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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

Jogos Educacionais Digitais Abertos Interdisciplinares: um estudo de caso com professores da rede pública do Estado de São Paulo / Interdisciplinary open Digital Educational Games: a case study with public school teachers of the State of São Paulo

Tomceac, Jean Rafael 27 May 2013 (has links)
Made available in DSpace on 2016-04-27T14:31:08Z (GMT). No. of bitstreams: 1 Jean Rafael Tomceac.pdf: 1599083 bytes, checksum: fbdbc3ae964615349ea40890d74b4ab9 (MD5) Previous issue date: 2013-05-27 / This research refers to a case study that used as the object Interdisciplinary Open Digital Educational Games (Jogos Educacionais Digitais Abertos Interdisciplinares - JEDAI) to prove whether teachers, who are little exposed this technology, have the ability to analyze and predict the pedagogical learning dimensions created in the game environment. It therefore supports the theoretical reference of Maria Helena Soares de Souza, Fernando José de Almeida, Maria da Graça de Silva and Monica M. Gardelli Franco to define the characteristics of JEDAI. Questionnaires have been used as instrument to collect the data and were answered by 75 participants (public school teachers of the state of São Paulo and participants of a thematic workshop). Of these 75 completed questionnaires, 28 were selected for further analysis and interpretation of data. The partial result of the research indicates how participants identify the pedagogical characteristics of the types of games covered here / O presente trabalho refere-se a um estudo de caso que utilizou como objeto Jogos Educacionais Digitais Abertos Interdisciplinares JEDAI para provar se professores pouco expostos essa tecnologia, quando a experimentam - em ambientes controlados têm a capacidade de analisar e de antever as dimensões pedagógicas de aprendizagem geradas no ambiente do game. Para tanto, se apoia no referência teórico de Maria Helena Soares de Souza, Fernando José de Almeida, Maria da Graça Moreira da Silva e Monica M. Gardelli Franco, para definir as características dos JEDAI. Como instrumento de coleta de dados foram utilizados questionários, respondidos por 75 sujeitos, professores de escola pública da rede estadual de São Paulo, participantes de uma oficina temática. Destes, 28 questionários foram selecionados para análise e interpretação dos dados. O resultado parcial da pesquisa indica que os sujeitos identificam as características pedagógicas dos tipos de jogos aqui tratados
22

Digitalizing Product & Brand Education to thrive in Digital Transformation : -The case of retail companies in the outdoor industry

Compier, Tobias, Niina, Raatikainen January 2021 (has links)
The increasing development in digital transformation in the last decade has affected retail companies in the outdoor industry. The outbreak of the Covid-19 pandemic is further accelerating the outdoor industry ́s mindset towards digital solutions. New innovations such as online training, video content and digital educational platforms provide retail outdoor companies with opportunities to move from physical product & brand education routines to digitally based solutions. The purpose of this study is therefore to explore how the last years developments in digital transformation have impacted retail outdoor companies' way of working with product & brand education for their store staff, and if the Covid-19 pandemic has had any effects upon this. In addition, the research aims to find out what attitude retail outdoor companies have towards digital educational platforms, as a new innovation tool. In order to adequately explore the aim of this study a mixed research method was undertaken, combining both qualitative and quantitative analysis. The data was collected using an online questionnaire with respondents working for retail outdoor companies across Europe.  The outcomes of this study can be used for organizations that want to explore the opportunities of digitalizing their way of working with product & brand education. The findings suggest that digital product & brand education solutions have the potential to act more as a great complement to traditional physical education, than to actually replace it. Furthermore, the effects that the Covid-19 pandemic have had upon this has been contradictory and far from united. In addition, the findings indicate that retail outdoor companies have a positive attitude towards digital educational platforms, which suggest that there might be an increasing interest for digital educational platforms in the upcoming future.
23

Flerspråkighet: vanligt eller ovanligt? : En innehållsanalys av flerspråkighetens förekomst i läromedel kopplade till kurserna Svenska 2 & 3 inom gymnasieskolan

Noureddine, Nadine January 2023 (has links)
This thesis examines the occurrence of multilingualism in three Swedish educational aids. A both quantitative and qualitative content analysis has been carried out, in order to find out in what way multilingualism is portrayed in the digital educational books, whether it is described as a challenge or not, to what extent multilingualism is mentioned implicitly versus explicitly and last but not least, if emphasis is put on multilingualism connected to words or speakers. Sweden is a multicultural society, with students of different ethnicities, speaking different languages. By carrying this study out, it will show whether these students are included in the teaching materials or not. Results show that the word multilingualism itself is not mentioned explicitly more than four times. Moreover, the educational aids seem to put more emphasis on speakers rather than words. Also, it is made clear that multilingualism does, to some extent, challenge the Swedish language. As for the concept itself, it is mostly described as a phenomenon connected to people who speak more than one language.
24

