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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.
1

From risk to relationship: Redefining pedagogy through applied learning reform

Blake, Damien, mikewood@deakin.edu.au January 2004 (has links)
The Victorian Certificate of Applied Learning (VCAL) emerged to provide more relevant curriculum programs that would cater for increasing retention rates of post-compulsory students. It is also an example of the ‘new’ learning arising from contemporary debates and reforms that highlight inadequacies of the more traditional modes of learning. This thesis focuses on the pedagogical and sociological issues emerging from the VCAL being introduced as an ‘alternative’ learning pathways for ‘at-risk’ students within a traditional secondary school culture. Through the eyes of an insider-researcher, the thesis argues for a deeper understanding of applied learning as a ‘re-engaging’ pedagogy by studying the schooling experience of VCAL students and teachers. The thesis concludes that traditional academic modes of teaching contribute to the social construction of ‘at-risk’ students and argues that secondary school pedagogy needs to be redefined as a cultural phenomenon requiring teachers to be reflexively aware of their role in bridging the gap between students’ life experiences and the curriculum.
2

Coaching the Adult Learner: A Framework for Engaging the Principles and Processes of Andragogy for Best Practices in Coaching

Lubin, Melissa Maybury 06 May 2013 (has links)
Coaching is an actionable way for adults to learn. For purposes of this study, learning was conceptualized  by UNESCO\'s five pillars of learning to know, do, live together, be, and learning to transform oneself and society. The practice of coaching was defined as a social enterprise where, through a process of inquiry and reflection, coaches help coachees achieve their personal and professional goals through learning, self-awareness and behavior change. As an application of learning for adults, coaching may be considered a reflection of andragogy "the art and science of helping adults learn" a la Knowles. The following questions guided the inquiry: 1. To what extent is there a relationship between andragogy in practice and coaching in practice as demonstrated by coaches? 2. Specifically, which principles and processes of andragogy are reflected in the practice of coaching? 3. What are the best practices of coaches who use andragogy in their practice? Using a mixed method, sequential explanatory strategy, business and life coaches were surveyed, with follow-up interviews to high scorers, to see which principles and processes of andragogy informed their coaching practices. An instrument, originally developed by Henschke (1989) for teachers, was modified for use with coaches, and measured the extent to which coaches used the philosophy of andragogy in their practices. Knowles\' six principles and eight processes of andragogy formed the operational framework. Findings indicated that 98% of the coaches reported using andragogy on an average or above basis, with 48% of the group at above average or high above average levels. Andragogical elements of empathy, trust and accommodating coachee uniqueness were revealed at above average or high above average levels. Of those interviewed, 100% of the coaches reported using the principles and processes of andragogy in their practices. Based on their stories, best practices (88) for engaging andragogy in the practice of coaching were developed. The overarching themes from the study were: Andragogy is a way of being in coaching; the processes of andragogy go beyond the context of coaching; and an emergence of a conceptual framework that embraced the pillars of learning, andragogy and the practice of coaching. / Ph. D.
3

The Design, Development and Evaluation of a Web-based Tool for Helping Veterinary Students Learn How to Classify Clinical Laboratory Data

Danielson, Jared Andrew 13 August 1999 (has links)
Veterinary students face the difficult task of learning to classify clinical laboratory data. In an effort to make this task easier, a computer and web based tool known as the Problem List Generator (PLG) was designed based on current literature dealing with learning theory and medical education which are reviewed in chapter 1. Chapter 2 describes the design and the development process for the PLG. The PLG allows the students to access any number of cases (determined by the professor) of increasing complexity which provide signalment, history, physical exam, and laboratory data for a number of patients. Using the PLG, students analyze the data, identify data abnormalities and mechanisms, arrange them in a problem list, diagnose the problem, and compare their problem list and diagnosis to an expert problem list and diagnosis. The PLG was evaluated using a four step evaluation process involving an expert review, one-to-one evaluations, small group evaluations, and a two-part field trial, and was evaluated in terms of clarity, feasibility, and impact. The PLG is usable, in terms of clarity and feasibility, though fixes are recommended. There is no evidence to infer, statistically, that the PLG has any effect on learning outcomes. However, trends in the quantitative data and logical inference based on the context of the evaluation suggest that the PLG might help students, particularly those of low and average ability to produce more accurate problem lists. / Ph. D.
4

Benefits of School-To-Work Program Participation: Perceptions of Students and Comparison of Pre and Post Grades and Attendance

