Spelling suggestions: "subject:"computerassisted instruction -- design"" "subject:"computerassisted instruction -- 1design""
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Design and planning in the development of computer-based instructionFournier, Helene January 1994 (has links)
This study has taken a problem solving approach in identifying the cognitive processes involved in designing computer-based instruction. The problem space essentially contains considerations of instructional goals and constraints, technological resources, and theoretical considerations. The problem space was augmented by an analysis of the strategic processes relevant in instructional design, in particular planning, and by an analysis of one specific technological resource, HyperCard. Concurrent think-aloud verbal protocols and computer operations protocols (video recordings of the users' interactions with the computer) were gathered from three university students enrolled in an educational technology course on developing courseware. Subjects were using HyperCard to develop instructional environments for individual course projects. The transcribed protocols were analyzed using a coding scheme based on the instructional-design problem space and planning model. Two types of analyses are reported: proportions of segments concerning different types of design and planning operations and descriptive representations of overall protocol goal structures and plans. (Abstract shortened by UMI.)
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Design and planning in the development of computer-based instructionFournier, Hélène January 1994 (has links)
No description available.
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Applying Cognitive Load Theory to the Design of Online Learning.Burkes, Kate M. Erland 05 1900 (has links)
The purpose of the study was to investigate the application of cognitive load theory to the design of online instruction. Students in three different courses (N = 146) were measured on both learning performance and perceptions of mental effort to see if there were any statistically significant differences. The study utilized a quasi-experimental posttest-only control group design contrasting modified and unmodified instructional lessons. Both groups were given a posttest to measure knowledge gained from the lesson (cognitive domain of learning) and perceptions of mental effort involved. Independent samples t-tests were used to compare the mean performance scores of the treatment groups (i.e. the sections using redesigned materials) versus the control groups for all three courses. Cohen's d was also computed to determine effect size. Mental effort scores were similarly compared for each group on the overall cognitive load score, for a total of six data points in the study. Of the four hypotheses examined, three (H1, H2, H4) found no statistically significant difference between the experimental and control groups. Negative significance was found between the experimental and control group on the effect of modality (H3). On measures of cognitive load, no statistically significant differences were found.
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The Effects of Copying Before, Copying After, and Guessing on Acquisition Rate and RetentionPinkelman, Sarah Ellen 12 1900 (has links)
Computer-based instructional programs are being used more frequently in classrooms. While these programs offer many benefits from traditional teaching methods, humans still need to program them. There is inconsistency in the literature regarding the best way to design such programs. The purpose of this study was to evaluate the effects of three training procedures in teaching individuals to type a specified three-letter response in the presence of a corresponding symbol. Results show that the training format that prompted individuals to copy the correct response before the opportunity to respond was more efficient than viewing the correct response after an error, or copying the correct response after an error. A discussion of the results as well as implications for classroom use is also provided.
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Towards a proposed framework for an-e-learning systemRamanand, Renita 02 1900 (has links)
The introduction of e-learning made way for advancements in learning and technology
with individuals being exposed to electronic learning and teaching environments. At
first, the introduction of e-learning into the educational sphere was intended to simply
enhance traditional teaching and learning; however, technology then took the lead as a
tool to materially enhance the concept of e-learning in education. Inevitably,
technology’s impact on learning drove the delivery of electronic educational content but
it also caused widespread debate about best practice in the design of e-learning
systems. Since then, the phenomenal influx of technology enhancements that has been
created has led most learners into a digital education era that cannot now function
without it.
At first, e-learning systems were forced to adapt to change as a result of e-learning
trends and as a symbolic move from traditional learning to more innovative methods of
learning and teaching. As such, e-learning remained affected by pedagogy, technology
and curriculum changes outside of a structured, guided framework. Varying definitions
exist as a result of the diverse understanding of the contributions and role of pedagogy
and technology toward e-learning. There is a misconception and confusion of elearning
attributed to the lack of a formally accepted definition which would identify with
the need for pedagogy principles and guide researchers to apply models and
frameworks to implement and improve the provision of e-learning systems. Although
the effects of technology on learning are conclusive, the current dilemma is the lack of
effective alignment of the pedagogy principles to suitable technology – an issue which
has now become detrimental to learning.
