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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
121

Applying the Component Display Theory to the Instructional Design and Development of an Educational Mobile Application

Glazatov, Trelisa 01 January 2015 (has links)
Mobile technologies present an opportunity for scholars and practitioners to extend the application of instructional design theories and models to a mobile learning environment. The goal was to examine mobile learning design and development issues, validate and extend the instructional design theory, Component Display Theory (CDT), to the development of mobile learning activities, and recommend guiding principles for mobile learning system development. Using a formative research approach, which focuses on improving design theory for instructional practices and processes, CDT was used to design a tutorial mobile application targeting faculty professional development. This design instance was formatively evaluated to determine how CDT can be used to guide the design and development of a mobile learning environment; the key processes that are pertinent to translating instructional design plans into mobile learning lessons; and the challenges and issues in designing instruction for a mobile learning environment. The findings resulted in the identification of variables and factors related to the instructional strategies, design variables, and the learning system that affected the application of the CDT. Recommendations and further research opportunities are presented to increase practitioner use of the theory and to address learner and organizational readiness. This research contributes to the field of instructional design and development by examining how underlying theories, principles, and frameworks can be applied to the design and development of mobile learning systems.
122

Mobile Learning Effectiveness in Higher Education

Yaqub, Naveed, Iqbal, Atif January 2010 (has links)
<p>This research investigates mobile learning effectiveness in higher education. Mobile learning is composition of two words Mobile and Learning. In simple words mobile learning is mobility of learners by using mobile technologies in learning environment. Many researches addressed mobile learning but few of them covered mobile learning effectiveness. This study explores mobile learning effectiveness with the help of learning theories and models. Behaviorist, cognitive, humanistic, situational, and mobile learning theories are discussed that elaborate social, psychological, and philosophical aspects of learning.  Detailed evolution of learning is also part of this report that covers the literature of distance learning, electronic learning as well as formal and informal learning. Three effective learning models are taken in consideration: the Garrison’s Community of Inquiry, the Swan’s Interactivity and Online Learning, and the Danaher and his colleagues’ model of mobile learning and teaching evaluation model. Danaher’s model is selected as a conceptual framework of the study that is composed of three elements that are engagement, presence and flexibility. Engagement is the active participation of the learner in learning activities. Presence means being there, physically or mentally, in learning activity or place. Flexibility is how easy and facilitative the system is for teachers and students. These three elements are used to determine mobile learning effectiveness.  Survey method was used as our research approach. Empirical data was collected from Linnaeus University (prev. Växjö University) Sweden, by using two separate questionnaires for students and teachers. Collected data was analyzed with respect to learning theories and the theoretical model. The result reveals the potential of mobile learning as an effective mode of learning in terms of engagement and presence but flexibilty approved to be weaker in mobile learning.</p>
123

L’impact d’une simulation sur des dispositifs mobiles et en situation de collaboration sur la compréhension de l’effet photoélectrique au niveau collégial

