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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

Separate, But Not Equal| A Qualitative Case Study Comparing Traditional And Homebound Instruction Using Technology

Fonteix, Kimberly Ann 21 November 2013 (has links)
<p> This qualitative multi-case study explored the perceptions and beliefs of teachers of students in Grade 9 and 10, at a high school in south-central New Jersey, who taught traditional classroom courses that incorporated technology, regarding their lived experiences delivering homebound instruction for the same curriculum. Technology used in the classroom was compared to the use or lack of use of technology in the homebound setting. Similarities and differences were identified in instructional design, as well as teacher perceptions of efficiency and effectiveness for the student. The study revealed a disparity between the classroom instruction using technology and the homebound instructional setting. Five specific insights for leadership emerged from this study. The insights include (a) providing technology for the homebound instructor; (b) increase parental involvement in homebound instruction; (c) increase the amount of time for homebound instruction; (d) educate instructors in instructional technologies; and (e) to provide the homebound student with time management and organizational skills. These insights are helpful for recommending steps organizational leaders can take to increase the effectiveness of homebound instruction.</p>
22

Agents of change| A new role for learners in online workplace training

Warren, Kathryn Lloyd 28 August 2014 (has links)
<p> Workplace training design has evolved from a task-based systems framework managed by the designer, to a collaborative process of problem-solving that includes stakeholders across the enterprise. Collaborative design models address persistent problems, such as cost efficiency, requirements that change late in development, and aggressive timetables, but perceptions of training effectiveness continue to be pessimistic. Given the substantial role of employees in making training effective, by transferring what they learn to their day-to-day responsibilities, this study proposed an emergent design model in which designers collaborate with employees as partners in solving training design problems. Previous efforts to include employees in training design have faltered, because of time and resource requirements which limit participation or greatly expand timelines. This study investigated the potential of broad employee participation, through the widely-used medium of organizational surveys, in which employees are invited to suggest ways to improve their work environment. The study applied a three-phase, mixed methods approach, to investigate whether survey text responses contain viable input into training design, and to explore the nature of that input in terms of major themes about workplace training, and detailed input reflecting employees' experience of online training. Nearly 90,000 text responses were accepted into the study, from industries that include pharmaceuticals, retail, manufacturing, telecommunications and financial services. Analysis exposed the inherent conflict between the designer's focus on training delivery, and the employees' focus on transferring what they learn to their jobs; and a widespread organizational conflict between leadership compensation tied to short-term financial metrics, and long-term strategies that drive infrastructure programs such as workplace training. Responses across all industry sectors in the study reported limited management support for training, which is nonetheless essential to employees' job performance. Responses described online training that makes only minimal use of the basic functions of computer technology. The study validates earlier research questioning workplace training effectiveness, with evidence suggesting that training programs are constrained by organizational challenges that cannot be solved by designers alone. The study suggests that organizations can involve their employees in addressing the conflicts that limit training effectiveness, through design partnership using survey responses.</p>
23

Is iTunes U a mobile learning game changer? A study of instructional design in mobile learning

Shaw, Kristi L. 10 September 2014 (has links)
<p> This qualitative multi-case study examined the instructional design and development processes utilized by instructional designers and designers by assignment in higher education that created mobile learning for iTunes U delivery. Current research into the instructional design practices for mobile learning delivery leaves a gap in the literature. This study aimed to identify the instructional design and development processes specific to mobile learning delivery within iTunes U. Ten participants from higher education were purposively selected for participation in the study. Each of the 10 participants met the selection criteria; participants designed or served on a design team that created an iTunes U course for a higher education audience. Five of the participants were instructional designers and the other five were instructional designers by assignment. Data was collected from three sources including the participants' iTunes U courses, sample model designs or processes, and in-depth participant interviews. The study identifies instructional strategies, instructional design processes, advantages, and constraints of instructional design and development for mobile learning through iTunes U delivery. Included in the findings is a design and development model for instructional design of mobile learning through iTunes U.</p>
24

Online 3.0---The rise of the gamer educator the potential role of gamification in online education

