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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.
91

Motivationen är jätteviktig – man kan få eleverna hur långt som helst : En studie om hur fyra lärare motiverar elever till läsning / "Motivation is extremely important - you can make the pupils go a really long way" : - A study of how some teachers motivate pupils to read.

Dahlin, Ida January 2015 (has links)
Abstract Many pupils struggleto read. Teachers must therefore know how to motivate these pupils. In this qualitative study the aim is to investigate what some teachers do to motivate pupils to read. Data were collected through interviews with four teachers from two schools. The teachers said that the choice of book was extremely important for making pupils interested in reading, and that reading aloud and cooperation with parents and libraries are of great importance. Through the interviews it emerged that there is an association between lack of interest in reading and difficulties in reading.
92

En kvalitativ studie om utövares erfarenheter av Motiverande samtal på HVB

Fant, Sofia January 2015 (has links)
Motiverande samtal är en pedagogisk metod som frekvent förekommer på Sveriges HVB. Det finns tidigare forskning som pekar på att metoden fungerar bra vid de flesta beteendeförändringar. Utövare har erfarenheter av att metoden fungerar bra i många sammanhang men också att metoden ibland kan ha brister. Denna studie syftar till att undersöka utövares upplevelser och erfarenheter av motiverande samtal (MI). Studien undersöker på vilket sätt MI kan vara ett stöd för patienten och vilka svårigheter det finns med metoden. Studien är avgränsad till att undersöka fyra utövare av motiverande samtal, som arbetar på hem för vård eller boende (HVB). Resultatet visade att MI kan vara ett stöd för patienter i många fall. MI har varit ett stöd för patienter till att ta steg mot ett bestämt mål, ta kontroll över sina tankar och stöd till att se positivt på framtiden. Det finns även brister och svårigheter med metoden. Denna undersökning har visat att MI inte är tillämpbart på alla patienter. MI kan vara en svår metod att lära sig och det finns en del brister i utbildningen.
93

EFL Learners’ Perceptions of Grammatical Difficulty in Relation to Second Language Proficiency, Performanc, and Knowledge

Shiu, Li Ju 31 August 2011 (has links)
This study investigated grammatical difficulty from the perspective of second language (L2) learners in relation to their overall L2 proficiency and L2 performance and knowledge. The design included the administration of a student questionnaire, an interview, a proficiency test, and oral production and metalinguistic tasks. The proficiency test and questionnaire were administered to 277 university-level Chinese EFL learners in Taiwan. The questionnaire explored learners’ perceptions of grammatical difficulty of 20 English grammar features. Thirty of the students who completed the questionnaire met with the researcher individually to complete a grammatical difficulty ranking activity, 2 grammar exercises and 2 stimulated recalls, all of which aimed to further explore why the learners considered the selected features to be more (or less) difficult for them to learn. The oral production tasks were administered to 27 of the students who completed the questionnaire. The metalinguistic task was administered to 185 of the students who participated in the questionnaire survey. The questionnaire results indicate that, overall, the participants did not perceive the 20 target features to be difficult to learn. Notwithstanding, the ranking results of the questionnaire suggest that learners’ perceptions of grammatical difficulty are based on whether the rules to describe the formation of language features are easy or difficult to articulate. The qualitative results show that the learners’ perceptions of grammatical difficulty were influenced by several factors including their L2 knowledge, L2 grammar learning experience, and L1 knowledge, all of which were examined with reference to syntactic, semantic, and/or pragmatic levels. In terms of the relationship between learners’ perceptions of grammatical difficulty and their overall L2 proficiency, results show that learners’ perceptions of grammatical difficulty do not vary at the syntactic level, but that there is some variation at the pragmatic level. Regarding the relationship between learners’ perceptions of grammatical difficulty and their L2 knowledge, results suggest that learners’ perceptions of grammatical difficulty vary according to their implicit/explicit knowledge of the features in question; at the explicit knowledge level, the feature perceived to be less difficult to learn is used more accurately, while at the implicit knowledge level, this is not the case.
94