Droui, Mohamed 08 1900 (has links)
L’innovation pédagogique pour elle-même s’avère parfois discutable, mais elle se justifie quand les enseignants se heurtent aux difficultés d’apprentissage de leurs étudiants. En particulier, certaines notions de physique sont réputées difficiles à appréhender par les étudiants, comme c’est le cas pour l’effet photoélectrique qui n’est pas souvent compris par les étudiants au niveau collégial. Cette recherche tente de déterminer si, dans le cadre d’un cours de physique, la simulation de l’effet photoélectrique et l’utilisation des dispositifs mobiles et en situation de collaboration favorisent une évolution des conceptions des étudiants au sujet de la lumière. Nous avons ainsi procédé à l’élaboration d’un scénario d’apprentissage collaboratif intégrant une simulation de l’effet photoélectrique sur un ordinateur de poche. La conception du scénario a d’abord été influencée par notre vision socioconstructiviste de l’apprentissage. Nous avons effectué deux études préliminaires afin de compléter notre scénario d’apprentissage et valider la plateforme MobileSim et l’interface du simulateur, que nous avons utilisées dans notre expérimentation : la première avec des ordinateurs de bureau et la seconde avec des ordinateurs de poche. Nous avons fait suivre à deux groupes d’étudiants deux cours différents, l’un portant sur une approche traditionnelle d’enseignement, l’autre basé sur le scénario d’apprentissage collaboratif élaboré. Nous leur avons fait passer un test évaluant l’évolution conceptuelle sur la nature de la lumière et sur le phénomène de l’effet photoélectrique et concepts connexes, à deux reprises : la première avant que les étudiants ne s’investissent dans le cours et la seconde après la réalisation des expérimentations. Nos résultats aux prétest et post-test sont complétés par des entrevues individuelles semi-dirigées avec tous les étudiants, par des enregistrements vidéo et par des traces récupérées des fichiers logs ou sur papier. Les étudiants du groupe expérimental ont obtenu de très bons résultats au post-test par rapport à ceux du groupe contrôle. Nous avons enregistré un gain moyen d’apprentissage qualifié de niveau modéré selon Hake (1998). Les résultats des entrevues ont permis de repérer quelques difficultés conceptuelles d’apprentissage chez les étudiants. L’analyse des données recueillies des enregistrements des séquences vidéo, des questionnaires et des traces récupérées nous a permis de mieux comprendre le processus d’apprentissage collaboratif et nous a dévoilé que le nombre et la durée des interactions entre les étudiants sont fortement corrélés avec le gain d’apprentissage. Ce projet de recherche est d’abord une réussite sur le plan de la conception d’un scénario d’apprentissage relatif à un phénomène aussi complexe que l’effet photoélectrique, tout en respectant de nombreux critères (collaboration, simulation, dispositifs mobiles) qui nous paraissaient extrêmement utopiques de réunir dans une situation d’apprentissage en classe. Ce scénario pourra être adapté pour l’apprentissage d’autres notions de la physique et pourra être considéré pour la conception des environnements collaboratifs d’apprentissage mobile innovants, centrés sur les besoins des apprenants et intégrant les technologies au bon moment et pour la bonne activité. / The educational innovation itself is sometimes debatable but it is justified when the teachers confront the learning difficulties of their students. In particular, some notions of physics are notoriously hard for students to understand, as is the case for the photoelectric effect which is not often comprehended by the students at the college level. This research tries to determine if, as part of a physics course, the simulation of the photoelectric effect and the use of mobile devices in collaborative situations facilitate an evolution of the student’s conceptions about the concept of light. We have proceeded to develop a scenario of collaborative learning by integrating a simulation of the photoelectric effect on handheld devices (Pocket PC). The design of scenario was first influenced by our socioconstructivist vision of learning. We conducted two preliminary studies to complete our scenario of learning and to validate the platform « MobileSim » and the interface of the simulator used in our experiment. The first studies were completed with a simulation on computers and the second with a simulation on Pocket PC. After that, we carried out the experimentation with two groups of students. The control group was assigned to the traditional approach of teaching and the experimental group was assigned to the approach based on the developed scenario of collaborative learning. We have conducted a test twice to assess a conceptual change about the nature of light and about the phenomenon of the photoelectric effect and related concepts. The first test (pre-test) before the students are involved in the course and the second (post-test) after completion of experiments. Our results in the pre-test and post-test were completed by conducting semi-structured individual interviews with all students, by video recordings and recovered traces (on log files or on paper). Students in the experimental group obtained good results in the test compared to those of the control group. We noted an average gain of learning qualified at a moderate level according to Hake (1998). Interview results were used to identify some conceptual difficulties of student learning. Analysis of collected data from video sequences, questionnaires and recovered tracks allowed us to better understand the process of collaborative learning and has revealed that the number and the time of interactions between students are strongly correlated with the gain of learning. At first, this research project is a success in the designing of a learning scenario of a phenomenon as complex as the photoelectric effect and respects many criteria (collaboration, simulation, mobile devices, etc.) that it seemed for us extremely utopian to combine them in an effective learning situation in the classroom. For instance, this scenario could be adapted to the learning of other concepts in physics. It could also be considered for the design of collaborative environments for innovative mobile learning focused on the needs of learners that integrate the technologies at the right time and for the right activity.
124

Potencialidades e desafios do M-learning para o desenvolvimento de competências empreendedoras de microempreendedores individuais