Bell, Kevin R. 23 October 2014 (has links)
<p> As online courses become more established, there has been a clear impetus to build interactivity, personalization, and real-time feedback into courses. Faculty and course designers have cast envious eyes at video and online games that engage and enthrall players for hours and some are experimenting with gamification&mdash;a blanket term that covers all manner of attempts to build student intrinsic motivation into online courses. In this study I analyze four cases of gamified online courses at accredited institutions of higher education. I've looked at game elements the course builders are including and whether this might be a means of progress toward educational and societal goals. My conclusion is that there is potential significantly to increase student engagement in the concept of gamifying online courses. I outline areas for future study by suggesting frameworks within which gamification might be further analyzed and assessed.</p>
25

Teaching Teamwork to College Students through Cooperative Learning| Faculty Attitudes and Instructional Best Practices

Calhoun, Deborah C. 28 May 2014 (has links)
<p> Employers highly value college graduates who have strong teamwork and interpersonal skills. In studies focused on employer priorities for college learning sponsored by the Association of American Colleges and Universities in 2008, 2010, and 2013, employers have stated that colleges should do more to prepare graduates to work effectively in a team-based work environment. Equally important is the empirical research which has demonstrated that cooperative learning has the ability to significantly enhance student learning. These benefits include higher academic achievement, better longterm retention of what is learned, enhanced ability to transfer learning from one situation to another and a more positive attitude toward the academic subject being studied. Lastly, the study of teamwork is important to the study of leadership, without a team of followers there is no leadership. Many college and university faculty have students work in cooperative groups and assign team projects in their courses. Unfortunately, most faculty do not realize that the development of effective teamwork knowledge, skills, and abilities takes time, education and training. Students need to be taught how to work cooperatively in teams; these skills do not naturally develop on their own. </p><p> The purpose of this descriptive study was to investigate the differences between what the research literature identifies as cooperative learning and teamwork instructional &ldquo;best practices&rdquo; and what postsecondary faculty in a variety of academic disciplines actually do when employing groups or teams in their courses. An additional research objective was to gain a better understanding of the factors that contribute to any differences discovered. In order to take a first step toward answering these questions a web-based survey of full-time faculty, both liberal arts and professional, employed at ten different Maryland colleges and universities was conducted.</p><p> An analysis of the data collected revealed that a preponderance of the faculty assigned cooperative work and team assignments for student centered reasons; they want their students to learn teamwork skills and course content. Yet the majority of the faculty implement very few of the cooperative learning and teamwork instructional &ldquo;best practices&rdquo; discussed in the academic literature. In other words, students were assigned to course teams with little forethought, preparation, or guidance from faculty and many of the assignments utilized were not properly designed for student group/team learning. The research suggests a majority of faculty harbor misconceptions about how students learn teamwork skills and do not realize that their own knowledge of cooperative learning and teamwork as well as of the best instructional practices was very limited. Lastly, the research uncovered several statistically significant relationships among the use of cooperative groups, team projects and instructional &ldquo;best practices&rdquo; and with faculty teamwork self-efficacy, collectivism values, motivation, attitude and to a lesser degree with faculty teamwork KSAs and demographics.</p><p> By gaining a better understanding of faculty confidence and competence to teach and coach effective cooperative learning and teamwork within their classrooms, colleges and universities will be able to develop meaningful instructional aids, mentoring programs and professional development opportunities which support faculty in the effective facilitation of meaningful group exercises and team projects in their courses. In so doing, the college student&rsquo;s attitude toward future team opportunities will be more positive and the likelihood increased that effective teamwork skills will be developed and more likely transferred to future professional situations.</p>
26

Learning in community-based collaborative design studios : education for a reflective, responsive design practice

Findlay, Robert Allen January 1996 (has links)
No description available.
27

A qualitative phenomenological study of the implementation of concept-based instruction

