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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.
41

An A/B Study on applied learning theories to in-game tutorials : A case study on learning theory on the game MellowFizz

Peyda, Elina, Axelsson, Gabriel January 2023 (has links)
Many non-academic sources praise in-game tutorials with little text and claim that experiential and visual learning are effective ways to teach players game mechanics. This study was made to test if a visual tutorial is superior to a textual one when it comes to teaching the player game mechanics for the game MellowFizz. The study will be helpful to game designers who wish to create well-designed tutorial. An A/B study was conducted with 21 participants to collect data. Two different versions of the same tutorial were made for the study, one using only visual elements and the other only texts, and the participants were asked to fill in a survey after playing the game. The results after analyzing survey responses suggests that the best tutorial would include visual cues in combination with single words rather than long sentences. However, further studies are needed to confirm findings.
42

Measuring Program Impact: An Implementation Science Tutorial for Clinicians and Researchers

Polaha, Jodi 10 May 2019 (has links)
No description available.
43

Aquatic Ecology and Disturbance: Problem Solving Skills in Undergraduate Education and Effects of Land Use on Northeast Ohio Stream Habitats

McLean, Jaclyn E. 18 April 2012 (has links)
No description available.
44

Skärmfångad video som didaktiskt verktyg

Törnblad, Niclas January 2010 (has links)
Syftet är att få insikt i om skärmfångad video kan vara ett komplement till undervisningen? Vad kan det erbjuda eleverna i form av anpassning av undervisningen till varje elevs förutsättningar och behov? Hur kan det utformas för att komplettera undervisningen? Detta arbete beskriver vad forskning och undersökning på området kommit fram till och vad regelverken i skolan säger. Jag har med hjälp av sex utvalda elever genomfört kvalitativa intervjuer för att bringa svar på mina frågor.Sammanfattningsvis kom jag fram till att skärmfångad video är ett utmärkt komplement i datoriserade hantverksmässiga kurser som webbdesign, men det krävs att lärarrollen utvecklas. Eleven erbjuds en individuell studietakt och anpassning till dennes förutsättningar och behov. Skärmfångad video skall utformas efter elevernas krav på god bild och ljudkvalité. Dessutom skall varje del totalt inte överstiga trettio minuter och kan med fördel delas upp i mindre delar. Materialet skall finnas till hands för eleven både i och utanför skolan.
45

Students' performance on a paper-mediated versus multimedia tutorial for learning networking concepts

Brown, Herbert Franklin III 10 November 2005 (has links)
This study was designed to determine the degree to which learner affective and personal characteristics affect student achievement through multimedia and paper-mediated instruction. Two research questions were examined: (a) Is there a difference in gain between pretest and post test for the paper-mediated instruction group and the multimedia instruction group; (b) What is the effect of paper-mediated and multimedia instruction on achievement, when controlling for affective and personal characteristics? The statistical procedures used to examine the research questions were dependent t-tests and analysis of covariance. Participants were 61 students from four classes enrolled in introductory computer classes in a high school in the Roanoke region of Virginia. The classes were randomly assigned to either a paper-mediated or multimedia treatment. Procedures involved having the participants from both groups complete five stages, either on paper or on the computer, based on group assignment. First, they completed a personal characteristics form. Second, they completed an attitude toward computers Likert-type scale, consisting of four subscales (anxiety, confidence, liking, usefulness). Third, they completed a 20-question pretest on networking terminology. Fourth, they reviewed instructional material in either a paper or multimedia presentation form. Upon completion of the paper or multimedia computer tutorial, the participants completed a 20-item posttest on networking terminology. Based on the results of two dependent t-tests on the pretest and posttest for each treatment group, students did realize a gain in achievement from the pretest to posttest in both groups. In testing research question two, the analysis of covariance revealed a significant treatment effect and gender as a significant covariate. Students in the paper-mediated group performed better than those in the multimedia group. Females performed higher regardless of the treatment group. / Ph. D.
46