This study explores the various interpretations of e-learning definitions that allude to the
incorporation of learning, technology and knowledge gained during e-learning
interventions. However, as the research revealed a lack of any cohesive e-learning
definition, this motivated the creation of a specific definition derived particularly for this
study. In considering the role of technology in the e-learning environment, similar
themes began to emerge that needed to be addressed holistically through e-learning.
One of these themes was a need to focus on the formulation of a structured approach
and pedagogical framework for the design and development of e-learning systems.
The findings of the research identified e-learning frameworks and models that were in
use. The outcome of an e-learning system framework drew on the research of extant
models and frameworks and investigated the critical elements, particularly that of
pedagogy in an e-learning environment. The proposed pedagogical framework for elearning
was evaluated by means of a survey of organisations that produce e-learning
systems. The findings of the survey were analysed to assess the alignment and
relevance of the dimensions and elements in the framework to the design and
development of e-learning systems.
The proposed pedagogical e-learning framework is intended to add value to the design
and development of e-learning systems with the core focus on pedagogy. In years to
come, current and existing technologies and tools may become outdated, yet learning
opportunities continue to evolve based on pedagogy, technology and curriculum
requirements. By harmonising the synergy between pedagogy and technology, a
pedagogically aligned e-learning framework can resolve the lack of pedagogy in elearning
system design and development. / Information Science / M.Sc. (Information Systems)
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Towards a proposed framework for an-e-learning systemRamanand, Renita 02 1900 (has links)
The introduction of e-learning made way for advancements in learning and technology
with individuals being exposed to electronic learning and teaching environments. At
first, the introduction of e-learning into the educational sphere was intended to simply
enhance traditional teaching and learning; however, technology then took the lead as a
tool to materially enhance the concept of e-learning in education. Inevitably,
technology’s impact on learning drove the delivery of electronic educational content but
it also caused widespread debate about best practice in the design of e-learning
systems. Since then, the phenomenal influx of technology enhancements that has been
created has led most learners into a digital education era that cannot now function
without it.
At first, e-learning systems were forced to adapt to change as a result of e-learning
trends and as a symbolic move from traditional learning to more innovative methods of
learning and teaching. As such, e-learning remained affected by pedagogy, technology
and curriculum changes outside of a structured, guided framework. Varying definitions
exist as a result of the diverse understanding of the contributions and role of pedagogy
and technology toward e-learning. There is a misconception and confusion of elearning
attributed to the lack of a formally accepted definition which would identify with
the need for pedagogy principles and guide researchers to apply models and
frameworks to implement and improve the provision of e-learning systems. Although
the effects of technology on learning are conclusive, the current dilemma is the lack of
effective alignment of the pedagogy principles to suitable technology – an issue which
has now become detrimental to learning.
This study explores the various interpretations of e-learning definitions that allude to the
incorporation of learning, technology and knowledge gained during e-learning
interventions. However, as the research revealed a lack of any cohesive e-learning
definition, this motivated the creation of a specific definition derived particularly for this
study. In considering the role of technology in the e-learning environment, similar
themes began to emerge that needed to be addressed holistically through e-learning.
One of these themes was a need to focus on the formulation of a structured approach
and pedagogical framework for the design and development of e-learning systems.
The findings of the research identified e-learning frameworks and models that were in
use. The outcome of an e-learning system framework drew on the research of extant
models and frameworks and investigated the critical elements, particularly that of
pedagogy in an e-learning environment. The proposed pedagogical framework for elearning
was evaluated by means of a survey of organisations that produce e-learning
systems. The findings of the survey were analysed to assess the alignment and
relevance of the dimensions and elements in the framework to the design and
development of e-learning systems.