Silva, Juliana Vitória Vieira Mattiello da 19 June 2017 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2017-09-27T13:25:43Z No. of bitstreams: 1 Juliana Vitória Vieira Mattiello da Silva_.pdf: 2383128 bytes, checksum: 1cd451c92d4a9262fcda8bef7770eac1 (MD5) / Made available in DSpace on 2017-09-27T13:25:43Z (GMT). No. of bitstreams: 1 Juliana Vitória Vieira Mattiello da Silva_.pdf: 2383128 bytes, checksum: 1cd451c92d4a9262fcda8bef7770eac1 (MD5) Previous issue date: 2017-06-19 / Nenhuma / O Microempreendedor individual (MEI) é a pessoa que trabalha por conta própria e se legaliza como pequeno empresário. Pressupõe-se que esses empresários enfrentem dificuldades em participar de processos de capacitação, em razão do tempo e de recursos escassos, pois, pelo fato de trabalharem sozinhos (ou com pouca ajuda), a participação em capacitações presenciais é inviável, na maioria das vezes. Por outro lado, sabe-se que há uma variedade de tecnologias disponíveis no mercado, como Tecnologias da Informação e Comunicação (TICs) móveis, que viabilizam o Mobile Learning. Dessa forma, entende-se que o M-learning são processos de aprendizagem apoiados pelo uso de tecnologias da informação ou comunicação móvel e sem fio, onde a característica fundamental é a mobilidade dos aprendizes (SACCOL; SCHLEMMER; BARBOSA, 2011), possibilitando que os MEIs aprendam em seu próprio contexto, onde a aprendizagem pode ser situada, autêntica, personalizada e colaborativa. O objetivo central desta pesquisa é analisar as potencialidades (affordances) e os desafios do M-learning para o desenvolvimento de competências empreendedoras de Microempreendedores Individuais. Utilizou-se o método Design Science Research (DSR), na geração de um artefato - um método de capacitação de MEIs na modalidade m-learning, usando como plataforma o aplicativo whatsapp. O processo da pesquisa seguiu as etapas da DSR (entendimento do problema, sugestão, desenvolvimento, avaliação e conclusão), e os resultados gerados em cada etapa tornaram-se oportunos para compreender as vantagens e os desafios da modalidade M-learning. Na ocasião do entendimento do problema, compreendeu-se as competências a serem desenvolvidas sobre o ponto de vista teórico, bem como o entendimento das abordagens de aprendizagem a serem consideradas: a da aprendizagem situada (LAVE; WENGER, 1991) e da pedagogia da autonomia (FREIRE, 1996). Realizou-se também uma survey com 206 empreendedores individuais, permitindo compreender as suas principais necessidades de capacitação; se buscam (ou não) capacitar-se, por quais meios e a quais TICs teriam acesso. Na etapa de sugestão de problema, deu-se a elaboração do método de capacitação sob a ótica das abordagens de aprendizagem adotadas no estudo. Na etapa de desenvolvimento, aplicou-se o artefato (método) com uma 1ª turma da capacitação, com 30 MEIs. Após essa realização, o artefato foi avaliado, aprimorado, e, depois reaplicado com uma 2ª. Turma de capacitação envolvendo mais 45 MEIs. Na etapa de avaliação, foi possível avaliar o artefato, identificando os atributos desenvolvidos da competência empreendedora, as potencialidades e os desafios da modalidade testada. Finalmente, compreendeu-se que as potencialidades (affordances) do M-learning contribuíram significativamente para o processo e viabilização da capacitação, identificadas como: acesso à multimídia, conectividade, informação e captura de dados, presença social, aprendizagem personalizada, interação, colaboração, motivação, expressão emocional, representação de conhecimentos e suporte a vários pontos de entrada e caminhos de aprendizagem. Quanto aos desafios do m-learning, percebe-se dois aspectos: 1) aspectos externos da tecnologia (internet, custo, uso de dados, memória) e 2) aspectos de ordem pedagógica e contextual, que, acredita-se, foram parcialmente superados. Porém, observou-se