NEW FORMS OF COMMUNICATION AS CONSTITUENTS OF LITERACY: IMPLICATIONS FOR EDUCATION

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    New technologies, combining aspects of communication through mass media and direct “face to face” interaction, have brought new challenges to the theory of communication (and to human existence in general). The attempts to synthesize and classify visions of many theorists according to the dominant principles of their paradigms result in two respectable groups of claims, which could also be expressed by the two perspectives: utopian and dystopic. One of the most relevant issues in the discourse of these perspectives and different scientific disciplines is how the potential of new technologies is used for the development of abilities, knowledge and skills necessary for full participation in contemporary society. Following this question, the paper first analyzes the impact of developments in technology and communication on the transformation of social practices, which, in addition to undoubted high advantages, has its weaknesses. In the second part of the paper, the implications of new information and communication practices for the existing education concept are derived. As literacy is one of the key outcomes of the educational process and as it can be defined as generic communicative competence, the need to expand the concept of literacy in a time of expansion of ICT is understandable. The authors conclude that, for a successful and quality life in today's global and digital society, we need a wide range of skills - the new forms of literacy that enable effective communication and participation in the new e-culture.&nbsp

    Learning Paradigms in e-Society

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    Learning, defined both as the cognitive process of acquiring knowledge, and as the knowledge received by instruction, depends on the environment. Our world, analyzed as an educational environment, evolved from a natural native stage to a scientific technological based phase. Educative system, developed as a public service, including formal, non-formal and informal education, originated its foundations on the textbook, and at present, teacher preparation is based on the same technique. This article is designed as a conceptual basis analyze of learning in a scientific environment, in order to synthesize the interdependencies between the cognitive process of acquiring knowledge and the methods applied in knowledge conversion

    BBC'22

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    The International Conference BBC'22 aims to provide an opportunity for all academic and non-academics to share their personal experiences and projects, presenting their contributions and getting feedback from other attendees.info:eu-repo/semantics/publishedVersio

    Blending MOOC in Face-to-Face Teaching and Studies

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    Museum as ecology: A case study analysis of an ambient intelligent museum guide

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    This paper explores the usefulness of the ecology concept as an analytical framework for designing interactive technology in museums. We aim to describe and evaluate an ecological approach to understanding museums and to examine information and cultural ecologies as analytical tools for guiding the design of interactive systems. We focus on two related concepts of ecology, cultural ecology (Bell 2002) and information ecology (Nardi and O\u27Day 1999). Utilizing each of the two frameworks, we analyze observational and interview data we collected during the research for an ambient intelligent museum guide. We also discuss the design implications of our analysis. In this paper we found that an ecology framework is highly appropriate for representing the complexities of activities, relationships, technologies and people connected to museums. We also found the information
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