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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.
21

The impact of an integrative 3-d virtual learning environment in diverse ninth grade earth and space science classes

Fenwick, Emily L. January 1900 (has links)
Master of Science / Department of Geology / Iris M. Totten / Problem-based learning in the sciences has been demonstrated to be a successful educational approach to engage students and increase content knowledge. However, the power of collaborative learning to engage students, increase content knowledge and develop problem-solving skills in the sciences has not yet been fully researched. Collaborative learning has an enormous potential not only to foster student learning, but also to increase interest in the sciences and promote cutting-edge education strategies worldwide. Collaborative learning tactics in this study take place within the virtual learning environment entitled “GeoWorlds.” GeoWorlds is an online educational gaming program within the Second Life 3-D Teen Grid. The curriculum was developed as a collaborative, investigative and engaging program to promote learning of Earth science content. The program allows students to be submersed-in and explore different geologic time periods; enabling them to observe species and geological structures while interacting with one another to complete tasks. This study investigates the educational impact, emotional response and overall feedback of the GeoWorlds virtual learning environment on Midwest ninth graders.
22

Développement et évaluation d’un environnement informatisé d’apprentissage pour faciliter l’intégration des sciences et de la technologie

Saliba, Marie-Thérèse 03 1900 (has links)
Par cette recherche, nous voulons évaluer de manière exhaustive les bénéfices qu’apporte l’ExAO (Expérimentation Assistée par Ordinateur) dans les laboratoires scolaires de sciences et technologie au Liban. Nous aimerions aussi qu’elle contribue d’une manière tangible aux recherches du laboratoire de Robotique Pédagogique de l’Université de Montréal, notamment dans le développement du µlaboratoire ExAO. Nous avons voulu tester les capacités de l’ExAO, son utilisation en situation de classe comme : 1. Substitut d’un laboratoire traditionnel dans l’utilisation de la méthode expérimentale; 2. Outil d’investigation scientifique; 3. Outil d’intégration des sciences expérimentales et des mathématiques; 4. Outil d’intégration des sciences expérimentales, des mathématiques et de la technologie dans un apprentissage technoscientifique; Pour ce faire, nous avons mobilisé 13 groupe-classes de niveaux complémentaire et secondaire, provenant de 10 écoles libanaises. Nous avons désigné leurs enseignants pour expérimenter eux-mêmes avec leurs étudiants afin d’évaluer, de manière plus réaliste les avantages d’implanter ce micro laboratoire informatisé à l’école. Les différentes mise à l’essai, évaluées à l’aide des résultats des activités d’apprentissage réalisées par les étudiants, de leurs réponses à un questionnaire et des commentaires des enseignants, nous montrent que : 1. La substitution d’un laboratoire traditionnel par un µlaboratoire ExAO ne semble pas poser de problème; dix minutes ont suffi aux étudiants pour se familiariser avec cet environnement, mentionnant que la rapidité avec laquelle les données étaient représentées sous forme graphique était plus productive. 2. Pour l’investigation d’un phénomène physique, la convivialité du didacticiel associée à la capacité d’amplifier le phénomène avant de le représenter graphiquement a permis aux étudiants de concevoir et de mettre en œuvre rapidement et de manière autonome, une expérimentation permettant de vérifier leur prédiction. 3. L’intégration des mathématiques dans une démarche expérimentale permet d’appréhender plus rapidement le phénomène. De plus, elle donne un sens aux représentations graphiques et algébriques, à l’avis des enseignants, permettant d’utiliser celle-ci comme outil cognitif pour interpréter le phénomène. 4. La démarche réalisée par les étudiants pour concevoir et construire un objet technologique, nous a montré que cette activité a été réalisée facilement par l’utilisation des capteurs universels et des amplificateurs à décalage de l’outil de modélisation graphique ainsi que la capacité du didacticiel à transformer toute variable mesurée par une autre variable (par exemple la variation de résistance en variation de température, …). Cette activité didactique nous montre que les étudiants n’ont eu aucune difficulté à intégrer dans une même activité d’apprentissage les mathématiques, les sciences expérimentales et la technologie, afin de concevoir et réaliser un objet technologique fonctionnel. µlaboratoire ExAO, en offrant de nouvelles possibilités didactiques, comme la capacité de concevoir, réaliser et valider un objet technologique, de disposer pour ce faire, des capacités nouvelles pour amplifier les mesures, modéliser les phénomènes physiques, créer de nouveaux capteurs, est un ajout important aux expériences actuellement réalisées en ExAO. / Through this research we will fully assess the benefits brought by the ExAO (Computer Assisted Experimentation) in school laboratories of science and technology in Lebanon. We would also like to mention its contribution in a tangible way in laboratory research of Pedagogic Robotic from Montreal University, particularly in the development of ExAO µlaboratory. We wanted to test the capabilities of the ExAO, its use in the classroom such as: 1. A replacement of a traditional laboratory in the use of the experimental method. 2. A scientific investigation tool. 3. An integration tool of experimental sciences and mathematics. 4. An integration tool of experimental sciences, mathematics and technology in the technoscientific learning. To do so, we have mobilized 13 group classes, designated teachers to experiment themselves along with their students in order to assess, in a more realistic way, the benefits of implementing this micro computer laboratory at school. Different testing, evaluated using the results of learning activities undertaken by students, their responses to a questionnaire and feedback from teachers, show that: 1. The replacement of a traditional laboratory with an ExAO µlaboratory does not seem to pose problem, expected that students have adapted to it in only ten minutes, indicating that the speed with which data were graphed was more productive. 2. In order to investigate a physical phenomenon, the usability of the tutorial associated with the ability to amplify the phenomenon before its graph representation, has allowed students to design and implement quickly and independently an experiment to verify their prediction. 3. The integration of mathematics into an experimental approach can quickly grasp the phenomenon. In addition, it gives more autonomy and a meaning to the graphs and algebraic representations allowing to use them as a cognitive tool to interpret this phenomenon. 4. The approach made by the students to design and construct a technological object, showed that this activity was easily carried out by the use of universal sensors, amplifiers to offset the graphical modeling tool, and the tutorial ability to transform any measured variable by another variable (for instance, the resistance variation in temperature change, …). This educational activity shows that students had no difficulty integrating in a single learning activity the mathematics, experimental sciences and technology, in order to design and implement a functional piece of technology. The ExAO µlaboratory, by offering new educational opportunities, such as the ability to design, produce and validate a technological object, in order to do so, new capacities to boost measures, modeling physical phenomena, developing new sensors, is an important addition to the experiments being conducted in ExAO.
23

