際際滷shows by User: thiagosoara / http://www.slideshare.net/images/logo.gif 際際滷shows by User: thiagosoara / Tue, 30 Oct 2012 12:09:55 GMT 際際滷Share feed for 際際滷shows by User: thiagosoara Disserta??o MsC Thiago Araujo - Amadeus Droid https://pt.slideshare.net/slideshow/dissertao-msc-thiago-araujo-amadeus-droid/14952581 dissertacaothiagosousaaraujo-1-1-biblioteca-central-121030120957-phpapp01
The development of mobile computing is moving parallel to the distance education, as an opportunity to provide the enlargement of learning that happens in learning environments. Mobile computing technologies are currently growing up even faster, and they seem destined to become the new dominant computing paradigm. Parallel to this, there is a growing need for students to have an awareness of self-regulation in their learning, encouraging more planning tasks and monitoring this process over time. Experts say these skills are one of the twenty-first century competencies that should be acquired by learners. Thus, in this research we developed a Personal Learning Environment, which are characterized by having a focus on the learner. It assists him with the learning process by promoting tools for self-planning and self-monitoring. This application has been developed for the Android platform and integrated into the Amadeus Project and it is available on Google Play. To create such an artifact we used Human-Computer Interaction literature, and the method is composed of the following steps: (1) Requirements elicitation, (2) Analysis of Competitors, (3) Low and high Prototyping fidelity (4) Heuristic Evaluation by experts and (5) Task Analysis. The method also considered three key aspects of the process: focus on the user, setting usability goals and evolutionary prototyping. In the first phase, we performed a review of the literature seeking to understand the characteristics and the context in which the application is inserted, generating as a result some requirements for the application. Secondly, the objective was to search basic and essential features in current applications. The third one was a low-fidelity prototype which served as a basis for prototyping functional application. Then, this working prototype went through expert analysis aiming to identify usability problems. Finally, the application was evaluated by users through the task analysis, where some tasks were planned for the user run on the application. In this work, we can highlight two major contributions: the specification of a set of uses cases for creating a Personal Learning Environment; the creation of the first version of software for smartphones integrated with Amadeus.]]>

The development of mobile computing is moving parallel to the distance education, as an opportunity to provide the enlargement of learning that happens in learning environments. Mobile computing technologies are currently growing up even faster, and they seem destined to become the new dominant computing paradigm. Parallel to this, there is a growing need for students to have an awareness of self-regulation in their learning, encouraging more planning tasks and monitoring this process over time. Experts say these skills are one of the twenty-first century competencies that should be acquired by learners. Thus, in this research we developed a Personal Learning Environment, which are characterized by having a focus on the learner. It assists him with the learning process by promoting tools for self-planning and self-monitoring. This application has been developed for the Android platform and integrated into the Amadeus Project and it is available on Google Play. To create such an artifact we used Human-Computer Interaction literature, and the method is composed of the following steps: (1) Requirements elicitation, (2) Analysis of Competitors, (3) Low and high Prototyping fidelity (4) Heuristic Evaluation by experts and (5) Task Analysis. The method also considered three key aspects of the process: focus on the user, setting usability goals and evolutionary prototyping. In the first phase, we performed a review of the literature seeking to understand the characteristics and the context in which the application is inserted, generating as a result some requirements for the application. Secondly, the objective was to search basic and essential features in current applications. The third one was a low-fidelity prototype which served as a basis for prototyping functional application. Then, this working prototype went through expert analysis aiming to identify usability problems. Finally, the application was evaluated by users through the task analysis, where some tasks were planned for the user run on the application. In this work, we can highlight two major contributions: the specification of a set of uses cases for creating a Personal Learning Environment; the creation of the first version of software for smartphones integrated with Amadeus.]]>
