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A educação é uma área bastante importante no desenvolvimento humano e tem vindo a
adaptar-se às novas tecnologias. Tentam-se encontrar novas maneiras de ensinar de modo a
obter um rendimento cada vez maior na aprendizagem das pessoas.
Com o aparecimento de novas tecnologias como os computadores e a Internet, a concepção
de aplicações digitais educativas cresceu e a necessidade de instruir cada vez melhor os
alunos leva a que estas aplicações precisem de um interface que consiga leccionar de uma
maneira rápida e eficiente. A combinação entre o ensino com o auxílio dessas novas
tecnologias e a educação à distância deu origem ao e-Learning (ensino à distância).
Através do ensino à distância, as possibilidades de aumento de conhecimento dos alunos
aumentaram e a informação necessária tornou-se disponível a qualquer hora em qualquer
lugar com acesso à Internet.
Mas os cursos criados online tinham custos altos e levavam muito tempo a preparar o que
gerou um problema para quem os criava. Para recuperar o investimento realizado decidiu-se
dividir os conteúdos em módulos capazes de serem reaproveitados em diferentes contextos e
diferentes tipos de utilizadores. Estes conteúdos modulares foram denominados Objectos de
Aprendizagem.
Nesta tese, é abordado o estudo dos Objectos de Aprendizagem e a sua evolução ao longo dos
tempos em termos de interface com o utilizador. A concepção de um interface que seja natural
e simples de utilizar nem sempre é fácil e independentemente do contexto em que se insere,
requer algum conhecimento de regras que façam com que o utilizador que use determinada
aplicação consiga trabalhar com um mínimo de desempenho.
Na concepção de Objectos de Aprendizagem, áreas de complexidade elevada como a
Medicina levam a que professores ou doutores sintam alguma dificuldade em criar um
interface com conteúdos educativos capaz de ensinar com eficiência os alunos, devido ao
facto de grande parte deles desconhecerem as técnicas e regras que levam ao desenvolvimento
de um interface de uma aplicação.
Através do estudo dessas regras e estilos de interacção torna-se mais fácil a criação de um
bom interface e ao longo desta tese será estudado e proposto uma ferramenta que ajude tanto
na criação de Objectos de Aprendizagem como na concepção do respectivo interface.
Education is a very important area in human development and has been adapting to new technologies. New ways of teaching are being found so people’s learning productivity can be increased. With the emerge of new technologies such as computers and Internet, the design of educational digital applications increased and the need to educate students in a better way means that these applications need an interface that can teach quickly and efficiently. The combination of teaching with the aid of these technologies and distance education has led to e-Learning (Electronic Learning). Through distance learning, the odds of increasing students’ knowledge increased and the necessary information has become avaiable at anytime, anywhere with Internet access. But developed online courses had high costs and took a long time to prepare, which has generated a problem for those who created them. To recover the investiment it was decided to split the content into modules capable of being reused in different contexts and different types of users. These modular contents were called Learning Objects. In this thesis, it is made an approach to the study of Learning Objects and its evolution over the years in terms of user interface. Designing an intuitive and user-friendly interface is not always easy, and often depends on its surrounding context. It is required some knowledge of the rules to develop an interface with which the user may work at least minimum performance. In the design of Learning Objects, high complexity areas such as medicine drives teachers or doctors to feel some difficulties in creating an educational-driven interface able to effectively teach students, because most of them have no knowledge about the techniques and rules that lead to the development of an application interface. With the study of these rules and interaction styles it becomes easier to create a good interface. In this thesis it is studied and proposed an interface model of a tool that helps both the creation of Learning Objects and the design of their interface.
Education is a very important area in human development and has been adapting to new technologies. New ways of teaching are being found so people’s learning productivity can be increased. With the emerge of new technologies such as computers and Internet, the design of educational digital applications increased and the need to educate students in a better way means that these applications need an interface that can teach quickly and efficiently. The combination of teaching with the aid of these technologies and distance education has led to e-Learning (Electronic Learning). Through distance learning, the odds of increasing students’ knowledge increased and the necessary information has become avaiable at anytime, anywhere with Internet access. But developed online courses had high costs and took a long time to prepare, which has generated a problem for those who created them. To recover the investiment it was decided to split the content into modules capable of being reused in different contexts and different types of users. These modular contents were called Learning Objects. In this thesis, it is made an approach to the study of Learning Objects and its evolution over the years in terms of user interface. Designing an intuitive and user-friendly interface is not always easy, and often depends on its surrounding context. It is required some knowledge of the rules to develop an interface with which the user may work at least minimum performance. In the design of Learning Objects, high complexity areas such as medicine drives teachers or doctors to feel some difficulties in creating an educational-driven interface able to effectively teach students, because most of them have no knowledge about the techniques and rules that lead to the development of an application interface. With the study of these rules and interaction styles it becomes easier to create a good interface. In this thesis it is studied and proposed an interface model of a tool that helps both the creation of Learning Objects and the design of their interface.
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Instituto Politécnico do Porto. Instituto Superior de Engenharia do Porto