EFL Learners’ Perceptions of Grammatical Difficulty in Relation to Second Language Proficiency, Performanc, and Knowledge

Shiu, Li Ju 31 August 2011 (has links)
This study investigated grammatical difficulty from the perspective of second language (L2) learners in relation to their overall L2 proficiency and L2 performance and knowledge. The design included the administration of a student questionnaire, an interview, a proficiency test, and oral production and metalinguistic tasks. The proficiency test and questionnaire were administered to 277 university-level Chinese EFL learners in Taiwan. The questionnaire explored learners’ perceptions of grammatical difficulty of 20 English grammar features. Thirty of the students who completed the questionnaire met with the researcher individually to complete a grammatical difficulty ranking activity, 2 grammar exercises and 2 stimulated recalls, all of which aimed to further explore why the learners considered the selected features to be more (or less) difficult for them to learn. The oral production tasks were administered to 27 of the students who completed the questionnaire. The metalinguistic task was administered to 185 of the students who participated in the questionnaire survey. The questionnaire results indicate that, overall, the participants did not perceive the 20 target features to be difficult to learn. Notwithstanding, the ranking results of the questionnaire suggest that learners’ perceptions of grammatical difficulty are based on whether the rules to describe the formation of language features are easy or difficult to articulate. The qualitative results show that the learners’ perceptions of grammatical difficulty were influenced by several factors including their L2 knowledge, L2 grammar learning experience, and L1 knowledge, all of which were examined with reference to syntactic, semantic, and/or pragmatic levels. In terms of the relationship between learners’ perceptions of grammatical difficulty and their overall L2 proficiency, results show that learners’ perceptions of grammatical difficulty do not vary at the syntactic level, but that there is some variation at the pragmatic level. Regarding the relationship between learners’ perceptions of grammatical difficulty and their L2 knowledge, results suggest that learners’ perceptions of grammatical difficulty vary according to their implicit/explicit knowledge of the features in question; at the explicit knowledge level, the feature perceived to be less difficult to learn is used more accurately, while at the implicit knowledge level, this is not the case.
95

PRIMARY CARE TYPES AND ACCESS PROBLEMS: ARE ACCESS PROBLEMS LESS PREVALENT IN TEAM-BASED PRIMARY CARE THAN NON-TEAMBASED PRIMARY CARE?

Zygmunt, Austin 08 August 2012 (has links)
The objectives of this thesis were to examine (1) associations between primary care type (team-based versus non-team based) and access problems (difficulty in access and self-reported unmet need), and (2) if socioeconomic variations in access problems were less graded for team-based than non-team-based primary care. Data came from a nationally representative cross-sectional survey, the 2008 Canadian Survey of Experiences with Primary Health Care. Using logistic regression, we examined the associations between primary care type and access problems, adjusting for demographic, health status, socioeconomic, and health care supply factors. We then stratified by primary care type to compare steepness of socioeconomic associations with access problems. Primary care type had no statistically significant, independent associations with access problems. No statistically significant socioeconomic gradients in access problems were observed regardless of primary care type, except that difficulty in access was statistically significantly and positively graded by education for non-team-based primary care.
96