Johnson, Esther R. 04 December 1997 (has links)
There has been limited evaluation to show the perceptions of student participants in school-to-work programs about the impact of school-to-work program participation as being beneficial to their postsecondary educational and career plans, and no research to determine whether perceptions differ significantly across race and gender. In addition, the minimal research conducted to date did not study student participants' perceptions about the impact of the program on their understanding of the relevance of the academics to the worksite and their overall academic success. Nor did the research address the actual change in grades and school attendance of students in school-to-work programs. Students are a major stakeholder group in the school-to-work initiative, and therefore, consulting with them about their perceptions about the impact of school-to-work program participation is an important aspect in school-to-work evaluation. Students have not been consulted in educational program evaluation and have not had a significant voice in the school-to-work arena (Hollenbeck, 1996). It is important to assess the opinions and perceptions of students who are currently participating in school-to-work programs, because they are the major focus of the school-to-work initiative and information that they provide can be used by program administrators and policymakers in making future decisions about school-to-work programs. Such assessment should seek to determine their perceptions about the impact of the program on their overall academic success and future postsecondary education and career choices. It is also important to assess the impact of the program on students' academic success and school attendance. A questionnaire was developed by the researcher and distributed to site coordinators in three school-to-work sites. Site coordinators worked with school staff to administer the questionnaire instrument. One-hundred twenty-four twelfth grade student participants in school-to-work programs, in these three sites, were asked to participate; 62% responded to the survey. Based on the findings of this study, the following conclusions were made. • The findings on students' perceptions that school-to-work program participation improved their overall academic performance, increased their acceptance of responsibility, increased their self-confidence and motivation can be an indicator of the success of the school-to-work program. • The positive attitudes of students regarding the school-to-work program as being beneficial to their future education and career plans is important in promoting the concept of "life-long" learning. • The use of measures to determine students' perceptions about understanding the relevance of school-to-work, improvement in academic performance, and overall satisfaction with the school-to-work program can be used as measures to evaluate the success of a school-to-work program. • School-to-work program participation can be instrumental in influencing students to continue their education beyond high school. • School-to-work program participation does not appear to negatively impact any group (gender or race). / Ed. D.
5

A Case Study of the Applied Learning Academy: Reconceptualized Quantum Design of Applied Learning

Gordon, Denise 2009 December 1900 (has links)
The purpose of this qualitative study was to examine the Applied Learning Academy (ALA) and allow the lessons learned from this public school to emerge from the narrative stories of past students, parents, teachers, administrators, and local business associates who have been directly involved and influenced by the applied learning teaching method. Accountability is critical for all public and charter schools. Districts have been trying to raise the standards with new programs and strategies in an effort to make learning experiences relevant to students? daily lives. Revisiting John Dewey?s philosophy from the progressive movement, project-based, service learning, community partnerships, and portfolio assessment helped to create the applied learning method. In the present study, a qualitative case study approach was utilized to identify successful factors, benefits, and drawbacks of applied learning in order to describe the transition of portfolio assessment, project-based learning, and community-based partnerships within the classroom and to understand the impact and misconceptions of applied learning as experienced through the Recognized Campus, ALA, a 6-8th public middle school within a large urban school district. Participant interviews, field observations, and historical records were collected which indicated that student centered project-based curriculum, small school size creating family relationships, community involvement with partnerships, service learning projects, and metacognitive development from portfolio assessments were the major factors that supported academic rigor and relevance because of the real educational applications in this applied learning middle school. Briefly defined, applied learning is when a problem is seen within the surrounding community, and the solution is generated by the students. This progressive 15-year impact of applied learning ultimately leads to the development of four applied learning schools despite the misconception that applied learning was a remedial or gifted program. Redefining applied learning for a better understanding developed a reconceptualized diagram borrowed from the quantum mechanics model. Reconceptualization expands the interpretation by increasing the intellectual flexibility. As the student becomes energized from the acquired knowledge of learning applicable skills through service learning, project-based curriculum, and portfolio assessment, the student?s academic growth should increase to a higher, educational ?energy level? supported by the critical, situated-learning, and feminist theories.
6

AN ENHANCED LEARNING ENVIRONMENT FOR MECHANICAL ENGINEERING TECHNOLOGY STUDENTS: AN ENERGY TRANSFORMATION

Cole M Maynard (6622457) 14 May 2019 (has links)
The desire to produce a learning environment which promotes student motivation, collaboration, and higher order thinking is common within the higher education system of today. Such learning environments also have the ability to address challenges’ Mechanical Engineering Technology (MET) students face entering the workforce. Through the vertical and horizontal integration of courses, this research presents how a scaffolded learning environment with a centralized theme of energy can increase motivation and conceptual retention within students. The integration of courses allows students to systematically translate their competency of concepts between energy based courses through experiential learning. The goal of this work is to develop a competency based learning model where students earn a professionally recognizable credential. The credential is earned through demonstrating their mastery of industry desired skills at a level that goes above and beyond the stock curriculum. The result is a more continuous curriculum that enhances multi-disciplinary problem solving while better preparing MET students for the workforce.
7

Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel / Computer games = Learning?

Sabelström, Ellen January 2013 (has links)
The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool. Using the indie game Minecraft, the online game World of Warcraft and the simulation game Euro Truck as examples, I have asked high school students what skills they believe can be obtained by using computer games as a learning tool. Focusing on factual abstract learning, social learning and practical application of learning. The result shows that high school students believe that some learning can be achieved by most computer games, but the knowledge obtained is not necessarily the skills that can be applied in reality. The results also show that high school students lack practical application of learning, and they think that computer games are a great tool to visualize factually abstract knowledge. When it comes to social learning they believe that it gives the opposite effect and make players asocial.

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