Java Applets for Analysis of Trusses, Beams and Frames

Schottler, Robert 18 June 2004 (has links)
Java applets are developed to assist in the learning of basic structural analysis concepts. In order for these programs to be easily available over the Internet, they are written in the object-oriented Java programming language. The Java programs known as applets are embedded in HTML documents. The HTML documents, part of a series of instructional units, present the topics demonstrated by the applets. The applets include truss and frame determinacy applets; a three-hinged arch bridge applet; determinate and indeterminate truss analysis applets; determinate and indeterminate frame analysis applets and an influence line analysis applet. These programs are available to any student or instructor with Internet access. The applets provide good examples of the application of object-oriented programming and the development of software for a graphical user interface. They also serve as excellent tools that facilitate the understanding of structural engineering concepts utilizing a medium that allows independent learning at an individual pace. / Master of Science
47

Konzeption und Entwicklung eines Online-Tutorials zur Verbesserung der Informationskompetenz von Studierenden der Elektrotechnik/ Informationstechnik

Nitzschner, Holger 11 November 2006 (has links) (PDF)
Verschiedene Studien belegen, dass vor allem Studierende oft keine ausreichenden Kenntnisse, Fähigkeiten und Fertigkeiten besitzen, um das zunehmende Angebot elektronischer Informationsressourcen zu überschauen und effektiv zu nutzen. Besonders im Bereich der wissenschaftlichen Bibliotheken werden deshalb zahlreiche Schulungsveranstaltungen zur Verbesserung der Informationskompetenz durchgeführt. Um den veränderten Bedürfnissen der Nutzer nach einer größeren Flexibilität hinsichtlich ihrer Lern- und Arbeitsorganisation gerecht zu werden, bedarf es der Schaffung zusätzlicher, zeit- und ortsunabhängiger Schulungsangebote. In der vorliegenden Arbeit werden die entscheidenden Faktoren für einen erfolgreichen Einsatz von E-Learning-Anwendungen benannt und unter Berücksichtigung dieser Kriterien ein Online-Tutorial zur Recherche in den Fachdatenbanken der Elektrotechnik, Elektronik und Nachrichtentechnik an der SLUB Dresden konzipiert. Der Planungsphase schloss sich die technische Umsetzung an.
48

Políticas da Educação Superior e o enraizamento local: o Programa de Educação Tutorial na Universidade Federal da Paraíba