que essa modalidade possibilitou desenvolver alguns atributos da competência empreendedora ligada à categoria de negócio e gestão, sendo elas: habilidades de gestão, habilidades financeiro-orçamentárias e habilidades operacionais do negócio. / The Individual Microentrepeneur (IM) is the person who works on their own account and becomes a small entrepreneur under the law. It is assumed that these entrepreneurs face difficulties to take part of qualification processes due to lack of time and scarce resources, because since they work alone (or with little help), taking part of onsite qualification trainings is not feasible, most of the times. On the other hand, it is known that there is a variety of technologies available in the market, such as the mobile Information and Communication Technologies (ICT), which makes Mobile Learning feasible. In this way, M-learning is understood as learning processes supported by mobile or wireless information and communication technologies, where the major characteristic is the mobility of the learners (SACCOL; SCHLEMMER; BARBOSA, 2011), allowing the IMs to learn in their own context, where learning can be situated, authentic, personalized and collaborative. The main objective of this research is to analyze the potentials (affordances) and the challenges of M-learning for the development of entrepreneurial competences of Individual Microentrepreneurs. The method Design Science Research (DSR) was used to generate an artifact — a method of qualification of IMs through M-learning, using the Whatsapp application as platform. The research process followed the steps of the DSR (understanding the problem, suggestion, development, evaluation and conclusion), and the results generated in each step were crucial for the understanding of the advantages and challenges of the M-learning modality. During the period of understanding the problem, the competences to be developed under the theoretical point of view were comprehended, as well as the learning approaches to be considered: the situated learning (LAVE; WENGER, 1991), and the pedagogy of autonomy (FREIRE, 1996). A survey was also carried out with 206 individual entrepreneurs, through which their main qualification necessities were known; if they try (or not) to get qualification, through which means and to which ICTs they would have access to. During the problem suggestion step, the qualification method, under the point of view of the learning approaches adopted during the study, was developed. During the development step, the artifact (method) was applied to the first group of qualification, with 30 IMs. After that, the artifact was evaluated, enhanced and, later, applied to the second group of qualification, with other 45 IMs. During the evaluation step, it was possible to evaluate the artifact, identifying the attributes developed for the entrepreneurial competence, the potentials and the challenges of the tested modality. Finally, it was understood that the potentials (affordances) of M-learning had a key role for the process and viability of qualification, which are: access to multimedia, connectivity, information and data collection, social presence, personalized learning, interaction, collaboration, motivation, emotional expression, knowledge representation and support to several entry points and ways of learning. In terms of M-learning challenges, two aspects stand out: 1) technology external aspects (internet, cost, data use, memory) and 2) pedagogical and contextual aspects which, it is believed, were partially outdated. However, it was possible to observe that this modality allowed the development of some attributes of entrepreneurial competence related to the category of business and management, which are: management skills, financial and budgeting skills and business operational skills.
125