EFFECTS OF ITEM-LEVEL FEEDBACK ON THE RATINGS PROVIDED BY JUDGES IN A MODIFIED-ANGOFF STANDARD SETTING STUDY

Peabody, Michael R 01 January 2014 (has links)
Setting performance standards is a judgmental process involving human opinions and values as well as technical and empirical considerations and although all cut score decisions are by nature arbitrary, they should not be capricious. Establishing a minimum passing standard is the technical expression of a policy decision and the information gained through standard setting studies inform these policy decisions. To this end, it is necessary to conduct robust examinations of methods and techniques commonly applied to standard setting studies in order to better understand issues that may influence policy decisions. The modified-Angoff method remains one of the most popular methods for setting performance standards in testing and assessment. With this method, is common practice to provide content experts with feedback regarding the item difficulties; however, it is unclear how this feedback affects the ratings and recommendations of content experts. Recent research seems to indicate mixed results, noting that the feedback given to raters may or may not alter their judgments depending on the type of data provided, when the data was provided, and how raters collaborated within groups and between groups. This research seeks to examine issues related to the effects of item-level feedback on the judgment of raters. The results suggest that the most important factor related to item-level feedback is whether or not a Subject Matter Expert (SME) was able to correctly answer a question. If so, then the SMEs tended to rely on their own inherent sense of item difficulty rather than the data provided, in spite of empirical evidence to the contrary. The results of this research may hold implications for how standard setting studies are conducted with regard to the difficulty and ordering of items, the ability level of content experts invited to participate in these studies, and the types of feedback provided.
97

Play Experience Enhancement Using Emotional Feedback

2014 September 1900 (has links)
Innovations in computer game interfaces continue to enhance the experience of players. Affective games - those that adapt or incorporate a player’s emotional state - have shown promise in creating exciting and engaging user experiences. However, a dearth of systematic exploration into what types of game elements should adapt to affective state leaves game designers with little guidance on how to incorporate affect into their games. We created an affective game engine, using it to deploy a design probe into how adapting the player’s abilities, the enemy’s abilities, or variables in the environment affects player performance and experience. Our results suggest that affectively adapting games can increase player arousal. Furthermore, we suggest that reducing challenge by adapting non-player characters is a worse design choice than giving players the tools that they need (through enhancing player abilities or a supportive environment) to master greater challenges.
98

Skillnader mellan klättrare med och utan fingersmärta avseende olika individ- och klätterspecifika faktorer

Gauermann Hederstedt, Sandra, Meijerhöffer, Anna January 2014 (has links)
Bakgrund: Fingersmärta är ett centralt besvär hos personer aktiva inom klättersport. Det råder idag brist på studier som beskriver förekomsten av fingersmärta hos klättrare. Syfte: Beskriva och jämföra skillnad mellan en grupp klättrare med fingersmärta och en grupp klättrare utan fingersmärta avseende olika individ- och klätterspecifika faktorer. Metod: Studien är en enkätstudie med en icke-experimentell design av tvärsnittstyp. Populationen bestod av 472 deltagare som via ett icke slumpmässigt bekvämlighetsurval fått svara på en elektronisk eller manuellt insamlad enkät. Resultat: Ingen signifikant skillnad fanns mellan de två testade grupperna avseende kön, ålder, BMI och antal aktiva år inom klättring. En signifikant skillnad fanns mellan grupperna avseende svårighetsgrad inom klättring. Konklusion: Den enda faktorn som är signifikant vid jämförelse mellan klättrare med och utan fingersmärta är avseende svårighetsgrad inom klättring. Övriga faktorer var icke signifikanta vilket inte stämmer överens med tidigare gjorda studier inom ämnet. Vidare studier kring faktorer som skulle kunna påverka fingersmärta hos klättrare efterfrågas. / Background: Finger pain is a common problem among climbers. There is currently a lack of studies regarding what could affect the incidence of finger pain in climbers. Aim: Describe and compare the difference between climbers with and without finger pain regarding individual- and climbing specific factors. Method: The study had a non-experimental design with a cross-sectional type. The population consisted of 472 participants, asked to respond to a survey through a nonrandom sample of convenience selection. Results: No significant difference was found between the two groups tested regarding gender, age, BMI and years of climbing. A significant difference was in level of difficulty when climbing. Conclusion: In this study, the only examined factor that is statistically significant is the level of difficulty when climbing. The other factors examined were not significant, wich does not correlate with previous studies in the subject. Further studies about factors that might affect finger pain in climbers is requested.
99

Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG

Larsson, Jonathan, Amigo Arias, Alberto January 2014 (has links)
Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle. / Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
100

<原著>項目困難度の分布の偏りが IRT 項目パラメタの発見的推定値に与える影響

野口, 裕之, NOGUCHI, Hiroyuki 25 December 1992 (has links)
国立情報学研究所で電子化したコンテンツを使用している。

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