Borba, Flávia Paloma Cabral 17 February 2017 (has links)
Submitted by Fernando Souza (fernandoafsou@gmail.com) on 2017-08-29T11:56:38Z No. of bitstreams: 1 arquivototal.pdf: 1005404 bytes, checksum: b77f0eb5c4585a60b328895b240ecca1 (MD5) / Approved for entry into archive by Viviane Lima da Cunha (viviane@biblioteca.ufpb.br) on 2017-08-29T12:21:42Z (GMT) No. of bitstreams: 1 arquivototal.pdf: 1005404 bytes, checksum: b77f0eb5c4585a60b328895b240ecca1 (MD5) / Made available in DSpace on 2017-08-29T12:21:42Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1005404 bytes, checksum: b77f0eb5c4585a60b328895b240ecca1 (MD5) Previous issue date: 2017-02-17 / The objective of the research was to analyze the Programa de Educação Tutorial (Tutorial Education Program) - PET at the Universidade Federal da Paraíba (Federal University of Paraíba), with emphasis on the study of the rooting process of this Program at the local level. PET is an educational policy aimed at the qualification of undergraduate courses, and that happens in institutions of higher education in the form of learning tutorial groups. Among the main characteristics of the project, is the work developed in the spaces of extracurricular action, with a horizontal relationship between teaching, research and extension. The period analyzed in the research was the expansion of the Program in the UFPB between 2010 and 2015, which time the institution increased from three to eight groups working in the undergraduate. In methodological terms, the study adopted a qualitative approach, using a technical procedure in bibliographical and documentary research, performing semi-structured interviews with the management actors of the Program at the UFPB. As results of the research, we observe a fragile rooting of the Program in the Institution, especially in institutional terms. Thus, we analyze the rooting process between the PET and the UFPB, highlighting the fragilities and strengths of this relationship, giving conditions to the proposition of possible actions that contribute to its management or to other similar educational policies, in order to qualify practices of execution of educational policies in the local instances. / A pesquisa teve como objetivo a análise do Programa de Educação Tutorial - PET na Universidade Federal da Paraíba, com ênfase no estudo do processo de enraizamento deste Programa em âmbito local. O PET é uma política educacional direcionada à qualificação dos cursos de graduação e que acontece em instituições de educação superior no formato de grupos tutoriais de aprendizagem. Dentre as principais características do Programa está o trabalho desenvolvido nos espaços de ação extracurriculares, estabelecendo uma relação horizontal com a tríade ensino, pesquisa e extensão. O recorte temporal de investigação foi a expansão do Programa na UFPB entre 2010 e 2015, em que a instituição passou de três para oito grupos atuando na graduação. O estudo adotou em termos metodológicos uma abordagem qualitativa, utilizando como procedimentos técnicos uma pesquisa bibliográfica e documental, juntamente com a realização de entrevistas semiestruturadas com os atores da gestão do Programa na UFPB. Como resultados da pesquisa, observamos um frágil enraizamento do Programa na instituição, especialmente em termos institucionais. Assim, apontamos para o processo de enraizamento entre o PET e a UFPB, com destaque para as fragilidades e pontos fortes dessa relação, dando condições à proposição de possíveis ações que contribuam com sua gestão ou de outras políticas educacionais semelhantes, no sentido de qualificar práticas de execução de políticas educacionais nacionais nas instâncias locais.
49

[en] PROPOSED METHOD FOR CREATING AND VALIDATING TUTORIALS: LEARNING GRAPHIC SOFTWARE / [pt] PROPOSTA DE MÉTODO PARA A CRIAÇÃO E VALIDAÇÃO DE TUTORIAIS: APRENDIZAGEM DE SOFTWARE GRÁFICO

