A decision-aid system. for determining and achieving optimal distributions of wildlife law enforcement manpower was developed. Manpower distributions were computed by means of a workload formula for a case study application in the J.E.B. Stuart Enforcement District, Virginia Commission of Game and Inland Fisheries. A linear programming model was used to determine least cost methods of achieving prescribed manpower distributions. Simulations of permanent relocations and hiring of personnel were performed to evaluate the impact of management decisions on costs of achieving prescribed distributions. In the case study, total transfer cost resulting from simulated permanent relocation of personnel was 73% that of the present distribution, total transfer cost of simulated hiring of new personnel was 94% that of the present distribution. A simulation of inappropriate location of new personnel resulted in an increase in total transfer cost of 22% over that of the present distribution. These findings were relevant only to the case study; however, the use of the system as a general purpose simulator was demonstrated. Studies were performed of the relationships of patrol area environmental attributes, agent personal background characteristics, enforcement methods, enforcement effort, and season with enforcement efficiency (quality arrest score per enforcement hour). A wildlife law violation seriousness scale was developed in order to compute the measure of enforcement efficiency. Observations were obtained from Virginia wildlife law enforcement agents during November 1977, February, May, and August 1978. Patrol area intensity of 20 environmental variables, 25 personal background variables, 5 enforcement methods variables, total enforcement hours, and 4 study periods were independent variables. Two and 3-way interactions were detected by automatic interaction detection (AID) among total quality arrest score (QAS) by patrol, total QAS by response to citizen notification, and total enforcement hours. Analysis of covariance by multiple regression procedures indicated that methods of enforcement, effort, and their interactions we.re more closely associated with enforcement efficiency than other major categories of independent variables. Total QAS by patrol, total QAS by investigation, an interaction of total QAS by patrol and total enforcement hours, total QAS by response to citizen notification, total QAS by stakeout, and effort showed the greatest association with the dependent variable. To a lesser degree, agent rank, months of service, and whether the agent had been fired from previous employment were also shown to be associated with enforcement efficiency. Only one environmental attribute, the intensity of water recreation in the patrol area, was associated with enforcement efficiency. These results generally supported assumptions employed in the decision-aid system. ; Ph. D.
International audience ; A spatial model of coalition formation is used together with data from Dutch elections and theoretical instances to study different procedures of coalition formation. The model shows that procedure plays an important role in reaching a coalition agreement and that political parties do not necessarily benefit from being a first-mover. Moreover, it is shown that a decrease in a party's flexibility can be (dis)advantageous in coalition negotiations. Furthermore, certain power sharing tactics appear not always to lead to an agreement that is in a party's advantage. The main message put forward is that the procedure of forming a coalition plays a more important role than is usually acknowledged in literature and practice.
International audience ; A spatial model of coalition formation is used together with data from Dutch elections and theoretical instances to study different procedures of coalition formation. The model shows that procedure plays an important role in reaching a coalition agreement and that political parties do not necessarily benefit from being a first-mover. Moreover, it is shown that a decrease in a party's flexibility can be (dis)advantageous in coalition negotiations. Furthermore, certain power sharing tactics appear not always to lead to an agreement that is in a party's advantage. The main message put forward is that the procedure of forming a coalition plays a more important role than is usually acknowledged in literature and practice.
International audience ; A spatial model of coalition formation is used together with data from Dutch elections and theoretical instances to study different procedures of coalition formation. The model shows that procedure plays an important role in reaching a coalition agreement and that political parties do not necessarily benefit from being a first-mover. Moreover, it is shown that a decrease in a party's flexibility can be (dis)advantageous in coalition negotiations. Furthermore, certain power sharing tactics appear not always to lead to an agreement that is in a party's advantage. The main message put forward is that the procedure of forming a coalition plays a more important role than is usually acknowledged in literature and practice.
