Turtle's Navigation and Manipulation of Geometrical Figures Constructed by Variable Processes in a 3
Issues related to 3d turtle's navigation and geometrical figures' manipulation in the simulated 3d space of a newly developed computational environment, MaLT, are reported and discussed here. The joint use of meaningful formalism and the dynamic manipulation of graphically represented 3d figures seem to offer new resources and to pose new challenges as far as geometrical activities and construction of meanings are concerned, which are strongly related to the representational infrastructure of Ma
History of Public Health
Examines the historical experience of health and illness from a population perspective.
Social and Behavioral Foundations of Primary Health Care
Aims at providing you with the knowledge and skills needed to diagnose (understand) community, individual, and organizational behaviors and change processes in developing countries and in cross-cultural settings as a foundation for planning culturally appropriate primary health care (PHC) in the context of the ecological model of health behavior.
Technical specifications of collaboration support tools as web services
This document presents the technical specifications of the services that will be published by two tools developed in the context of the PALETTE project, namely CoPe_it! and e-Logbook (Collaboration services). It describes in detail all published functions along two dimensions: the functional and the technical one. For each service the Community of Practice needs are also discussed. With respect to technical aspects, the W3C Web Services standard has been adopted as the proposed technology to pub
Preventing Infant Mortality and Promoting the Health of Women, Infants, and Children
This course focuses on the historical problems and interventions associated with infant mortality.
Water Sanitation Needs in Complex Humanitarian Emergencies
Presents a historical overview of the influence of water and sanitation on human health; types of water and sanitation facilities and equipment presently available and particularly suited to refugee populations displaced by war, famine, drought, and economic turmoil; and methodologies for assessing and quantifying water and sanitation needs.
Virtual plants in high school informatics L-systems
A creation of models is becoming an important part of informatics education besides algorithmization and programming. An appropriate example concerning use of computer science while modelling real world are the L-systems. In the paper we describe a proposal of teaching of plants growth modelling by the L-systems at a high school. Our goal is to help students to understand and try creation of plants model on the computer.
Purpose and design of an ePortfolio
The focus of this contribution is the relationship between the purpose to use an ePortfolio and its design. By highlighting the relationship between purposes and design of an ePortfolio, we want to present a framework that gives directives to use an ePortfolio in an educational context. When used for lifelong learning and / or assessment for learning, student-ownership and reflection are important characteristics. When used for accreditation (=assessment of learning) the use of standar
Digital literacy towards a re description of literacy for the digital learning environments
The concepts of digital literacy and digital competence are the focus in this paper. The paper will argue that the traditional concepts regarding literacy need to be re described and augmented when faced with the challenges and affordances of the digital learning environments. The paper will suggest a theoretical framework for how to understand the ways in which young people include digital technologies into their social and cultural practices. Some examples from the empirical material w
Evaluation of educational software regarding its suitability to assist the laboratory teaching of el
The present research effort is aimed at investigating of students perceptions relating to the criteria they themselves would choose in order to select amongst various similar software packages, with the aim of selecting the one most suitable to assist them in their study of electric circuits. For the purpose of the present study, software simulating electrical circuits was deliberately selected. This was precisely because electricity experiments are simple enough to be constructed in a school-
A New Analytical Approach on Continuous Improvement Evaluation: A National Presentation Case
This paper demonstrates a new approach on how to analyze evaluation data to find a teams (sometimes called circle) improvement ability and the characteristics of evaluators by using the data from the national Quality Control Circle (QCC) presentations in Taiwan. Most evaluations on the QCC presentation use the itemized rating method or the duplex-pole evaluation method. The former has the negative effects of canceling out the higher and lower while the latter cannot distinguish the ability typ
ePortfolios in Education - Learning Tools or Means of Assessment?
ePortfolios are collections of electronic evidence which capture the idea of lifelong learning ePortfolios at school can support the documentation of competences better than normal tests and assessments. The acquired competences may further be transfered from school to the world of work. On the other hand ePortfolios are powerful tools for learning and reflecting.
Collaborative Multi-professional Narrative Based e-learning. An application to teaching Medical Stat
The present paper describes e-CNA (e-Collaborative Narrative Analysis), a web based multi-agent environment where different agents contribute to the exploration and social co-construction of the meanings of a set of narratives. The paper also describes an action-research e-learning experiment aimed to involve the students of different courses and a multi-disciplinary team of health professionals in a blended online educational project on qualitative and quantitative research methodologies in hea
The Influence of Game Features on Collaborative Gaming: A Process-oriented approach
Game technology and design are creating powerful collaborative gaming experiences that can be exploited pedagogically. Building on a research trends from various fields, a process-oriented model is adopted to evaluate the instructional potential of games, considering both their surface and deep structure. Two experimental approaches are adopted. Through reflective evaluation the Neurocognitive skills employed, Perceived Competence Facilitation and Perceived usefulness of games are determ
Power versus the Market Reusing Streaming Contents in Engineering and Education Courses Teaching Our Youngest: A Guide for Preschool Teachers and Child Care and Family Providers Helping Your Child with Homework Mixing video , audio and still photography for actual topics in multimedia demonstrated on a multime The Puck Stops Here
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Bolognas process and the opening of university teaching to new educational scenarios provide an opportunity for the implementation of innovative and active methodologies. This paper describes a practice implemented by the share and reuse of learning contents using streaming technology. Streaming technology was used since it promotes the support of pedagogical activity as a dynamic resource and oriented to a model of shared learning. The motivation beyond this idea was the share of teachers e
This guide suggests how to read aloud to children, develop their listening and speaking skills, teach about letters and numbers, and build their background knowledge and thinking skills. The booklet is designed to help people who work with young children create rich learning environments.
This site tells how parents can make sure children succeed with homework and develop strong study skills. Among the topics: setting a regular time and place for homework, removing distractions, looking over completed assignments, discussing assignments to be sure they are clear, talking with teachers, and more. A brief checklist is included.
The paper is dealing with the method putting audio, video, still photography together to get the best effect for an normal audience to transport actual problems mainly in visual form without putting to much effort into text.
After learning about transfer of energy, specifically the loss of kinetic energy to friction, students get a chance to test friction. In groups they are given a wooden block, different fabrics, and weights and asked to design the "best" puck. The class first needs to define what makes the "best" puck. Each group should realize that the most desirable puck will travel the furthest, thus the puck with the least amount of friction. In the context of hockey the "best" puck is the one that travels fa
Reusing Streaming Contents in Engineering and Education Courses
Teaching Our Youngest: A Guide for Preschool Teachers and Child Care and Family Providers
Helping Your Child with Homework
Mixing video , audio and still photography for actual topics in multimedia demonstrated on a multime
The Puck Stops Here