WALTER DUTRA DA SILVEIRA NETO 12 June 2013 (has links)
[pt] A necessidade de auxiliar pessoas que trabalham com o ensino de software gráficos em instituições educacionais motivou a presente pesquisa, onde se buscou mostrar a eficiência do uso de tutoriais e a experimentação dos mesmos em métodos de Educação a Distância Mediada por Computador. O objetivo geral da presente tese foi desenvolver um modelo de criação e validação de tutoriais para o ensino de software gráfico. Foram analisadas ferramentas que possibilitam o enriquecimento desse método, mostrando o quanto ele pode ser eficiente, podendo-se até dizer atraente para os sujeitos envolvidos em processos de construção de conhecimentos. Por sua natureza, a pesquisa caracterizou-se como aplicada, tendo cunho qualitativo. Do ponto de vista de seus objetivos, configurou-se como uma pesquisa exploratória e quanto aos procedimentos técnicos, desenvolveu-se como pesquisa bibliográfica e documental. A partir dos modelos gerais para a criação e validação de tutoriais, foi desenvolvido um tutorial específico que oferece, entre outros recursos de conteúdo e gráficos, texto, som, imagem estática, vídeo e arquivos em linguagem de Realidade Virtual. As principais etapas percorridas para o desenvolvimento da presente tese foram, além do estudo de bibliografia relacionada ao tema, o desenvolvimento de parâmetros para identificar a eficácia de um tutorial; a identificação e análise de sistemas que são desenvolvidos para EDMC, com vistas a utilizá-los como ambiente para a experimentação deste trabalho; a identificação e análise de software que envolve o processo de desenvolvimento de tutoriais, neste caso, um software CAD tridimensional, objeto de estudo para o uso do tutorial numa disciplina do curso de Design; a realização de estudos sobre métodos de avaliação de usabilidade de tutoriais visando conhecer as várias modalidades e selecionar uma forma adequada de análise ergonômica e IHC (Interação Humano-Computador), baseada em pesquisa de opinião dos usuários; a verificação e estudo de definições e aplicações de hipermídia dentro de Ambientes Virtuais de Aprendizagem (AVA). A elaboração do tutorial e sua validação junto a estudantes e profissionais permitiram identificar uma série de requisitos que são necessários para um bom projeto de tutoriais. A conclusão do trabalho apresenta uma síntese dos dados levantados no processo de validação do tutorial, além de recomendações para estudos futuros. / [en] The need to assist people working with graphics software for teaching in educational institutions motivated the present research, where we show the efficiency of the use of tutorials and testing of such methods for Distance Education Computer-Mediated. The overall objective of this thesis was to develop models of creation and validation of tutorials for teaching graphics software. We analyzed tools that enable the enrichment of this method, showing how it can be effective and may even say attractive to those involved in processes of knowledge construction. By its nature, the survey characterized as applied, and qualitative. From the perspective of your goals, set up as an exploratory research and the technical procedures, developed as research literature and documents. From the general models for the creation and validation of tutorials, we developed a specific tutorial that offers, among other features content and graphics, text, sound, still image and video files into language Virtual Reality. The main steps followed to develop this thesis were beyond the study of literature related to the theme, the development of parameters to determine the effectiveness of a tutorial, the identification and analysis of systems that are designed to EDMC, aiming to use them as an environment for experimentation of this work, the identification and analysis software that involves the process of developing tutorials, in this case, a three-dimensional CAD software, an object of study for the use of a tutorial course in the design, undertaking of studies on methods for usability evaluation of tutorials in order to know the various terms and select an appropriate form of ergonomic analysis and HCI (Human Computer Interaction), based on survey of users, verification and study of definitions and applications of hypermedia in Virtual Learning Environments (VLE). The development and validation of the tutorial with students and professionals have identified a number of requirements that are needed for a good design tutorials. The completion of the work presents a synthesis of data collected in the validation process of the tutorial, as well as recommendations for future studies.
50

UI-based, NPC-guided or No Tutorial at All? A Qualitative Study Comparing the Effects of Different Tutorials in the Same Game / Text instruktioner, exempel eller inget alls? En kvalitativ studie som jämför effekterna av olika tutorials i samma spel

Malthed, Alexander, Hjelmqvist, Mathias January 2020 (has links)
One of the many challenges of game development is creating an effective tutorial. Although tutorials can be designed to instruct in numerous different ways, little is known about how they differ in terms of effectiveness. To examine the effectiveness of the three different tutorial types, a first-person puzzle game with three versions was developed. For the purpose of an observational analysis, four participants per version (n = 12) had their gameplay recorded and were then interviewed after their gameplay session concluded. The results show that text instructions were more effective than using NPCs as examples to show the game mechanics. The lack of a tutorial made the participants vary in their understanding of the game’s mechanics, some of which failed completely to learn an important game mechanic. A broad variation like this can make it difficult for developers to balance the later challenges in the game. / En av de många utmaningarna av spelutveckling är att skapa en effektiv tutorial. Även om en tutorial kan bli designad att instruera på flertalet olika sätt, saknas det kunskap om hur de skiljer sig i deras effektivitet. För att undersöka effektiviteten av tre olika typer av tutorials, utvecklades ett pusslespel i förstapersonsperspektiv med tre versioner. För syftet av en observationsanalys spelades spelsessionerna av fyra deltagare per version (n = 12) in, och deltagarna intervjuades direkt efteråt. Resultatet visar att textinstruktioner var mer effektivt än att använda NPCer som exempel för att visa spelmekanikerna. Saknaden av en tutorial gjorde att deltagarna varierade i deras förståelse av spelets mekaniker, varav några misslyckades helt att lära sig en viktig spelmekanik. En sådan bred variation kan göra det svårt för utvecklare att balansera de senare utmaningarna i spelet.

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