International audience ; A spatial model of coalition formation is used together with data from Dutch elections and theoretical instances to study different procedures of coalition formation. The model shows that procedure plays an important role in reaching a coalition agreement and that political parties do not necessarily benefit from being a first-mover. Moreover, it is shown that a decrease in a party's flexibility can be (dis)advantageous in coalition negotiations. Furthermore, certain power sharing tactics appear not always to lead to an agreement that is in a party's advantage. The main message put forward is that the procedure of forming a coalition plays a more important role than is usually acknowledged in literature and practice.
In: Anderson , G , McCusker , G & Pym , D 2016 , A Logic for the Compliance Budget . in Q Zhu , T Alpcan , E Panaousis , M Tambe & W Casey (eds) , Proceedings, GameSec 2016- Decision and Game Theory for Security : 7th International Conference, GameSec 2016, New York, NY, USA, November 2-4, 2016 . Lecture Notes in Computer Science , vol. 9996 , Springer Verlag , pp. 370-381 . https://doi.org/10.1007/978-3-319-47413-7_21
Security breaches often arise as a result of users? failure to comply with security policies. Such failures to comply may simply be innocent mistakes. However, there is evidence that, in some circumstances, users choose not to comply because they perceive that the security benefit of compliance is outweighed by the cost that is the impact of compliance on their abilities to complete their operational tasks. That is, they perceive security compliance as hindering their work. The ?compliance budget? is a concept in information security that describes how the users of an organization?s systems determine the extent to which they comply with the specified security policy. The purpose of this paper is to initiate a qualitative logical analysis of, and so provide reasoning tools for, this important concept in security economics for which quantitative analysis is difficult to establish. We set up a simple temporal logic of preferences, with a semantics given in terms of histories and sets of preferences, and explain how to use it to model and reason about the compliance budget. The key ingredients are preference update, to account for behavioural change in response to policy change, and an ability to handle uncertainty, to account for the lack of quantitative measures.
We present and study a model of cultural transmission of social norms in a setting where agents are repeatedly matched to play a one-shot interaction prisoners' dilemma. There are two types of agents in the society: some that adhere to a social norm of cooperation and some that do not. Limited integration of these two types can bias the matching structure in the sense that types interact with increased probability among themselves. In contrast to many standard evolutionary approaches, we find that cooperation often survives in the long-run. Specifically we find that while high degrees of separation are needed to protect strict norms for cooperation, norms of intermediate strength can survive in a variety of settings. Endogenizing norm strength, we find two scenarios in which pro-social norms survive. One is a rigid society in which separation leads to equilibria with strict norms for cooperation, and one is an integrated society where equilibria display heterogeneity of types and norms of intermediate strength. Furthermore integration and cooperation are not linked in a monotone way.
У статті розглядається досвід організації безперервного професійного розвитку лікарів-слухачів педіатрів на кафедрі дитячих хвороб ФПО ЗДМУ на прикладі курсів тематичного удосконалення лікарів-педіатрів. Наш досвід роботи із лікарями-слухачами курсів ТУ свідчить про наступне: викладання на післядипломному етапі лікарям-слухачам курсів тематичного удосконалення з педіатрії доцільно комбінувати, поєднуючи очний та дистанційний методи навчання; згідно результатів анкетування, дистанційне навчання з використанням сучасних комп'ютерних технологій сприймають позитивно 100 % лікарів-слухачів; вагомою перевагою комбінованого методу навчання є можливість економії коштів (витрати на відрядження слухача, оплата сумісництва) лікувальним закладом.В статье рассматривается опыт организации беспрерывного профессионального развития врачей-слушателей педиатров на кафедре детских болезней ФПО ЗДМУ на примере курсов тематического усовершенствования врачей-педиатров. Наш опыт работы с врачами-слушателями курсов ТУ 56 Вісник проблем біології і медицини 2014 Вип. 4, Том 2 (114) МЕДИЧНА ОСВІТА свидетельствует о следующем: преподавание на последипломном этапе врачам-слушателям курсов тематического усовершенствования из педиатрии целесообразно комбинировать, сочетая стационарный и дистанционный методы учебы; согласно результатов анкетирования, дистанционную учебу с использованием современных компьютерных технологий воспринимают положительно 100 % врачей-слушателей; весомым преимуществом комбинированного метода учебы