12 research outputs found

    Projecto curricular : mudança de práticas ou oportunidade perdida?

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    Com base nas opiniões de uma amostra representativa dos professores que, no ano escolar de 2004/2005, leccionaram em escolas oficiais do 2º e 3º ciclos do Ensino Básico do distrito do Porto, procuramos ao longo deste texto problematizar a importância que consignam ao projecto curricular como elemento estruturante das suas práticas pedagógicas e como factor de melhoria do seu desenvolvimento profissional.Based on feedback from a representative sample of teachers who, in the 2004/2005 school year, taught in the 2nd and 3rd cycles of basic education in public schools, located in the district of Porto, the authors analyze the importance that teachers assign to the curricular project as a structural element of their pedagogical practices and as an improvement factor of their professional development

    Fostering computational thinking skills : a didactic proposal for elementary school grades

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    There is a growing presence of technology in the daily lives of elementary school students, with a recent exponential rise due to the constraints of remote teaching during the COVID-19 pandemic. It is important to understand how the education system can contribute to helping students develop the required skills for technological careers, without neglecting its obligation to create conditions that allow them to acquire transversal skills and to enable them to exercise full citizenship. The integration of Educational Robotics and block programming activities in collaborative learning environments promotes the development of computational thinking and other ICT skills, as well as critical thinking, social skills, and problem solving. This paper presents a theoretical proposal of a didactic sequence for the introduction to educational robotics and programming with Scratch Jr. It is composed of three learning scenarios, designed for elementary school teaching. Its main goal is to create conditions that favour the development of computational thinking in a collaborative learning environment. With increasing complexity and degree of difficulty, all the tasks root from a common problem: How can we create an algorithm that programs the robot/sprite to reach a predetermined position?info:eu-repo/semantics/publishedVersio

    Online Gym : um ginásio virtual 3D integrando a kinect : análise comparativa de bibliotecas de suporte

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    Workshop realizado na Universidade de Coimbra de 9-11 de julho de 2014A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físico e social das pessoas com restrições de deslocação. A nossa proposta passa pela criação de uma plataforma 3D - Online Gym - que permita que os utilizadores interajam e participem em sessões online de ginástica em grupo através do Microsoft Kinect. No presente artigo, com vista à concretização desta proposta, analisamos três alternativas tecnológicas para a implementação de serviços de deteção de movimentos que possam ser integrados em plataformas gráficas multiutilizador. Nos resultados, expõem-se as características de cada uma e o impacte respetivo para sua utilização na concretização desta proposta ou outras iniciativas similares

    Online-Gym : multiuser virtual gymnasium using RINIONS and multiple kinect devices

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    Conferência internacional realizada na Universidade de Malta, de 9-12 de setembro de 2014To enhance older citizen’s practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research

    Pensamento computacional : dimensões desenvolvidas numa intervenção no estágio pedagógico

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    Failure of neutrophil migration toward infectious focus in severe sepsis: a critical event for the outcome of this syndrome

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    Sepsis is a systemic inflammatory response commonly caused by bacterial infection. We demonstrated that the outcome of sepsis induced by cecal ligation and puncture (CLP) correlates with the severity of the neutrophil migration failure towards infectious focus. Failure appears to be due to a decrease in the rolling and adhesion of neutrophil to endothelium cells. It seems that neutrophil migration impairment is mediated by the circulating inflammatory cytokines, such as TNF-α and IL-8, which induce the nitric oxide (NO) production systemically. It is supported by the fact that intravenous administration of these cytokines reduces the neutrophil migration induced by different inflammatory stimuli, and in severe sepsis the circulating concentrations of the cytokines and chemokines are significantly increased. Moreover, the neutrophil migration failure and the reduction in the rolling/adhesion were not observed in iNOS-/- mice and, aminoguanidine prevented this event. We also demonstrated that the failure of neutrophil migration is a Toll-4 receptor (TLR4) dependent mechanism, since it was not observed in TLR4 deficient mice. Furthermore, it was also observed that circulating neutrophils obtained from septic patients present failure of neutrophil chemotaxis toward fMLP, IL-8, and LTB4 and an increased in sera concentrations of NO3 and cytokines. In conclusion, we demonstrated that, in sepsis, failure of neutrophil migration is critical for the outcome and that NO is involved in the process

    Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderly

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    The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users
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