Tecnologias móveis e sem fio nos processos de ensino e de aprendizagem em Química: uma experiência no Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul

Nichele, Aline Grunewald 25 February 2015 (has links)
Submitted by Maicon Juliano Schmidt (maicons) on 2015-06-03T12:07:50Z No. of bitstreams: 1 Aline Grunewald Nichele.pdf: 5451607 bytes, checksum: a9009a738e834f402fde486dd9c646cb (MD5) / Made available in DSpace on 2015-06-03T12:07:50Z (GMT). No. of bitstreams: 1 Aline Grunewald Nichele.pdf: 5451607 bytes, checksum: a9009a738e834f402fde486dd9c646cb (MD5) Previous issue date: 2015-02-25 / Nenhuma / Motivada pela crescente utilização de diferentes tecnologias móveis e sem fio (TMSF), principalmente smartphones e tablets, entre os estudantes, bem como pela política pública de inserção de tablets no contexto das escolas públicas, surge o problema dessa pesquisa, que consiste em investigar como as TMSF podem contribuir para os processos de ensino e de aprendizagem em Química na perspectiva do mobile learning e do “Bring Your Own Device” (BYOD) no contexto da formação inicial de professores no Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS) – Campus Porto Alegre. A pesquisa tem como objetivo principal compreender como as TMSF podem contribuir para os processos de ensino e de aprendizagem em Química na perspectiva do mobile learning e do BYOD, a fim de potencializar o desenvolvimento de práticas pedagógicas no contexto da formação inicial de professores no IFRS – Campus Porto Alegre. São também objetivos da pesquisa: a) identificar elementos que permitam compreender quem são os licenciandos em Ciências da Natureza do IFRS, principalmente no que se refere ao acesso e utilização das tecnologias digitais (TD); b) buscar e selecionar os aplicativos para tablets e smartphones, disponíveis em loja digital virtual, com potencial para os processos de ensino e de aprendizagem em Química; c) estabelecer critérios de avaliação para os aplicativos, que possibilitem conhecê-los e classificá-los em termos de aplicabilidade; d) conceber, desenvolver e avaliar prática pedagógica em Química utilizando aplicativos para tablets e smartphones, no contexto do mobile learning e do BYOD. Em função das características do problema de pesquisa, bem como dos objetivos a serem alcançados, optou-se pelo desenvolvimento de uma pesquisa exploratória, de natureza qualitativa e quantitativa, baseada em Design Research, em que o artefato foi uma prática pedagógica desenvolvida por meio de uma atividade complementar junto a um grupo de dez estudantes da Licenciatura em Ciências da Natureza: Habilitação em Biologia e Química do IFRS – Campus Porto Alegre. Como instrumentos e materiais, utilizou-se: questionários, “roda de conversas”, entrevista semi-estruturada, registros em áudio, fotos, vídeo e observação. Para a análise de dados, utilizou-se a Análise Textual Discursiva (GALIAZZI; MORAES, 2011). Para interpretação dos dados e melhor compreensão do problema e objetivos da pesquisa, buscou-se fundamentação teórica nos seguintes autores: Galiazzi, Moraes (2002); Saccol, Schlemmer & Barbosa (2010); Lemos (2003); Giordan (2008). Os principais resultados da pesquisa apontam que os licenciandos têm um amplo acesso às tecnologias digitais e à internet, entretanto seu uso era basicamente restrito a comunicação. Há diversos aplicativos para tablets e smartphones específicos para a área de Química disponíveis em lojas digitais virtuais, bem como aplicativos gerais que tem potencial para o desenvolvimento de práticas pedagógicas, entretanto, após estabelecimento de critérios e avaliação desses foram selecionados aplicativos que fossem gratuitos, multiplataforma, com conteúdo preferencialmente em língua portuguesa e que esse fosse de qualidade. A partir do perfil tecnológico dos licenciandos e dos aplicativos selecionados foi concebida uma prática pedagógica na perspectiva do mobile learning e do BYOD, desenvolvida por meio de uma atividade complementar, em que os participantes vivenciaram as TMSF no contexto educacional e desenvolveram projetos de aprendizagem de Química no âmbito das TMSF. / Motivated by the increasing use of different mobile and wireless technologies, especially smartphones and tablets among students as well as the public policy of tablets insertion in the context of public schools, this research investigates how mobile and wireless technologies may appear to contribute to the processes of teaching and learning Chemistry from the perspective of mobile learning and BYOD in the context of initial teacher training in IFRS - Campus Porto Alegre. The research aims to understand how mobile and wireless technologies can contribute to the processes of teaching and learning Chemistry from the perspective of mobile learning and BYOD in order to enhance the development of educational practices in the context of initial teacher training in IFRS - Campus Porto Alegre. Some other objectives of the research are: a) to identify the Natural Sciences undergraduates’ digital technological profile, mainly with regard to the access and use of digital technologies ; b ) to search and select the applications for tablets, with potential for the teaching and learning processes in Chemistry, available in virtual digital store; c ) to establish evaluation criteria for the Apps in order to know them and classify them in terms of applicability; d ) to design, develop and evaluate pedagogical practice in Chemistry with applications for tablets and smartphones in the context of mobile learning and BYOD. Taking into consideration the different characteristics of the research problems achieved, we opted for the development of an exploratory research, qualitative and quantitative, based on Design Research, where the artifact was a pedagogical practice developed through a complementary activity with a group of ten undergraduates. The instruments and materials which have been used are: questionnaires, “workshops”, interviews, audio recordings, photos, video and observation. For data analysis, we used the text analysis discourse (GALIAZZI; MORAES, 2011). In order to interpret the data and for better understanding of the problem and research objectives, we sought theoretical foundation in the following authors: Galiazzi, Moraes (2002); Saccol, Schlemmer & Barbosa (2010); Lemos (2003); Giordan (2008). The main results of this research show that the licensees have broad access to digital technologies and the Internet, but its use was basically restricted to communication. There are several Apps for specific tablets and smartphones concerning Chemistry education, and general applications that have potential for the development of teaching practices available on virtual digital stores. However, after establishing criteria and evaluation of these Apps we selected some of them which were free, multiplatform, and with contents preferably in Portuguese. A pedagogical practice was designed from the technological profile of undergraduates and from selected applications considering the perspective of mobile learning and BYOD developed through a complementary activity. In that complementary activity the participants experienced the mobile and wireless technologies in the educational context and developed Chemistry learning projects in the context of mobile and wireless technologies.
126