Studies of visual attention in physics problem solving

Madsen, Adrian M. January 1900 (has links)
Doctor of Philosophy / Department of Physics / N. Sanjay Rebello / The work described here represents an effort to understand and influence visual attention while solving physics problems containing a diagram. Our visual system is guided by two types of processes -- top-down and bottom-up. The top-down processes are internal and determined by ones prior knowledge and goals. The bottom-up processes are external and determined by features of the visual stimuli such as color, and luminance contrast. When solving physics problems both top-down and bottom-up processes are active, but to varying degrees. The existence of two types of processes opens several interesting questions for physics education. For example, how do bottom-up processes influence problem solvers in physics? Can we leverage these processes to draw attention to relevant diagram areas and improve problem-solving? In this dissertation we discuss three studies that investigate these open questions and rely on eye movements as a primary data source. We assume that eye movements reflect a person’s moment-to-moment cognitive processes, providing a window into one’s thinking. In our first study, we compared the way correct and incorrect solvers viewed relevant and novice-like elements in a physics problem diagram. We found correct solvers spent more time attending to relevant areas while incorrect solvers spent more time looking at novice-like areas. In our second study, we overlaid these problems with dynamic visual cues to help students’ redirect their attention. We found that in some cases these visual cues improved problem-solving performance and influenced visual attention. To determine more precisely how the perceptual salience of diagram elements influenced solvers’ attention, we conducted a third study where we manipulated the perceptual salience of the diagram elements via changes in luminance contrast. These changes did not influence participants’ answers or visual attention. Instead, similar to our first study, the time spent looking in various areas of the diagram was related to the correctness of an answer. These results suggest that top-down processes dominate while solving physics problems. In sum, the study of visual attention and visual cueing in particular shows that attention is an important component of physics problem-solving and can potentially be leveraged to improve student performance.
24

Martian Boneyards: Sustained Scientific Inquiry in a Social Digital Game

Asbell-Clarke, Jordis Jodi 05 January 2012 (has links)
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players’ time was spent in scientific inquiry activities and about 30% of the players’ in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players’ activity, and players’ progress.
25

Visualizing the Complexity of the Molecular World: Examining the Role of Animated Representations in the Development of Undergraduate Students’ Understanding of Dynamic Cellular Events

