There is a high consensus in considering regulatory processes of learning as one of the key elements to ensure the knowledge attainment in distance university context, which allows students to periodically evaluate their learning process. In asynchronous learning environments, one of the normal strategies to facilitate this regulation is the use of feedback mechanisms between teacher and students. Though, in an environment with large groups of students, teacher feedback may become a tedious and unsustaianable task.
In this paper, we present the results of three pilot projects centred in the context of the Business degree from UOC, in which we have explored ICT tools (audio, video and screenshots) and differents stretagies to give feedback with the aim of improving the effectiveness and efficiency of the regulatory process of learning.
This article analyses from a statistical and probabilistic point of view the mechanism and interpretation of games of chance involving the removal of balls from an urn. To do thats, the concepts of random variable, sample space, expectation and expected value are introduced. To illustrate these concepts, a simple example is developed, in which the expected value of the game is compared to the cost of taking part in it. Then, these theoretical concepts are applied to a real example: the Christmas Lottery. By analyzing statistically the various prizes and their associated probability, the article concludes that the expected value of the prize is approximately two thirds of the invested money. This means that, in the long term, for every euro invested only 0.66 € are recovered. A simulation carried out with these data graphically proves this result, showing also the fact that dividing the total expenditure into several numbers increases the likelihood of increasing the number of prizes won, although the asymptotic value is still two-thirds.
This article explains my final project of the Master in Education and ICT of the UOC (Catalan Open University), which has been prepared following the training program in management projects and organizations with the application of ICT.
The project PIMESCAT 2.0 aims to create a meeting platform for the Catalan SMEs to carry out joint training and conduct ICT training courses for employees of SMEs, which contribute to improve their competitiveness.
This project has been developed following the ADDIE model, as reflected in the structure of the project report, where each phase is explained: Analysis, Design, Development, Implementation and Evaluation of the project. In this course I have developed and implemented a sample unit within a Moodle environment, more specifically, unit 7, dedicated to the design and use of blogs. The pedagogical model of this project is based in Learning by doing.