Uma contribuição ao estabelecimento de uma arquitetura de referência para ambientes de aprendizagem móvel / A contribution to the establishment of a reference architecture for mobile learning environments

Duarte Filho, Nemesio Freitas 12 May 2016 (has links)
O desenvolvimento e a utilização de ambientes computacionais como apoio ao ensino e aprendizagem, aliados à evolução da computação móvel, têm contribuído significativamente para o estabelecimento de uma nova modalidade de ensino conhecida como aprendizagem móvel ou mobile learning (m-learning). Nesse cenário emergente, os ambientes educacionais existentes, mesmo possuindo diversos benefícios e facilidades no que diz respeito ao ensino e aprendizagem, apresentam problemas e desafios que precisam ser explorados. Um dos aspectos relevantes a ser investigado refere-se ao estabelecimento e adoção de padrões arquiteturais. De fato, grande parte desses ambientes é construída de forma isolada, possuindo arquiteturas e estruturas próprias, o que pode impactar negativamente a capacidade de padronização. O presente trabalho de pesquisa insere-se neste contexto, tendo como principal objetivo investigar e definir uma arquitetura de referência orientada a serviço voltada para ambientes de aprendizagem móvel. Tal arquitetura, denominada Ref-mLearning, visa contribuir para a evolução, reúso e interoperabilidade desses ambientes, possibilitando ainda um aumento na qualidade e redução de custos durante o seu desenvolvimento. Resultados alcançados por meio de avaliações e condução de um estudo de caso demonstram que a Ref-mLearning é uma arquitetura viável possuindo uma boa estrutura e organização para o desenvolvimento de ambientes de aprendizagem móvel orientados a serviço. / The development and use of computational environment to support the teaching and learning, together with the evolution of mobile computing, have contributed significantly to the establishment of a new mode of teaching known as mobile learning (m-learning). In this emerging scenario, the existing educational environments, despite having various benefits and facilities with regard to teaching and learning, present problems and challenges that need to be explored. An important aspect to be investigated refers to the establishment and adoption of architectural patterns. In fact, many of these environments is built in isolation, possessing own architectures and structures, which may negatively impact the standardization capacity. This research work is part of this context, the main objective to investigate and define a service-oriented reference architecture for mobile learning environments. Such an architecture, called Ref-mLearning, aims to contribute to the evolution, reuse and interoperability of these environments, still enabling an increase in quality and cost reduction during its development. Results achieved through evaluations and conducting a case study show that Ref-mLearning is a viable architecture having a good structure and organization for the development of a service-oriented mobile learning environment.
127

Uma infraestrutura de apoio ao desenvolvimento de aplicações educacionais móveis para o ensino e aprendizagem de fundamentos de programação / An Infrastructure to Support the Development of Mobile Learning Applications for the Teaching and Learning of Programming Fundamentals