A Client-Server Architecture for Collection of Game-based Learning Data

Jones, James R. 27 January 2015 (has links)
Advances in information technology are driving massive improvement to the education industry. The ubiquity of mobile devices has triggered a shift in the delivery of educational content. More lessons in a wide range of subjects are being disseminated by allowing students to access digital materials through mobile devices. One of the key materials is digital-based educational games. These games merge education with digital games to maximize engagement while somewhat obfuscating the learning process. The effectiveness is generally measured by assessments, either after or during gameplay, in the form of quizzes, data dumps, and/or manual analyses. Valuable gameplay information lost during the student's play sessions. This gameplay data provides educators and researchers with specific gameplay actions students perform in order to arrive at a solution, not just the correctness of the solution. This problem illustrates a need for a tool, enabling educators and players to quickly analyze gameplay data. in conjunction with correctness in an unobtrusive manner while the student is playing the game. This thesis describes a client-server software architecture that enables the collection of game-based data during gameplay. We created a collection of web services that enables games to transmit game-data for analysis. Additionally, the web application provides players with a portal to login and view various visualization of the captured data. Lastly, we created a game called "Taffy Town", a mathematics-based game that requires the player to manipulate taffy pieces in order to solve various fractions. Taffy Town transmits students' taffy transformations along with correctness to the web application. Students are able to view several dynamically created visualizations from the data sent by Taffy Town. Researchers are able to log in to the web application and see the same visualizations, however, aggregated across all Taffy Town players. This end-to-end mapping of problems, actions, and results will enable researchers, pedagogists, and teachers to improve the effectiveness of educational games. / Master of Science
25

Feedback i digitala lärspel i matematikundervisningen : En innehållsanalys / Feedback in digital learning games in mathematics education : A content analysis

Jareke, Beatrice, Carlsson, Louise January 2024 (has links)
Stora satsningar har de senaste åren gjorts för att öka tillgången till digitala resurser i skolan och således har även tillgången till och användningen av digitala lärspel ökat. Studien undersöker förekomsten av feedback och synliggör skillnaden av denna hos de fem vanligast förekommande digitala lärspelen i matematikundervisningen på lågstadiet. Detta har gjorts genom en innehållsanalys som utgår från ett ramverk bestående av fem typer och fyra nivåer av feedback.    Resultatet visar att alla olika typer och nivåer av feedback förekom i varierande utsträckning i de fem digitala lärspelen. I samtliga lärspel förekommer feedback som fokuserar på tidigare prestationer, feedback som syftar till att uppmuntra samt feedback som förmedlar ett resultat. Feedback som rättar ett felaktigt svar förekommer i fyra av fem lärspel. I två av lärspelen är denna feedback valbar och i två av dem korrigerades svaret automatiskt. Den minst förekommande feedbacken är den av framåtsyftande karaktär som endast återfanns i ett av de fem lärspelen. / In recent years, significant efforts have been made to increase access to digital resources in schools, leading to a rise in both availability and usage of digital educational games. This study investigates occurrences and highlights differences of feedback among the five most commonly used digital educational games in elementary school mathematics. This was accomplished through content analysis based on a framework comprising of five different types and four levels of feedback.    The results indicate that all types and levels of feedback occur to varying extents in the five digital educational games. Across all games, feedback addressing past performance, encouraging feedback, and result-oriented feedback were present. Feedback correcting incorrect answers was found in four out of five games, with two of them offering this feedback as optional and two automatically correcting the answer. The least prevalent feedback type was forward-looking feedback, which was found in one of the five games.
26

Análise das contribuições dos objetos educacionais digitais para a construção do conhecimento em matemática na educação básica / Analysis of the contributions of the digital educational objects for the construction of knowledge in mathematics in basic education.