The proposed pedagogical e-learning framework is intended to add value to the design
and development of e-learning systems with the core focus on pedagogy. In years to
come, current and existing technologies and tools may become outdated, yet learning
opportunities continue to evolve based on pedagogy, technology and curriculum
requirements. By harmonising the synergy between pedagogy and technology, a
pedagogically aligned e-learning framework can resolve the lack of pedagogy in elearning
system design and development. / Information Science / M.Sc. (Information Systems)
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RAT online : design, delivery and evaluation of constructivist computer supported martial arts learning environments.Yates, Steven. January 2011 (has links)
This thesis describes the evaluation of several computer supported martial arts learning environments. These learning environments were designed, developed and implemented for practitioners of Rough and Tumble (RAT), a South African martial art, originally as a result of an increasing number of RAT practitioners relocating to other countries and yet wishing to continue their learning and practise of RAT. This project revolves mainly around the effectiveness evaluation of whether RAT martial arts knowledge, skills and attitudes can be learned in computer supported learning environments. The research is situated within design research and has pragmatic goals to provide a computer supported learning environment for the learning of RAT. Furthermore the design research was conducted to derive design principles for future design and development efforts. A brief account of the literature is provided, covering three main learning paradigms, with a focus on behaviourism and constructivism, followed by a description of issues in the computer supported learning field, an explanation of various definitions of martial arts and how the term is delimited in this study, and an overview of various evaluation paradigms. This account revealed inadequacies of the theories and terminology described pertaining to this study, resulting in the combined use of various underlying theoretical approaches to guide this research. These approaches include the eclectic-mixed methods-pragmatic paradigm as the overarching framework, a social constructivist learning approach, cognitive flexibility theory, Bloom’s Taxonomy, the RAT approach to martial arts learning and teaching, and a mixed methods research design. Two main components were developed as solutions, which included the development of a computer martial arts resource, the RAT CD-ROM, and four online courses, the RAT Online courses. Data were collected using a number of research instruments, such as questionnaires, interviews, observations, records, expert reviews and learner artefacts in an attempt to understand the data from multiple viewpoints and develop a more reliable depiction of evaluation events. The data were analysed using mainly qualitative coding in software, expert rating diagrams, basic frequency statistics, and martial arts assessments of physical performances. These analyses revealed that although there is significant work involved in mixed methods research and there are issues such as participants not meeting task deadlines, technology failures, software usability issues, and small participant numbers, the research approach has contributed to the pragmatic goal of providing computer supported learning environments to RAT
practitioners, who otherwise would not have been able to participate in RAT. In addition a number of design principles for the creation of RAT computer supported learning environments were derived from this research, including the use of social constructivism, cognitive flexibility theory, Bloom’s Taxonomy, multiple contextual training, and using computers as learning and knowledge construction tools. These underlying theoretical principles translate to more practical procedural principles, such as amongst others, to design computer supported learning environments incorporating tools to enable knowledge construction and collaboration, provide learning designs that are complex and authentic, encourage multiple representations of learner knowledge, take on a mentor role as online course facilitator, and to build problem solving activities into the learning design. / Thesis (Ph.D.)-University of KwaZulu-Natal, Durban, 2011.
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Developing extended communities of practice to support implementation of Inspiration® in elementary classroomsTowne, Michael Richard 01 January 2004 (has links)
This project examined the need for continuing education for teachers, particularly in the area of technology integration. It includes an exploration of the interdependence of technology and pedagogy. It developed an on-line extended community of practice to support professional educators attempting to implement Inspiration®, a commercial software application. The project presents a research-based justification for employing cognitive mapping strategies in a wide variety of pedagogical contexts, provides a dynamic list of examples demonstrating concrete applications which are connected to content and technology standards, and examines current design features for websites.
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