является возможность экономии средств (командировочные расходы слушателя, оплата совместительства) лечебным заведением.This article reviews the experience of continuous professional development of medical students-pediatricians at FPE ZSMU Department of children illnesses on the example of the thematic improvement courses for pediatricians. The European Union of Medical Specialists gives the definition of continuous professional development (CPD) as an educational method of improving, updating and restoring of doctors' professional knowledge. The necessity of CPD system for Ukraine is due to many factors. The implementation of CPD programs is conducted under the orders and instructions of the Ministry of Health of Ukraine. However, we need a strong feedback of state structures and departments of universities which seek for modern, adapted to our society forms of CPD. This experience should be used to create national strategies of CPD. The aim of research. To analyze the work of the department of children illnesses, Faculty of Postgraduate Education (FPE) ZSMU, with the doctors who participate in the courses concerning the objectives of CPD. The results and their discussion. The implementation of competence-based approach to pediatricians' training at the courses of thematic improvement at the Department provides a broad use of active and interactive forms in educational process. During the courses, the combined method of education, which consists of classroom and extracurricular work carried out in full-time and part-time departments, is used. The students, within the existing program, choose the topics of the course. During the classroom work we use various forms of training: lectures and discussions, business games; studying of patients' cases, master-classes on emergency pre-medical and medical care using the special simulator classroom. Within each course 2 or 3 round tables are conducted with the participation of different specialists (TB specialists, immunologists, doctors of AIDS medical center, transfuziologists). Extracurricular work includes the course participants' practice at the workplace and the use of modern computer technologies for distance education, including using the platform Moodle. The control of knowledge and skills of students is held twice at the beginning and at the end of the course. The Department's good tradition is to conduct an anonymous questionnaire at the end of the courses. After each course the Department holds meetings where teachers analyze students' questionnaires, discuss the organization of the educational process, correct further strategies of the Department regarding CPD doctorspediatricians, students of the courses. Conclusions: the teaching at postgraduate stage of doctors -students of the courses of thematic improvement in Pediatrics is advisable to combine the full-time and the distance methods of education; according to the questionnaire results, distance education using modern computer technology is perceived positively by 100 % doctorsstudents of the courses; a significant advantage of the combined method of education is the possibility of saving money (travel expenses for a student, salary for a person who works instead of the student of the courses) by medical institution.
Persuasive, immersive and attention-grabbing elements of technology and personalised marketing content are widely embedded in interactive online marketing to engage and persuade usersto engage in more online interaction and transactions. This has the potential to pose a risk of excessive and obsessive use of technology, leading to behavioural addiction. Similarly, Internet gambling enables 24/7 accessibility, personalised and persuasive elements for marketing purposes, the capability of immersive and rewarding betting experience, enhanced privacy to facilitate perceived escape from the real world, and ease of transactions, which may potentially create an environment where individuals are more likely to chase losses and lose control. Evidence suggests Internet gambling is associated with higher risk of problematic gambling and gambling-related harm compared to landbased gambling (Effertz et al., 2018; Kairouz et al., 2012; Papineau et al., 2018; Wu et al., 2014). Gambling operators and governments have developed and implemented programs and policies (e.g., age restriction policy, deposit limit tools, self-exclusion programs) designed to promote Responsible Gambling (RG) and minimise gambling-related harm. Responsible and safer gambling is naturally associated with transparency. Transparency, as defined in this review, involves providing a customer with explicit information about chance of winning as well as other types of information that is shared by gambling operators. At the heart of RG efforts is informed decision making. The principle is to help individuals make informed choice by providing them with transparency in games and promotion materials. However, there is a distinct lack of consensus on what transparency should involve in RG practices, and