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This paper analysis document to explore tendencies of implementing ICT curriculum content and policies in Australian education in Victoria in New South Wales states. After analyzing the policies, it is believed that different from the previous curriculum where ICT was perceived as a tool, the new curricula shows more programmatic approach towards.
The past decade has observed a continuously increasing internationalization of higher education institutions. Multicultural instruction is challenging for educators and students alike. Japanese universities follow the same trend, striving to become more and more internationalized, classes need to accommodate both local, Japanese students, and international, foreign students. Based on the author's...
In traditional teaching, teachers transmit knowledge, and students receive the information passively in the classroom. There are few opportunities as well as proper situations for students to apply the acquired knowledge, in other words, students do not know how to use what they have learned in their daily lives. In this study, we designed a system for learning by authoring scripts, setting stage,...
Studies have shown that learning approaches are able to promote the developments of computational thinking on students, including cooperative learning, project-based learning, online communication, Academic dialogue etc. Therefore, these learning approaches can combine with the traditional teaching in a more effective way. Blended learning may promote the developments of computational thinking on...
Aiming at the problem of the effect of information technology and its impact on the performance of the manufacturing industry. Based on the existing research, we sets information hardware and software investment as explanatory variables, the number of highly educated employees as the moderator variables, the enterprise performance as the explanatory variables. This paper makes an empirical study of...
The live teaching is a new form of online education, the learning goal has a change from educators to learners, i.e., educators become the target to be evaluated by learning activities and online learning develops into interactive learning. However, new challenges are imposed upon the development of teachers' behavior. This paper explores the behavior of teachers in live teaching from the perspective...
The study proposed a student acceptance model of business process-experience-based sand tables (PESTs). A total of 162 valid samples (students) were collected from Beijing Normal University, Zhuhai, who have participated in PEST-based courses. The results show that students' trust has a significant influence on their intention of using a PEST, while interactivity, usefulness, and entertanability are...
This research aims to associate the gap of old tradition teaching and learning mathematics with the help of dynamic mathematical software. Also, enhancing the learning capabilities and interest of students by creating a platform of variations to teach mathematics based on existing world problems. To improve the discovery learning procedure by empowering both the teacher and learner to visualize and...
The crowdsourcing (CS) is a software development practice that increases in the productive sector. This environment is supported by a platform which relates the crowd, the provider, the sponsor and the developer. Microtasks are executed by people, and these are joining in a large project. The teaching of crowdsourcing in undergraduate courses is minimal compared to the teaching of traditional Distributed...
This paper presents research on identifying and implementation of "game jam " model in an organization dedicated to developing software that has different teams of engineers in various disciplines, such as software engineers, electronic and specialists in art and design Game jam has a promising approach in the rapid development of projects or new products. Our goal is to implement the Game...
This work presents the planning, development and implementation of the SocioAVA digital educational material — Social Interactions in Virtual Learning Environments. This material is aimed at professionals working in Distance Education (DE) who are interested in discussing social interactions in the virtual. The objective is to discuss social interactions as an important factor to be included in pedagogical...
This paper describes a study about the application of the principles of flipped classroom in a freshman class in higher education, in the academic year of 2016–2017, reporting students' perceptions about this learning strategy. The approach was based on the students' preferences, indicated in an initial characterization questionnaire. Quizzes were the main resources for the self-evaluation of the...
The domain of the mother tongue is essential for human communication and for its involvement in society. Oral communication takes on special importance in this relationship with others. The teaching of the Portuguese language has been the subject of discussion in order to improve the education of the language of the country highlighting the fundamental role that schools have in the process. In view...
The higher education through virtual environment is students centered oriented to the interactive learning, in situations to be closer to the real world; for that reason, teachers must have new communicative competences, nonverbal and with a learning innovative approach which allows to guide their students in the complex process of acquiring knowledge even more in a foreign language. In the same context,...
The effective education is one of very important and everlasting challenges of human society. With each generation of students, new approaches have to be implemented to keep the process of education prosperous. This paper introduces a small piece to a set of modern tools for education of Informatics and Electrical Engineering. To be more specific, an interactive software for machine learning testing...
Nowadays, gamification elements have been applied beyond of traditional games that we know, an example is their application in academic area in software engineering, where them have been supported the students' learning and the accomplishment of activities in projects. In this context, gamification elements have been applied in very few investigation studies to improve the integration of team work...
The Software Enterprise at ASU aims at equipping students with practical knowledge of modern software practices through a multi-year instructional sequence that employs an iterative feedback pedagogical model in order for graduates to be adequately prepared for the workforce upon graduation. By means of the Software Enterprise Website, the community of teaching practitioners in this area having similar...
Online experimentation have become a common resource in education since the virtual and remote labs (VRLs) allowed the users to interact with a system without been in a laboratory environment. The science and engineering areas needs to teach their student in experimental practices and this implies, in most cases, costly and complex systems. This work shows how new technologies allows a low cost online...
Karyotyping is one of the skills geneticists should master in their formation. The way this ability is developed nowadays is time consuming for both the fellow and the coordinator. We created an application to forward/advance the process.
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