Souza, Mateus Coqueiro Daniel de 25 May 2016 (has links)
Este trabalho tem por objetivo analisar de que forma os Objetos Educacionais Digitais (OED) recursos recentemente integrados a algumas coleções de livros didáticos adquiridas pelo Ministério da Educação podem contribuir para a construção do conhecimento em Matemática. Para tanto, foi estabelecido um referencial teórico constituído por autores que conceberam teorias e desenvolveram pesquisas visando a construção do conhecimento em Matemática. Esses autores se entrelaçam, se relacionam e se complementam. Com base em tal referencial, foram estabelecidos os critérios para a análise. O primeiro diz respeito à relação aluno OED tarefa, e está relacionado ao modo como o OED contribui para que as capacidades cognitivas dos alunos sejam mobilizadas e eles construam o conhecimento. O segundo, baseado na Teoria dos Registros de Representação Semiótica, está associado ao modo como os OED trabalham as diferentes representações de um mesmo objeto matemático. Por fim, o terceiro critério foca em como o contexto utilizado no OED possibilita ao aluno estabelecer relações entre diferentes conceitos da Matemática ou mesmo de outras áreas do conhecimento. Os resultados mostraram, dentre outras coisas, que os OED lidam com dois ou mais registros de representação diferentes, porém sem levar os alunos a coordená-los e que, na maioria deles, estão presentes situações que permitem aos alunos atribuir significados aos conteúdos matemáticos. / This study aims to examine how the Digital Educational Objects (OED) newly integrated features to some collections of textbooks acquired by the Ministry of Education can contribute to the construction of knowledge in mathematics. Therefore, it was established a theoretical framework consisted of authors who conceived theories and research developed to aim the construction of knowledge in mathematics. These authors intertwine, are closely relate and complement each other. Based on this framework, the criteria for analysis were established. The first, concerns the relationship student - OED - task, and is related to how the OED contributes to the cognitive abilities of students are mobilized and they build knowledge. The second, based on the Theory of Semiotics Representation Registers, is associated with how the OED work the different representations of the same mathematical object. Finally, the third criteria, focuses on how the context used in the OED enables students to establish relationships between different concepts of mathematics or even other areas of knowledge. The results showed, among other things, that the OED deal with two or more registers of different representations, but without having students to coordinate them, and in most of them, there are situations that allow students to assign meanings to the mathematical contents.
27

Avaliando as potencialidades de um game para o ensino e a aprendizagem de Língua Inglesa