no prior research has aimed at reviewing transparency in RG practices systematically. Informed by our narrative review of transparency in persuasive technology, immersive technology and online marketing (Wang et al., 2021) all of which are closely associated with the online gambling world, we advocate that RG-driven transparency involves multiple aspects such as user autonomy, system explainability and transparency in advertising. We consider transparency and explainability (or accountability) as an indivisible whole that promotes RG by facilitating communication and understanding of information for individuals to make informed choices. In the present research, we conducted a systematic review of literature in the RG domain using narrative synthesis to examine evidence relating to transparency in current RG practices in the gambling industry. This review did not intend to examine the effectiveness of specific RG tools or strategies or provide prescriptive legislative and corporate guidelines; instead, we focused on the fundamental aspects of transparency that should be considered and practised by industry for the benefit of individuals who gamble. In this review, we found that transparency issues have rarely been explored. Using sources from database searching, handsearching and grey literature, we included all types of articles (i.e., qualitative studies, quantitative studies, literature review, and position articles) in this review. Most empirical studies were focused on effectiveness of a specific RG tool or intervention; most review or position articles did not directly explore transparency issues or only involved specific aspects of transparency; and no systematic or non-systematic reviews of transparency in RG practices were found. Through this review, we conceptualised RG-driven transparency by categorising it into seven themes involved in or implied by the existing literature for a better understanding of what constitutes RGdriven transparency in games and promotion materials. These themes are Transparency of Information and Education for Safer Gambling (including fairness of games and gamblers' fallacy, potential risks and negative consequences, safer gambling cognition and behaviour, boundary between gaming and gambling), Transparency of RG Tools (including availability and accessibility of RG tools, effectiveness of RG tools, personalisation of RG strategies), Transparency of Data-driven Approaches and Persuasive Technologies (including purposes and benefits of using personal data, data usage and privacy protection, individual autonomy, algorithmic transparency, trade-off determination), Transparency in Advertising, Transparency of Corporate Social Responsibility and Individual Responsibility (including division of responsibility, gambling policy and staff training, CSR reporting and assessment), Transparency of Research Evidence and Funding Sources, and Design Considerations for Improving Transparency. We provided stakeholders (including gambling operators, regulators, researchers and individuals who gamble) with a checklist of recommendations for best practices in RG-driven transparency according to this review. In practice, all stakeholders should collaborate to facilitate individuals to make informed choices and achieve the objectives of responsible and safer gambling, as improving transparency requires effort from multiple parties. For example, using online gambling behaviour data for the purpose of promoting safer gambling and minimising gambling-related harm is highly promising. In order to provide interpretable information about models and algorithms used for individuals who will be affected or benefit from them, the gambling industry needs transparency and explainability of these models and algorithms from professionals and researchers in the first place. Professionals from multidisciplinary backgrounds such as Psychology, Computer science and HCI should collaborate to design the online RG information, RG tools and interventions in a way that can facilitate long-term sustainable positive behaviour change. Persuasive technologies to benefit users' positive, heathy behaviour change are usually designed and implemented in a short time period, however, both iterative design methods and longitudinal studies are necessary to ensure such technologies with the intervention strategies are supported by psychological theories and empirical studies to have actual benefits with minimised risks such as privacy issues and behavioural addiction. Future research is required to empirically validate the checklist of recommendations for improving RG-driven transparency and to address the trade-off issues related to transparency (e.g., how to balance transparency with user experience requirements or the good intent of persuasive technologies and RG interventions). Furthermore, more practicalities and detailed guidelines for gambling operators on how to embed RG-driven transparency into games and promotion materials are required with efforts from multiple stakeholders in future.