Jenkinson, Jodie 22 August 2012 (has links)
The purpose of this study was to examine the relative effectiveness of three-dimensional visualization techniques for learning about protein conformation and molecular motion in association with a ligand and receptor binding event. Increasingly complex versions of the same binding event were depicted in each of four animated treatments. Students (n = 131) were tested at three time points, and over both the short and longer term, the most complex of the four animated treatments was the most successful at fostering students’ understanding of the events depicted. A follow-up study including eight biology students was conducted to gain greater insight into the students’ underlying thought processes and better characterize their understanding of the animated representations. Analysis of verbal reports and eye tracking data suggest that students are able to attend to the same narrative elements regardless of the level of complexity depicted in each animation. Analysis of verbal protocol data revealed a positive correlation between the number of explanatory statements expressed by participants and the complexity of the animation viewed. As well, prior knowledge was positively correlated with the number of explanatory statements contained in each protocol. Overall, students demonstrated an understanding of protein conformation and molecular crowding. However results suggest that students have difficulty understanding and associating randomness with molecular events. The verbal reports contained several instances of students’ attaching agency to protein and ligand, anthropomorphizing their movements and subsequent binding. Ordinarily cellular events, owing to their sheer complexity, are depicted in a highly schematized, simplified form. The results of this study would suggest that under select circumstances this may not be the most appropriate approach to depicting dynamic events. However additional attention must be given to exploring techniques that can satisfactorily balance the random nature of molecular events with narrative explanations of these processes.
26

Knowledge, Truth, and Schooling for Social Change: Studying Environmental Education in Science Classrooms

Tan, Michael 07 January 2013 (has links)
While recent research trends in science education have focussed the collective attention at utilizing the science curriculum as a means towards positive social change, such efforts have largely been predicated on understandings of the nature of knowledge and truth as socially constructed entities. Through this lens of social constructivism, knowledge is said to bear the signature of individuals and institutions in power, and therefore extant knowledge is considered to be the vehicle for further oppression of disadvantaged groups. There are at least two ways in which this argument is deeply flawed—social constructivism accords to itself epistemic positions it denies others, and an intellectually honest application of its principles leads to a position where there is no way to distinguish between better or worse positions on issues. In contrast, the principle of social realism takes a ‘middle path’, acknowledging the social reality of knowledge construction but disavowing the relativism of social constructivism. Through this epistemological foundation, implications arise for curriculum theory—how is it that we may discriminate forms of knowledge for in/ex-clusion into the school curriculum? In this study, I consider the curriculum changes in the Ontario elementary science anxd technology curriculum. I ask two key questions: (i) What are the effects of the curriculum revisions on the knowledge content of the science curriculum? and: (ii) What are the characteristics of science pedagogy in fulfilment of these curriculum changes? I develop instruments to analyze curriculum documentation, and classroom pedagogy. The major findings of this project include: (i) the curriculum revisions have added environmental knowledge expectations with varying degrees of disconnection from the scientific content knowledge; (ii) knowledge expectations removed to accommodate environmental expectations constituted important scientific principles; (iii) environmental pedagogy in science classrooms reflected the disconnection between science and environmental knowledge, most obviously in the upper grades where the degree of boundary maintenance between knowledge forms was strongest; (iv) this disconnection between environmental and scientific knowledge forms inhibited the cumulative modality of knowledge (re)production. A discussion of results and the general principles of the importance of knowledge concludes the project.
27

Understanding of the Nature of Science: A Comparative Study of Canadian and Korean Students

Park, Hyeran 18 December 2012 (has links)
This study was designed to identify students’ perceptions of learning activities, assessment formats, and content on their understanding of the nature of science (NOS) by comparing and examining constructs created by Canadian and Korean students. Participants were 217 Canadian and 319 Korean Grade 8 students that filled out questionnaires; additionally, 9 students volunteered for semi-structured interviews. Descriptive statistics, multivariate analysis of variance and partial least squares were used to examine the quantitative data. A conceptually clustered matrix was used for the qualitative analyses. Results indicated that students from both countries perceived 1) their learning activities were teacher-directed, 2) class presentations and discussions occurred least frequently, 3) paper-and-pencil tests determined science scores, 4) science tests relied heavily on knowledge of science while knowledge about science was least likely to be assessed, and 5) generally students held relativistic views on science. The effect for country on NOS concepts was statistically significant across all of their perceptions except for the concepts of culturally embedded science and the perceptions of short-answer test formats. Specifically, Canadian students perceived that they had relatively more student-directed activities while Korean students perceived that they had more teacher-directed science lab activities. Further, Canadian students were inclined to hold more relativistic views across the NOS concepts. It was also noted that Korean students provided more political examples while Canadian students provided stem cell research or environmental issues. An examination of associations revealed that students’ learning activities, assessment formats, and content are good predictors of NOS understanding since these constructs explain variances from 19.7% for Empirical NOS to 63% for Scientific Methods. Results from students’ open-ended responses to the NOS concepts and the semi-structured interviews were consistent with the quantitative analyses. Most interviewees agreed that what, and how, they learned science-- and how their learning was assessed--affected their views of science since school science education was the important factor in developing their scientific knowledge. These results imply that diverse learning activities and assessments could prove to be a better approach to enhancing students’ understanding of NOS than teacher-directed learning activities and test formats requiring a single correct answer.
28

