58,442 research outputs found

    DIGITAL: multidisciplinary and multidimensional in the classrooms

    Get PDF
    In this paper our aim is to analyse and present some pedagogical paths that prefigure and guide the teaching-learning devices developed "around" the digital tools. In this context issues related to the implementation with teaching methodologies and teaching techniques acquire a new dimension due to the need of transpose them into online learning environments (technologies to teach to technologies to learn). This starting point is a deep understanding from the analysis of actors in the online learning process: student, teacher, platform and e- contents. Thus, it is our goal in this chapter to promote digital education, think of teaching methods, tools and learning processes, to adapted to eLearninginfo:eu-repo/semantics/publishedVersio

    Child Labor in the Gold Coast: The Economics of Work, Education, and the Family in Late-Colonial African Childhoods, c. 1940-57

    Get PDF
    Historical knowledge of childhood in the Gold Coast (modern Ghana) is sparse and too often disconnected from a global historiography that has convincingly demonstrated the "child" to be a social construct. In contemporary discourse the "African child" is most commonly portrayed as either aspiring scholar or helpless victim—images that are echoed in the fleeting appearances of children in Africanist historiography. This essay, by contrast, explores the economic aspects of childhood in the colonial periphery and paints a more complex picture of the "African child." Children in the twentieth-century Gold Coast were vital economic actors and agents: at once producers, consumers, and accumulators of wealth. They remained so despite the political and commercial upheavals of the colonial period. Exploring the economic use and the social purpose of child labor illuminates both the material experience of children and their place in the household and wider society—and it sheds light, too, on the question of why both illiteracy and child labor are stubbornly persistent in modern Ghana

    Sociedad de la Información: ¿equidad o inequidad?

    Get PDF
    Since the last years of the century and in the context of the globalization exists an increasing use of technology, information and knowledge in most of the educative activities, productive and of services

    Pengembangan Alat Permainan Edukatif ( Ape ) Jenis Balok Untuk Meningkatkan Kualitas Pembelajaran Di Taman Kanak-kanak

    Get PDF
    Point of view from this research is : what is the effort to develop education game tool can increase economic velue of waste wood and quality of teaching in Kindergarten in some aspects like students creativity, developing of cognitif, idea power, creativity power, psicomotoric, emotion, social and language of students ? The aim of this research are divided into two kinds ; a.Long range aim and b. Short range aim. Long range aim from this research are to build corporation among university ( Teacher Training and Education Faculty Muhammadiyah University of Purwokerto whit Education Institution of Early Age ( 1st, 2nd and 3rd Government Kindergarten of Dukuhwaluh Village, Kembaran District, Banyumas Regency. Advantage from this research are ; 1. Advantage from society economic view with encreasing of their income and opened of new job vacancy for wood craft with miking educative game tool made by waste wood; 2. Advantage from technology and science can add or enrich educatif game tool for education institution of early age; 3. Advantage for Teacher Training and Education Faculty Muhammadiyah University of Purwokerto can get data from result of this research about influence of Kindergarten; 4. Advantage for 1st, 2nd, and 3rd Government Kindergarten of Dukuhwaluh Village is gotten Educative Game Tool as cooperation with Teacher Training and Education Faculty of Muhammadiyah University of Purwokerto.Variable from this research are; increasing economic value of waste wood, wood craft creativity in making Educative Game Tool, creativity of Kindergarten Teacher in applicating of educative game tool. Method of collecting data from this research are observation, interview and documentation. Method of data analysis use statistic analysis of frecuensy distribution and fenomenologic. Conclution from this research are ; 1. Developing of educative game tool can increase economic value of waste wood; 2. Creativity of wood craft can be increased by making educative game tool; 3. Kindergarten Teacher can increase their creativity by applicating educative game tool in teaching activities either increasing of their process quality or students result; 4. Using educative game tool can add motivation and develop happines condition in teaching activities so can increase students creativity, cognitif, idea power, creativity power, psicomotoric, emotion, social and their language. Key words: Educative Game Tool, Economic Value , Teaching Quality of Kindergarten

    Satellite-based delivery of educational content to geographically isolated communities: A service based approach

    Get PDF
    Enabling learning for members of geographically isolated communities presents benefits in terms of promoting regional development and cost savings for governments and companies. However, notwithstanding recent advances in e-Learning, from both technological and pedagogical perspectives, there are very few, if any, recognised methodologies for user-led design of satellite-based e-learning infrastructures. In this paper, we present a methodology for designing a satellite and wireless based network infrastructure and learning services to support distance learning for such isolated communities. This methodology entails (a) the involvement of community members in the development of targeted learning services from an early stage, and (b) a service-oriented approach to learning solution deployment. Results show, that, while the technological premises of distance learning can be accommodated by hybrid satellite/wireless infrastructures,this has to be complemented with (a) high-quality audio–visual educational material, and (b) the opportunity for community members to interact with other community members either as groups (common-room oriented scenarios) or individuals (home-based scenarios), thus providing an impetus for learner engagement in both formal and informal activities

    PIWeCS: enhancing human/machine agency in an interactive composition system

    Get PDF
    This paper focuses on the infrastructure and aesthetic approach used in PIWeCS: a Public Space Interactive Web-based Composition System. The concern was to increase the sense of dialogue between human and machine agency in an interactive work by adapting Paine's (2002) notion of a conversational model of interaction as a ‘complex system’. The machine implementation of PIWeCS is achieved through integrating intelligent agent programming with MAX/MSP. Human input is through a web infrastructure. The conversation is initiated and continued by participants through arrangements and composition based on short performed samples of traditional New Zealand Maori instruments. The system allows the extension of a composition through the electroacoustic manipulation of the source material
    corecore