De un tiempo a esta parte, las imágenes generadas por ordenador han tomado una vital importancia en diversos sectores industriales como son el arte, los videojuegos, las películas y los anuncios, entre otros. Los recursos utilizados para su generación (ya sean imágenes en 2D, 3D CGI, personajes, decorados, o sonidos) son producidos en gran medida de forma independiente ante la ausencia de un marco unificador. Esto provoca que actualmente sea bastante extraña la transferencia de recursos digitales entre una película y un juego, por ejemplo, o la reutilización de los mismos en una nueva producción. NINOS es una herramienta surgida de un proyecto, cofinanciado por la Unión Europea a través del Sexto Programa Marco, que trata de poner solución a esta problemática. NINOS permite la generación automática de vídeos a partir de un conjunto de objetos y animaciones 3D prediseñadas así como archivos de audio que se componen y renderizan formando una escena tridimensional. La creación del vídeo se realiza en base a una plantilla con formato XML que relaciona, mediante una estructura de etiquetas, a los personajes, los sonidos, las cámaras y otros recursos audiovisuales que aparecerán en la escena, así como las interacciones entre éstos. Para comprobar de primera mano todas las características prometidas por NINOS, se construye en el seno de este Proyecto Fin de Carrera un sistema que pretende integrar la generación de animaciones y entornos renderizados de manera automática que proporciona NINOS al funcionamiento general de Twitter. La integración se realiza representando una escenificación de la lectura, por medio de un avatar, de los últimos tweets publicados bien por un mismo usuario, bien contengan un determinado fragmento de texto o bien pertenezcan a una conversación entre distintos usuarios. El resultado obtenido de la implementación del sistema se recoge en un demostrador en forma de una sencilla aplicación web con un funcionamiento similar a la aplicación real de Twitter, pero que es capaz de a partir de los tweets que se seleccionen generar un vídeo de manera automática obteniendo la información de éstos en tiempo real y presentarlo en la interfaz de la aplicación a través de un reproductor embebido. ____________________________________________________________________________________________________________________________ ; Recently, computer-generated images have acquired much importance in various industrial sectors such as art, video games, movies and advertisements, among others. Resources used for their generation (2D or 3D images, CGI, characters, sets, or sounds) are mainly produced independently in absence of a unifying frame. This situation makes very strange the transfer of digital assets among movies and games, for instance, or their reuse in new productions. NINOS is a tool emerged from a project funded by the European Union's Sixth Framework Programme, which seeks to bring a solution to this problem. NINOS allows automatic generation of video from a set of objects, predesigned 3D animations and audio les that are composed and rendered to set up a three-dimensional scene. Creation of the video is done based on a XML template that relates characters, sounds, cameras and other audiovisual resources which appear on the scene, and the interactions among them. To check NINOS's features, a system is developed to integrate generation of animation and rendered environments that NINOS provides, with general functionality of Twitter. Main objective established is the generation of a performance with an avatar who reads last Twitter messages posted either by a single user, or containing a speci c piece of text or belonging to a conversation among di erent users. System implementation results are contained in a demonstrator with a simple webapp whose operation is similar to real Twitter app. Main di erence is that demo is capable of generating video automatically from tweets information gathered in real time and showing it in a player embedded in application interface. ; Ingeniería de Telecomunicación
Control of livestock and their movement has long been recognized as a crucial for the prevention and control of diseases. In Brazil, the control of livestock movement established in 1934. Since 1995 is regulated based on the Animal Movement Permit (GTA). Since then, the process has been improved and updated on its legal framework and strategies, including the use of emerging technological alternatives, which made possible the launching of the electronic Animal Movement Permit (e-GTA) in 2011. From a broader perspective, the e-GTA is inserted in a global context of the development of Information and Communication Technology (ICT) which since the early 1980s enabled governments worldwide to drive policies for the development of electronic government systems (e-government). After that, at a global level, there was an expansion and improvement of e-government services; however, discrepancies among countries persisted. Nonetheless, the levels of adoption of e-government