Tue, 30 Oct 2012 12:09:55 GMT https://pt.slideshare.net/slideshow/dissertao-msc-thiago-araujo-amadeus-droid/14952581 thiagosoara@slideshare.net(thiagosoara) Disserta??o MsC Thiago Araujo - Amadeus Droid thiagosoara The development of mobile computing is moving parallel to the distance education, as an opportunity to provide the enlargement of learning that happens in learning environments. Mobile computing technologies are currently growing up even faster, and they seem destined to become the new dominant computing paradigm. Parallel to this, there is a growing need for students to have an awareness of self-regulation in their learning, encouraging more planning tasks and monitoring this process over time. Experts say these skills are one of the twenty-first century competencies that should be acquired by learners. Thus, in this research we developed a Personal Learning Environment, which are characterized by having a focus on the learner. It assists him with the learning process by promoting tools for self-planning and self-monitoring. This application has been developed for the Android platform and integrated into the Amadeus Project and it is available on Google Play. To create such an artifact we used Human-Computer Interaction literature, and the method is composed of the following steps: (1) Requirements elicitation, (2) Analysis of Competitors, (3) Low and high Prototyping fidelity (4) Heuristic Evaluation by experts and (5) Task Analysis. The method also considered three key aspects of the process: focus on the user, setting usability goals and evolutionary prototyping. In the first phase, we performed a review of the literature seeking to understand the characteristics and the context in which the application is inserted, generating as a result some requirements for the application. Secondly, the objective was to search basic and essential features in current applications. The third one was a low-fidelity prototype which served as a basis for prototyping functional application. Then, this working prototype went through expert analysis aiming to identify usability problems. Finally, the application was evaluated by users through the task analysis, where some tasks were planned for the user run on the application. In this work, we can highlight two major contributions: the specification of a set of uses cases for creating a Personal Learning Environment; the creation of the first version of software for smartphones integrated with Amadeus. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dissertacaothiagosousaaraujo-1-1-biblioteca-central-121030120957-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The development of mobile computing is moving parallel to the distance education, as an opportunity to provide the enlargement of learning that happens in learning environments. Mobile computing technologies are currently growing up even faster, and they seem destined to become the new dominant computing paradigm. Parallel to this, there is a growing need for students to have an awareness of self-regulation in their learning, encouraging more planning tasks and monitoring this process over time. Experts say these skills are one of the twenty-first century competencies that should be acquired by learners. Thus, in this research we developed a Personal Learning Environment, which are characterized by having a focus on the learner. It assists him with the learning process by promoting tools for self-planning and self-monitoring. This application has been developed for the Android platform and integrated into the Amadeus Project and it is available on Google Play. To create such an artifact we used Human-Computer Interaction literature, and the method is composed of the following steps: (1) Requirements elicitation, (2) Analysis of Competitors, (3) Low and high Prototyping fidelity (4) Heuristic Evaluation by experts and (5) Task Analysis. The method also considered three key aspects of the process: focus on the user, setting usability goals and evolutionary prototyping. In the first phase, we performed a review of the literature seeking to understand the characteristics and the context in which the application is inserted, generating as a result some requirements for the application. Secondly, the objective was to search basic and essential features in current applications. The third one was a low-fidelity prototype which served as a basis for prototyping functional application. Then, this working prototype went through expert analysis aiming to identify usability problems. Finally, the application was evaluated by users through the task analysis, where some tasks were planned for the user run on the application. In this work, we can highlight two major contributions: the specification of a set of uses cases for creating a Personal Learning Environment; the creation of the first version of software for smartphones integrated with Amadeus.
from Thiago
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[2012] XIX PUGPE - Projeto Amadeus https://pt.slideshare.net/slideshow/2012-xix-pugpe-projeto-amadeus/11971907 2012pugpe-projetoamadeus-120312074416-phpapp02
Apresenta??o do projeto amadeus usada nas palestras relampagos no XIX PUGPE]]>

Apresenta??o do projeto amadeus usada nas palestras relampagos no XIX PUGPE]]>
Mon, 12 Mar 2012 07:44:14 GMT https://pt.slideshare.net/slideshow/2012-xix-pugpe-projeto-amadeus/11971907 thiagosoara@slideshare.net(thiagosoara) [2012] XIX PUGPE - Projeto Amadeus thiagosoara Apresenta??o do projeto amadeus usada nas palestras relampagos no XIX PUGPE <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012pugpe-projetoamadeus-120312074416-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Apresenta??o do projeto amadeus usada nas palestras relampagos no XIX PUGPE
from Thiago
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https://cdn.slidesharecdn.com/profile-photo-thiagosoara-48x48.jpg?cb=1522962800 thiagosoara.wordpress.com https://cdn.slidesharecdn.com/ss_thumbnails/dissertacaothiagosousaaraujo-1-1-biblioteca-central-121030120957-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/dissertao-msc-thiago-araujo-amadeus-droid/14952581 Disserta??o MsC Thiago... https://cdn.slidesharecdn.com/ss_thumbnails/2012pugpe-projetoamadeus-120312074416-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/2012-xix-pugpe-projeto-amadeus/11971907 [2012] XIX PUGPE - Pr...