Asega, Fernanda Katherine 16 December 2015 (has links)
Made available in DSpace on 2016-04-28T18:23:12Z (GMT). No. of bitstreams: 1 Fernanda Katherine Asega.pdf: 9503721 bytes, checksum: a8c353050811fb8156b130ff0ff7b37f (MD5) Previous issue date: 2015-12-16 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / This research, conducted in the area of Materials Evaluation and Design for Language Learning, more specifically the English language, and games as a research object. Technological innovations have enabled access to information by transforming the means and modes of communication. Currently, the integration of digital technologies in language learning and teaching practices is growing, given that young people are constantly connected to the web, interacting with several people and tools such as games. These tools work extending cognitive ability, abstract thinking and language functions. The purpose of this study is to analyse what potential the game World of Warcraft offers for teaching and learning the English language, in order to be used as teaching material aimed at teenagers and adults who need/want to learn the language. The decision to use such game was based on its popularity around the world. As one of the media most used by young and likely to be a known and common language between them, they can facilitate learning processes that lie in more familiar contexts for students. Given the above, this study examined the game World of Warcraft in its potential as a teaching and learning materials for English language for teenagers and adults. The theoretical background of this study is based upon the concepts of Cyberculture (LEVY, 1999; LEMOS, 2005), Connectivism (SIEMENS, 2004, 2007, 2008; DOWNES, 2012), Participatory Culture, addressing the skills and abilities necessary for education in the twenty-first century (JENKINS et al., 2006), Learning in Games (GEE, 2003, 2008, 2010, 2012, 2013; PRENSKY, 2001, 2005) and Materials Evaluation and Design for Language Learning (RAMOS, 1999 / 2009, 2009). The study was submitted to the possibilities for teaching and learning the English language from the perspective of cyberlearning and related to the use of language. When analysed from the perspective of cyberlearning it was emphasized the importance of problem-solving situations, interactions and transmedia skills and activities identified in the game as English teaching and language learning opportunities. When analyzed the possibility for teaching and learning of English language related to the use of language, the features and the contents were examined which can be exploited in the development of teaching materials through this game. For this, data were categorized as resources, content and texts. The game analysis made it possible to demonstrate its potential for use in the English language (cyber)learning, in which the development of performance and simulation skills are essential in the current scenario. This paper concludes that this game's potential use in teaching and English language learning is attributed to situations of problem solving, in which students can develop all presented subcategories, especially transmedia so that students can follow the flow of stories, when confronted with the information available in different media formats, making it possible to fulfill the process of teaching and learning / Esta pesquisa está inserida no quadro de avaliação e preparação de material didático para a aprendizagem de língua estrangeira, mais especificamente a de língua inglesa, tendo games como objeto de pesquisa. Inovações tecnológicas possibilitaram o acesso à informação transformando os meios e modos de comunicação. Atualmente, a integração das tecnologias digitais nas práticas do ensino e da aprendizagem de línguas é crescente, tendo em vista que os jovens estão constantemente conectados à rede, interagindo com diversas pessoas e ferramentas como os games. Essas ferramentas atuam estendendo a destreza cognitiva, o pensamento abstrato e as funções de linguagem. O objetivo desta pesquisa é analisar que potencialidades o game World of Warcraft oferece para o ensino e a aprendizagem de língua inglesa, com vistas a ser utilizado como material didático voltado para adolescentes e adultos que desejam/necessitam aprender a língua. Esse game foi escolhido para este trabalho por ser um dos mais populares no mundo. Por ser uma das mídias mais consumidas pelos jovens e provavelmente por ser uma linguagem conhecida e comum entre eles, estes podem possibilitar processos de aprendizagem que se situam em contextos mais familiares para os alunos. Diante do exposto, o presente trabalho examinou o game World of Warcraft quanto a sua potencialidade como material didático para o ensino e a aprendizagem de língua inglesa de adolescentes e adultos. O trabalho fundamenta-se nos preceitos da Cibercultura (LEVY, 1999; LEMOS, 2005), da Teoria Conectivista (SIEMENS, 2004, 2007, 2008; DOWNES, 2012), da Cultura de Participação abordando as competências e habilidades necessárias para o ensino e a aprendizagem no século XXI (JENKINS et al., 2006), da aprendizagem em Games (GEE, 2003, 2008, 2010, 2012, 2013; PRENSKY, 2001, 2005) e da avaliação e design de materiais didáticos (RAMOS, 1999/2009, 2009). O trabalho foi apresentado quanto às possibilidades para o ensino e a aprendizagem de língua inglesa na perspectiva da ciberaprendizagem e relacionada ao uso da língua. Quando analisada sob a perspectiva da ciberaprendizagem, foi ressaltada a importância das situações de resolução de problemas, de interações e competências transmídia e de atuação identificadas no game como possibilidades de ensino e aprendizagem da língua inglesa. Quando analisada a possibilidade para o ensino e a aprendizagem de língua inglesa relacionada ao uso da língua, foram examinadas as características e os conteúdos que podem ser explorados na elaboração de materiais didáticos por meio desse game. Para tanto, os dados foram categorizados em recursos, conteúdos e textos. A análise do game possibilitou demonstrar suas potencialidades para ser utilizado na (ciber)aprendizagem de língua inglesa, no qual o desenvolvimento das competências de atuação e simulação são essenciais no atual cenário. O presente trabalho conclui que essa potencialidade de uso do game no ensino e a aprendizagem de língua inglesa é atribuída às situações de resolução de problemas, as quais os alunos podem desenvolver todas as subcategorias apresentadas, principalmente a transmídia para que possam seguir o fluxo de histórias, quando confrontado com as informações disponibilizadas em diferentes formatos de mídia, tornando-se possível cumprir o processo de ensino e aprendizagem
28

Vizualizace důkazů pomocí software dynamické geometrie / Visual proofs using dynamic geometry software

ŠTRAUSOVÁ, Irena January 2019 (has links)
The dissertation is divided into two main parts. The first part defines the concept of dynamic visual proof and is placed in the context of proving in mathematics as a subject of science and in mathematics as a subject taught at school. The digital component of the dissertation is a collection of 19 applets with dynamic visual proofs created in the GeoGebra program and arranged in thematic chapters in the so-called GeoGebra-Book, available on-line on geogebra.org. In the second part of the work the research focused on the use of dynamic visual proofs in secondary school mathematics lessons and their influence on fulfilment of educational objectives is described. This a qualitative research where a case study focused on the detailed study of a mathematics teacher who uses dynamic visual proofs in her class. To identify educational objectives, a revised Bloom's taxonomy was chosen.
29