by citizens have been lower than those expected by government authorities, which has attracted the attention of researchers in the area. In this context, studies of this nature that used theoretical antecedents related to the adoption of ICT have exposed peculiarities of the process of adoption of e-government, demanding research efforts directed to the structuring of specific models for this area. In Brazil, studies of this nature are still at an early stage, although government actions aimed at e-government date back to the 1990s. The objective of this article was to investigate, in an exploratory way, influence factors on the adoption intention of e-government related to animal health, having the e-GTA as the object of research. The conceptual framework was defined based upon the e-Government Adoption Model (GAM) For this objective, an online questionnaire oriented to intention to adopt e-GTA was applied to equine owners of Rio Grande do Sul not users of this system. Results indicated that respondents positively evaluated the quality of their computers and cellphones, as well as their efficacy to operate them, while quality of the internet connection was considered regular. In this context, the availability of computer and cellphone resources and computer self-efficacy did not influence the intention to adopt e-GTA. Moreover, aspects related to compatibility of e-GTA with users lifestyle have a positive association with the intention to adopt e-GTA. Also the study indicated that public information campaigns could contribute to the improvement of adoption of the e-GTA. Additionally, the authors suggested that further investigations considering other livestock sectors and variables, as well as the continuity of use after the adoption, could contribute to the expansion of the knowledge on this field. ; O controle dos estoques e de movimentações de animais pecuários há muito tempo é reconhecido como um fator crucial para a prevenção e resposta para a introdução e disseminação de doenças animais ou zoonóticas. No Brasil, o controle de movimentação animal foi inicialmente estabelecido em 1934 e, desde 1995, é regulamentado com base na Guia de Trânsito Animal (GTA). Desde então, o processo foi aprimorado e atualizado em seu arcabouço legal e estratégias, inclusive no uso de alternativas tecnológicas emergentes, que possibilitaram o lançamento em 2011 da Guia de Trânsito Animal Eletrônica (e-GTA). Considerado desde uma perspectiva mais abrangente, o e-GTA está inserido em um contexto global de desenvolvimento da Tecnologia da Informação e Comunicação (TIC), que desde o início dos anos 80 permite que governos em todo o mundo conduzam políticas para o desenvolvimento de sistemas de governo eletrônico (governo eletrônico). Posteriormente, a disponibilidade do governo eletrônico tem estado em expansão de qualidade e de amplitude dos serviços oferecidos, embora este processo seja permeado por desigualdades entre os países. No entanto, os níveis de adoção do governo eletrônico pelos cidadãos têm sido inferiores aos esperados pelas autoridades governamentais, o que tem atraído a atenção dos pesquisadores da área. Nesse contexto, estudos dessa natureza, que utilizaram antecedentes teóricos relacionados à adoção das TIC expuseram idiossincrasias do processo de adoção do governo eletrônico, exigindo que esforços de pesquisa sejam direcionados à estruturação de modelos específicos para essa área. No Brasil, estudos dessa natureza ainda estão em estágio inicial, embora as ações governamentais direcionadas ao governo eletrônico datem dos anos 90. Dessa forma, o objetivo deste artigo foi investigar, de forma exploratória, fatores de influência na intenção de adoção do governo eletrônico relacionado à saúde animal, tendo o e-GTA como objeto de pesquisa. A estrutura conceitual foi definida com base no Modelo de Adoção de Governo Eletrônico (GAM). Para esse objetivo, um questionário online dirigido à intenção de adoção do e-GTA foi aplicado a proprietários de equinos do Rio Grande do Sul que não eram usuários deste sistema. Os resultados indicaram que os entrevistados avaliaram positivamente a qualidade de seus computadores e telefones celulares, bem como sua eficácia em operá-los, enquanto a qualidade da conexão de internet foi considerada regular. Nesse contexto, a disponibilidade de recursos informáticos e de celulares, bem como a capacidade de operação dos mesmos não influenciaram a intenção de adoção do e-GTA. Além disso, aspectos relacionados à compatibilidade do e-GTA com o estilo de vida do usuário têm uma associação positiva com a intenção de adoção do e-GTA. Além disso, o estudo indicou que as campanhas de informação pública poderiam contribuir para o incremento na adoção efetiva do e-GTA. Finalmente, o estudo identificou oportunidades para o desenvolvimento de investigações adicionais, considerando distintas variáveis, setores produtivos e sistemas de governo eletrônico dirigidos à saúde animal, o que poderia contribuir para a expansão do conhecimento nesta área.