Marcolino, Anderson da Silva 22 May 2019 (has links)
A importância das disciplinas de programação nas grades curriculares de cursos de computação, tanto no contexto nacional como internacional e as limitações e problemas apresentados em tais disciplinas, tem levado a um esforço significativo em pesquisas na área da Informática na Educação para propor soluções de software no domínio de ensino e aprendizagem de programação, com destaque para a adoção de soluções para a modalidade de aprendizagem eletrônica (e-learning). No entanto, é possível notar limitações nas pesquisas já conduzidas, principalmente em relação à quantidade ainda reduzida de estudos que adotam a aprendizagem móvel (m-learning) como modalidade para ensinar a programar. Observa-se, ainda, a incipiência de pesquisas que adotam metodologias provenientes da Engenharia de Software baseada em Reúso para apoiar o processo de criação de produtos de software educacionais. A adoção de tais metodologias pode permitir uma variação maior de produtos educacionais, permitindo o desenvolvimento de modo a atender um maior número de professores, instituições e domínios. Neste contexto, esta pesquisa de doutorado tem como objetivo propor e desenvolver uma infraestrutura para o desenvolvimento de aplicações educacionais móveis para o ensino de fundamentos de programação a serem utilizadas em nível superior. Para isso, diferentes soluções já existentes foram avaliadas permitindo a criação de um catálogo de requisitos educacionais móveis que serviu de artefato para o estabelecimento de uma arquitetura de linha de produtos de software (LPS) e de uma ferramenta de apoio, intitulada TANGRAM (an infrasTructure to support the development of mobile leArning applicatioNs for the teachinG and leaRning of progrAMming fundamentals), que permite a criação facilitada dos produtos dessa linha. Adicionalmente, um conjunto inicial de funcionalidades para a plataforma móvel foi desenvolvido. Para verificar a viabilidade do uso de tal infraestrutura, diversas avaliações foram conduzidas nas diferentes etapas de concepção da mesma. Ao final, foram observadas evidências preliminares de que a LPS e a ferramenta TANGRAM possibilitam a criação de aplicações educacionais móveis para serem utilizadas na mitigação de problemas no ensino e aprendizagem de fundamentos programação. Além de contribuições complementares referentes ao catálogo de requisitos para aplicações educacionais móveis, as escolhas metodológicas e tecnológicas na concepção do projeto arquitetural, e um conjunto de gestos de interação para telas sensíveis ao toque a integrar as aplicações educacionais, que possibilitam a condução de trabalhos futuros na exploração dos mesmos no que se refere à mitigação de problemas no ensino e aprendizagem de fundamentos programação. / The importance of programming disciplines in computer curricula courses worldwide has increasing the efforts of researches in informatics in education area to propose software for the mitigation of problems in programming domain, highlighting the adoption of electronic learning solutions (e-learning). Meanwhile, it is possible to identify limitations in researches that adopting other learning modalities, as mobile learning modality (m-learning) for teaching of programming. Furthermore, it is also noticed a lack of adoption of reused-based software engineering methodologies, for supporting the process of development of educational software for programming domain, in special, software product lines (SPL).The adoption of such methodologies may allow a higher variation of educational products and a higher support for a greater number of professors and institutions. In this perspective, this doctoral research aimed at the establishment of an infrastructure to support the development of m-learning applications for the teaching of programming fundamentals in undergraduates courses. For that, several software solutions in programming domain were analysed allowing the creation of a m-learning requirement catalog. Such catalog was used as the main artifact for the establishment of an SPL and a support tool entitled TANGRAM (an infrasTructure to support the development of mobile leArning applicatioNs for the teachinG and leaRning of progrAMming fundamentals). The tool was proposed to facilitate the creation of applications considering the SPLs artifacts and their management. Additionally, an initial set of features for the mobile learning applications were developed, e.g., a catalog of gestures. To investigate the viability in the use of such infrastructure, several evaluations were conducted in each phase of conception of the SPL. At the end, preliminar positive evidence indicates that both LPS and TANGRAM tool may allow the develpment of m-learning applications for the mitigation of problems in the teaching and learning of programming fundamentals. Besides, contributions related with the m-learning requirement catalog, the methods and technologies selected for the conduction of the architectural project, and a set of gesture for touchscreen interfaces were also identified, resulting in an infrastructure which may be better investigate and adopted to improve the processes of teaching and learning in the programming fundamentals domain.
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行動學習設計與知識庫 / An Exploratory Design of m-Learning with Knowledge Repository