Fair, Carmella G. 09 January 2015 (has links)
<p>The purpose of this qualitative hermeneutic phenomenological study was to explore lived experiences of 8 North Carolina secondary teachers who received professional development and implemented concept-based instruction (CBI). Guided by adult learning theories including andragogy, transformational learning, and constructivist theory, interview questions addressed adults as self-directed learners who integrate learning as needed in daily situations, adults who reflect on personal perspectives to overcome misconceptions and institutional change as a result of a shift in beliefs, and adults who gain knowledge by making sense of new learning through individual experiences. The study reveals (a) teachers&rsquo; perceptions of the adequacy of professional development, (b) teachers&rsquo; self-assessments of progress in implementing CBI, (c) teachers&rsquo; perceptions of consistency in implementation across classrooms, and (d) supports and barriers that influenced the implementation of CBI. Study participants recognized CBI as the basis for the organization and structure of the units and lessons used to promote student engagement and understanding around concepts. The study findings indicate the degree of implementation of CBI depends on individual understanding and the level of priority to use CBI recognized by school leadership. Recommendations directed toward educational leaders encourage the organization of a comprehensive professional development design to include administrative support of teacher implementation of new instructional strategies. </p>
28

The development of a paradigm for the study of teacher preactive decision making

Whitehead, Ruth Yvonne January 1975 (has links)
Abstract not available.
29

Beautiful, Beautiful Math| Using Objects of Art as Catalysts for Higher-Order Thinking in Mathematics Lessons

DeJesns-Rueff, Marcia 08 October 2016 (has links)
<p> Students in the United States have historically struggled with mathematics, especially with problems that require higher-order thinking Even struggling students, however, often show considerable interest in the arts. Unfortunately, the literature sheds almost no light on how the arts might be useful in helping students become proficient in rigorous mathematics.</p><p> I created <i>Beautiful, Beautiful Math (BBM)</i> to both intrigue students and require them to use higher-order thinking In <i>BBM</i> lessons, students interact with an object of art in order to learn mathematics. </p><p> My overarching research question was: "How can objects of art be used as effective catalysts for higher-order thinking in mathematics lessons?" In this study, "higher-order mathematical thinking" was operationally defined as having students actively engaged, working and talking together, on math tasks that require high levels of Webb's Depth of Knowledge. Three research sub-questions informed this study: 1. What do exemplary <i>Beautiful, Beautiful Math (BBM)</i> lessons look like? 2. To what extent do <i> BBM</i> lessons result in students' higher-order thinking in mathematics? 3. What are key design features and other implementation factors that need to be in place for BBM lessons to have the desired outcomes?</p><p> A constructivist learning philosophy coupled with recent cognitive psychology research informed my study. Using an action research methodology, three teachers participated in two cycles of creating <i>BBM</i> lessons. I collected eight sources of data: The Performance Assessment for Quality Teaching (PAQT) scores for each lesson, including a baseline lessons and two <i>BBM</i> lessons for each participant; video recordings of the <i>BBM</i> lesson implementations; lesson plans; audio recordings of planning sessions; audio recordings of post-lesson debriefs; audio recordings of my post-study interviews with the participants; student survey responses; and my researcher's journal. I then created tables of the PAQT scores merged with the lesson plans, which helped me search for patterns among the different lessons. Additionally, I wrote narratives of each teacher's experiences with <i>BBM</i>, which became a rich source of information.</p><p> Results show that <i>BBM</i> lessons increased higher-order thinking across all three teachers when compared with their "typical" baseline lesson. The cognitive rigor of the mathematical tasks showed especially strong growth. Additionally, students were highly engaged and active in mathematical discourse. Those <i>BBM</i> lessons determined to be "exemplary," based on their extremely high PAQT scores, had several important design features in common, including strong integration between the work of art and the mathematics content, the use of Visual Thinking Strategy questions, and a cycle of problem solving. Inquiry-based pedagogical practices and the culture and climate of the classroom and school were found to be additional keys to the success of <i> BBM</i> lessons.</p><p> Products from this study include: a set of instructions that will allow other teachers to create <i>BBM</i> lessons; a <i>BBM</i> workshop that I facilitated at the local art museum for math and art teachers from around our county; a collection of twelve <i>BBM</i> lessons for the museum's library and website; and collaboration between one of the teachers and myself to design a workshop for a fall NCTM conference.</p>
30

Instructional development skills and competencies for post-secondary faculty-designers developing online courses

Mendez, Raul 19 December 2014 (has links)
<p> Faculty-designers (educational professionals untrained in instructional design) have emerged as critical components in development of online courses and a need has arisen to ensure that faculty-designers possess appropriate skills and competencies to maintain quality of online courses.</p>

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