"Online surveys and interviews, the observations of chat rooms or online games, data mining, knowledge discovery in databases (KDD), collecting biomarkers, employing biometrics, using RFID technology -even as implants in the human body- and other related processes all seem to be more promising, cheaper, faster, and comprehensive than conventional methods of human subjects research. But at the same time these new means of gathering information may pose powerful threats to privacy, autonomy, and informed consent. Online research, particularly involving children and minors but also other vulnerable groups such as ethnic or religious minorities, is in urgent need of an adequate research ethics that can provide reasonable and morally justified constraints for human subjects research. The paper at hand seeks to provide some clarification of these new means of information gathering and the challenges they present to moral concepts like privacy, autonomy, informed consent, beneficence, and justice. Some existing codes of conduct and ethical guidelines are examined to determine whether they provide answers to those challenges and/or whether they can be helpful in the development of principles and regulations governing human subjects research. Finally, some conclusions and recommendations are presented that can help in the task of formulating an adequate research ethics for human subjects research." [author's abstract]
ResumoEste artigo apresenta um estudo sobre a Lógica de Programação voltada para o contexto de ensino e aprendizagem por meio de uma revisão sistemática de literatura. Considerando que a tecnologia se faz presente em todas as atividades do cotidiano, torna-se cada vez mais evidenciada a necessidade de propiciar o desenvolvimento do pensamento crítico, lógico e científico dos estudantes. Assim, busca-se identificar e analisar artigos científicos publicados nos últimos seis anos no repositório do Simpósio Brasileiro de Informática na Educação (SBIE). O método utilizado para coleta de dados, com definição de critério de inclusão e exclusão, permitiu a identificação de dezoito artigos que tratam de pesquisas sobre a Lógica da Programação nos três níveis de Educação do sistema brasileiro, ou seja, do Ensino Fundamental, Ensino Médio e Ensino Superior. O resultado da análise dos artigos mostra que tanto no Ensino Fundamental como no Ensino Médio há uma tendência em propiciar ao aluno vivenciar uma nova forma de aprender com o uso das tecnologias computacionais que permite explorar o pensamento lógico por meio de jogos e da atividade de programação, como o Scratch. No Ensino Superior existe a preocupação em utilizar as tecnologias para inovar as Metodologias de Ensino visando o engajamento do estudante. Nesse sentido, o destaque é dado nos ambientes virtuais de aprendizagem, os sistemas de tutores inteligentes e gamificação. Palavras-chave: Lógica de Programação. Scratch. Gamificação. AbstractThis article presents a study on Logic Programming in the teaching and learning context through a systematic literature review. Considering that technology is present in all the daily life activities, it becomes increasingly evident the need to foster the development of students' critical, logical, and scientific thinking. Thus, it was sought to identify and analyze scientific articles published in the last six years in the repository of the Brazilian Symposium of Informatics in Education (Simpósio Brasileiro de Informática na Educação - SBIE). The method used for data collection, with the definition of inclusion and exclusion criteria, allowed the identification of 18 articles dealing with research on Programming Logic in the three levels of education of the Brazilian system, that is, elementary school, high school, and higher education. The result of the articles analysis shows that in both elementary and high school there is a tendency to provide students with a new way of learning through the use of computer technologies that allow them to explore logical thinking through games and through the Scratch programming activity. In higher education there is a concern in using technologies to innovate teaching methodologies, aiming at student engagement. Thus, the emphasis is on virtual learning environments, intelligent tutoring systems, and gamification. Keywords: Programming Logic. Scratch. Gamification.