林昱 Unknown Date (has links)
在邁入知識經濟的現今社會中,企業的生產要素已轉變為以知識為基礎,而學習正是知識經濟時代增加企業競爭力的最佳利器。隨著科技的發展,線上學習(e-Learning)不論在傳統公司或電子化企業中已扮演著重要不可或缺的角色。線上學習的獨特性不但可使教育訓練的成本降低,更可以配合企業的全球化運作,這些優點吸引了許多公司開始規劃線上訓練。但由於目前線上學習多採用Web(World Wide Web)介面並且必須與網際網路連接,所以有發展上的限制且缺乏行動性。因此本研究將應用行動科技結合學習科技來克服這個問題。   本研究希望建構一行動學習設計並且整合知識庫,使得知識學習的來源不再僅侷限於學習教材,更能包含整個組織的知識。另外也設計一搜尋機制希望藉此能有效率地執行行動搜尋。 / In knowledge economy, the key factor of production is knowledge. Learning will be the best effective tool to increase the competitiveness in the knowledge-based economy. With the development of Information Technology, Electronic Learning (e-Learning) becomes important, indispensable in traditional business, and e-business. e-Learning with unique characteristics lowers training costs and makes organizational learning global. These benefits catch the attentions of the company to pursue e-Learning. However, the problem that e-Learning has to be Web-enabled (World Wide Web enabled) and Internet-based creates a technical and managerial barrier limits its development and lack the mobility. In our research, we aim to apply Mobile Technology with Learning Technology to overcome this problem.   Our research focuses on the design of a mobile learning (m-Learning) model that supports learning anywhere, anytime and any form. Beside, we develop an approach to integrate with knowledge repository. The learning scope will not be limited to instructional courseware. It includes organizational knowledge. The search assistant helps user to access relevant information with minimal effort and reduce the amount of information that needs to be transmitted.
129

The Key Success Factors of Using Digital Devices to Promote Mobile Learning¡ÐThe Case of PDA Guidence in Taiwan¡¦s National Museums

Mah, Jui-hsuan 30 August 2006 (has links)
This study explores the application of wireless local area network (WLAN) in mobile learning. Although still in its infancy, Taiwan¡¦s government has devoted much resource on mobile learning as the extention of e-Taiwan project. National museums are among the key projects where the effectiveness of mobile learning can be soundly demonstrated. Taking national museums as observing objects, this study examines whether museum visitors appreciate WLAN environment within which personal digital assistants (PDA) operate as mobile educational tools. It further explores the key success factors that leads to successful deployment of mobile learning system. The researcher conducted a two-wave survey, firstly on museum visiters then on museum and e-learning experts for data gathering. Using analytical hierarchy process (AHP) as the research method, this study filters out the priority setting of those six categories as follows according to their significance: learning content, network connection, interface design, mareking and promotion, and business model. It also shows that the priority setting might change as a matter of time. As far as implication for education is concerned, the study suggests that, in the learning space of museum, PDA equipped with WLAN proves to be an appropriate mobile learning tool, notably useful in conducting blending learning and self-directed learning. Such finding should contribute to the understanding and further deployment of mobile learning activities in the context of museums. Keywords: wireless local area network (WLAN), mobile learning, blending learning, self-directed learning, personal digital assistant (PDA), fuzzy analytical hierarchy process (FAHP), key success factors, museum
130

Facilitating communication for deaf individuals with mobile technologies

Summet, Valerie Henderson 31 March 2010 (has links)
Communication between deaf individuals and hearing individuals can be very difficult. For people who are born deaf, English is often a second language with the first language being American Sign Language (ASL). Very few hearing people in the United States sign or are aware of Deafness, Deaf culture, or how to appropriately communicate with people with hearing loss. In this thesis, I concentrate on the role that mobile technologies can play in ameliorating some of these issues. In formative work with Deaf teenagers in the metro-Atlanta area, I investigate the role that communication technologies play in the lives of many Deaf individuals and examine how these devices have effected their communication patterns and social circles. Specifically, the teens identified problems communicating with hearing individuals such as close friends and family in face-to-face situations. Having identified sign language use at home as one of the earliest interventions for Deaf children, I investigated the use of mobile phones for learning survival-level ASL. I created a prototype software application which presented short ASL lessons via either a mobile phone or desktop web-browser. The software presented the lessons via one of two different scheduling methods designed to take advantage of the spacing effect during learning. I designed and conducted a study of forty individuals with no prior ASL knowledge which compared the effects of both scheduling algorithm and platform. My results show that individuals who used a mobile phone platform and received a group of lessons at one time performed better on post-test receptive and generative ASL metrics than did participants in the three other conditions.

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