Ideogames: uma proposta metodológica transcultural

Tsutsumi, Hernando Tamon 22 April 2013 (has links)
Made available in DSpace on 2016-04-29T14:23:18Z (GMT). No. of bitstreams: 1 Hernando Tamon Tsutsumi.pdf: 8646972 bytes, checksum: 8725337b261b002758e60656c2529ba8 (MD5) Previous issue date: 2013-04-22 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This research proposes a digital educational game focused on the learning of Japanese kanji. Its fundamentals are culturally based in the Japanese immigration to Brazil and, combined with the concepts and theories of transculturalism and topophilia, lead to a reflection of cultural appreciation and its hybridization. Such approaches fall within the overall context of combinations and adaptations, covering digital productions structured in accordance to concepts and theories from several areas of knowledge. The methodology is to conceive a game based on the difficulties of learning the Japanese language identified in students of non‐Japanese origin and provided by studies from other authors. It is also based on educational, psychological, philosophical and entertainment methodological assumptions organizing themselves in a position to produce an educational game, entertaining above all, that suits the needs of this generation used to challenges and reward systems. Based on such studies, some of the games found on the Internet and in the market were analyzed. It is discussed the transposition among medias, with an approach of the new media, focusing on the indication of the gaming platforms, according to the content. The process of designing and producing the game is optimized by the association of ideas and creation of an structured and elaborate game design documentation. The project creation is guided by the work process flow of a game, in which are demonstrated the steps and interactions between the teams involved in that production. The procedural and technical problems of the participants are reported by the teaching experience in the classroom, better placing and clarifying the title of this research / A presente pesquisa propõe um jogo digital educacional voltada para o aprendizado dos ideogramas japoneses. Seus fundamentos fincam‐se culturalmente na imigração japonesa no Brasil, que conjugados aos conceitos teóricos de transculturalismo e topofilia conduzem a uma reflexão de valorização das culturas e hibridização das mesmas. Tais abordagens se inserem no contexto global de mesclas e adaptações, que abarcam produções digitais estruturados em conceitos e teorias provenientes de diversos campos do conhecimento. Metodologicamente concebe um jogo, a partir de dificuldades de aprendizagem da língua japonesa detectadas em alunos não descendentes japoneses, providas por estudos de outros autores. Alicerça‐se também em pressupostos metodológicos educacionais, psicológico, filosófico e lúdico, organizando‐se na condição de produzir um jogo educativo, acima de tudo divertido, que se adequa aos anseios dessa geração acostumada a desafios e sistema de recompensas. Tomando como base tais estudos, analisa alguns jogos encontrados na internet e no mercado. Discute a transposição entre os meios, com abordagem das novas mídias, incidindo no apontamento das plataformas de games, conforme conteúdo. O processo de concepção e produção do game, é otimizado pela associação de ideias, e elaboração estruturada da documentação de design de game. A construção do projeto é norteada pelo fluxo de processo de trabalho de um game, em que se demonstram as etapas e interações entre as equipes envolvidas nesta produção. Os problemas técnicos e procedimentais dos participantes são relatados na experiência didática ocorrida em sala de aula, situando e compreendendo melhor o título deste trabalho de pesquisa
30

Μοντέλο πιστοποίησης ποιότητας ψηφιακού εκπαιδευτικού υλικού για εκπαίδευση ενηλίκων με τη μέθοδο της εξ αποστάσεως εκπαίδευσης

Δήμου, Ελένη 31 August 2012 (has links)
Η παρούσα ερευνητική εργασία παρουσιάζει ένα μοντέλο πιστοποίησης της ποιότητας ψηφιακού εκπαιδευτικού υλικού κατάλληλου για εκπαίδευση ενηλίκων με τη μέθοδο της εξ αποστάσεως εκπαίδευσης. Το προτεινόμενο μοντέλο υιοθετεί το πρότυπο ποιότητας λογισμικού ISO/IEC 9126, λαμβάνει υπόψη τις θεωρίες μάθησης ενηλίκων και βασίζεται σε δύο μοντέλα διδακτικού σχεδιασμού: το μοντέλο (κύκλος μάθησης) του Kolb και το μοντέλο των Gagne, Briggs & Wager. Αρχικά περιγράφεται η συσχέτιση των τμημάτων του εκπαιδευτικού υλικού με το μοντέλο διδακτικού σχεδιασμού των Gagne, Briggs & Wager και το μοντέλο του Kolb. Ακολουθεί η περιγραφή, η ανάλυση και η κατηγοριοποίηση των κατάλληλων χαρακτηριστικών, υπο-χαρακτηριστικών και γνωρισμάτων ποιότητας του ψηφιακού εκπαιδευτικού υλικού τα οποία συνιστούν τις διαστάσεις ποιότητας. / This paper presents a model for the quality certification of digital educational material that is appropriate for adult education by means of distance learning. The proposed model adopts the software quality standard ISO/IEC 9126, takes into account adult learning theories and is based on two instructional design models: Kolb’s model (the learning cycle) and Gagne, Briggs &Wager’s model. Initially, the relationship of educational material modules to the two models is described. Then follows the description, analysis and classification of the appropriate characteristics, sub-characteristics and quality attributes of digital educational material that constitute the dimensions of quality.

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