Surabaya city library delivers a program called Community based public library or Taman Bacaan Masyarakat (TBM). The purpose of deploying this program is to reach all society within Surabaya city areas with more than 3 million of population that spread in 144.000 sq mil. There are approximatelly 400 TBMs that exist in Surabaya city areas, and the city library is planning to build a thousand TBM in Surabaya by the end of 2015. For every TBM center is controlled by one trained TBM officer who is fully paid by the city council to serve the society. All TBMs serve community as a representative of the Surabaya City Library, so users who cannot visit surabaya city library still gain the library services through TBMs. TBMs have standard collection between 500-3000 books and run some services especially for children, such as study group activity, drawing and coloring, art session, games, and support women community such as cooking, parenting, and handycraft classes. The main purpose of this paper is to develop library as knowledge center by managing local knowledge / content through TBMs. We saw the TBMs as potential asset for Surabaya city as a knowledge center in order to support community with qualified information. It is good opportunity to use TBMs in Surabaya to capture, manage, and share those local contents as asset in the future. In order to reach the asset some steps should be taken to empower TBMs to have its total functions, first by conducting SWOT (strengths, weaknesses, opportunities, and threaths) analysis. Following that, capturing local knowledge is undertaken by involving the TBM's officers and societ y surround the TBMs. In this stage, TBMs should be able to provide spaces and activities that allow local knowledge to be captured. Managing local knowledge is second activities after capturing by applying computer or paper to be used for documenting those knowledge. Finally, share the knowledge to people who need it through personal services or online. The benefit of using this program for the city library is that the city library can store local knowledge database for the necessities of the people of Surabaya. The local knowledge database can be collected from the 400 standing TBMs. Furthermore, TBMs will provide society with high quality information by putting value to the local content. Furthermore, TBMs also functions as an information center to help government provide information about making any policy such as the latest issue about the National Health Insurance systems. It is needed then to consider another TBMs' usefulness than just lending books and delivering traditional services. TBMs should also act as an agent of change for the society by changing the way to manage content using knowledge management perspectives.
Mucho se ha hablado del potencial de las redes sociales para fomentar nuevas prácticas democráticas y de ciudadanía activa. Sin embargo, la participación de los jóvenes parece ir en una dirección más lúdica que ideológica. Se analizan sus intervenciones en Twitter como parte de la situación de visionados de dos películas en televisión: «V de Vendetta» y «Los juegos del hambre». Como en ambas se abordan temas sociales y políticos, a través del análisis de los tuits generados durante su visionado se pretende identificar si en ellos se hace referencia a cuestiones ideológicas y si estas sirven de revulsivo para la reflexión conjunta sobre la situación social y política actual. Para ello, se recogen 1.400 tuits escritos durante las emisiones en cadenas españolas de las dos películas en 2014. Se procede a la codificación de los mensajes siguiendo el enfoque «coding y counting», propio de los estudios de comunicación mediada por ordenador, y se clasifican los mensajes según su contenido. Los resultados obtenidos indican que los mensajes sobre el contenido social y político de los filmes son casi inexistentes puesto que los jóvenes prefieren comentar otros aspectos de las películas o de sus vidas. Las conclusiones alcanzadas tras este análisis inciden en la importancia de considerar la cultura popular, por sus implicaciones sociales y políticas, como motivo de reflexión, y de potenciar una educación mediática capacitadora ; There has been considerable debate about the potential of social media to promote new democratic practices and active citizen - ship. However, the participation of young people in social networks seems to go in a more playful than ideological direction. This article discusses youngsters' activity in Twitter simultaneously with the television viewing of two films: «V for Vendetta» and «The Hunger Games». As both films address social and political issues, we intend to identify whether youngsters referred to ideological issues in tweets generated during their viewing, and whether these tweets lead to joint reflection on the current social situation. 1,400 tweets posted during the broadcasts of the films in Spanish TV in 2014 were collected for this purpose. The encoding of messages is carried out following a «coding and counting» approach, typical of the studies of Computer-mediated communication. Then messages are classified based on their content. The results obtained indicate that messages about the social and political content of the films are almost non-existent, since young people prefer to comment on other aspects of the films or their lives. The conclusions have a bearing on the importance of considering popular culture, for its social and political implications, as a motive for reflection, and the importance of boosting a critical media education