The Development of Pedagogical Content Knowledge in Science Teachers: New Opportunities Through Technology-mediated Reflection and Peer-exchange

Madeira, M. Cheryl-Ann 28 February 2011 (has links)
This design-based research study investigates the development of pedagogical content knowledge among nine teacher-participants (N = 9) in three design phases. PCK is a particular type of teacher knowledge that addresses not only the teacher’s understanding of the content to be instructed, but also ways of how to teach that content effectively. This knowledge has been well documented over several decades, and is seen as central to teacher expertise. However, its actual development has been difficult for researchers to investigate. This study offers a detailed perspective on how teachers developed PCK with their engagement in lesson planning and enactment of a project-based technology-enhanced lesson. The study includes two specific interventions designed to enhance teachers’ development of PCK: (1) scaffolded reflection that occurs throughout the practices; and (2) peer-exchange of lesson plans, enactment ideas, and completed reflections. The findings demonstrate that teachers improve their planning and enactment of project-based technology-enhanced lessons with scaffolded reflection and peer exchange. Positive correlations were seen between teachers’ engagement in the reflections and the quality of their lesson planning. Teachers who participated more deeply in the scaffolded reflections were able to understand how their lesson plans and enactment patterns fostered student understanding of relevant science concepts. Positive correlations were also seen between community influence and teacher lesson plans and enactment. Additionally, positive correlations were confirmed between teachers’ level of participation in the peer exchange activities and the quality of their lesson planning and enactments. Teachers who contributed more deeply within the online and face-to-face peer community meetings benefited from the different perspectives of their peers about student learning and the best ways to succeed with project-based instruction. This study allowed some insight into how PCK develops as a result of teachers’ engagement in the complex set of activities that constitute the practices of lesson planning and enactment. The primary implication of this study is that engaging teachers in scaffolded reflections and peer exchange can be a valuable in-service professional development activity. A methodological strength is derived from an approach to coding teachers’ lesson planning and enactment according to an activity systems perspective, drawing on a spectrum of data sources (e.g., wiki-based reflections, planning artefacts, videotaped classroom enactments). Teacher learning—particularly the development of PCK—is recognized as critical in promoting student understanding of science concepts. This dissertation lays out a possible foundation for professional development models that promote effective teacher learning.
29

Knowledge Community and Inquiry in Secondary School Science

Peters, Vanessa Lynn 01 March 2011 (has links)
This design-based study was the first empirical investigation of a new model of learning and instruction called Knowledge Community and Inquiry (KCI). In KCI, students are engaged as a learning community as they work on scaffolded inquiry activities that target specific science learning objectives. Although community-oriented approaches have been successful at the elementary level, there has been relatively little uptake of such methods at the secondary school level – particularly in science. The pedagogical framework of KCI addresses the challenges of community models by blending established inquiry based approaches with community-oriented pedagogy. This dissertation tested the validity of KCI by designing, implementing, and empirically evaluating a curriculum based on the KCI model. This was achieved through curriculum trials involving two separate cohorts of grade-ten biology students (n = 102; n = 112). The first implementation consisted of a two-week physiology lesson that engaged students in co-authoring wiki artifacts about human system diseases, which students then used as a resource for solving medical case studies. The second implementation, an eight-week lesson on Canada's biodiversity, was a deeper application of the model, and focused on students' collaborative processes during the construction of their wiki-based knowledge repository. In both cases, the curriculum was evaluated according to its design, enactment, and learning outputs, as evidenced by students' knowledge artifacts and performance on the final exam. Technology scaffolds ensured that students focused on the physiology and biodiversity science curriculum expectations. Analyses of the data revealed that KCI engaged students in collaborative learning processes that were characteristic of a knowledge community. Additionally, final exam scores demonstrated increased learning performance when compared to those from previous years where students did not participate in KCI. The findings from this research provide the first empirical support for KCI, and demonstrate its potential for engaging secondary science students in the kinds of collaborative inquiry processes of authentic knowledge communities. This dissertation provides insight into the conditions necessary for such engagement, and contributes design recommendations for blending knowledge community and inquiry in secondary school science curriculum.
30

Martian Boneyards: Sustained Scientific Inquiry in a Social Digital Game

Asbell-Clarke, Jordis Jodi 05 January 2012 (has links)
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players’ time was spent in scientific inquiry activities and about 30% of the players’ in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players’ activity, and players’ progress.

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