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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

Gamification in Introductory Computer Science

Behnke, Kara Alexandra 31 December 2015 (has links)
<p> This thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings. The results of these studies are evaluated using mixed methods to compare the effects of game elements on student motivation and learning in both formal and non-formal learning environments.</p>
2

Computational affect detection for education and health

Cooper, David G 01 January 2011 (has links)
Emotional intelligence has a prominent role in education, health care, and day to day interaction. With the increasing use of computer technology, computers are interacting with more and more individuals. This interaction provides an opportunity to increase knowledge about human emotion for human consumption, well-being, and improved computer adaptation. This thesis explores the efficacy of using up to four different sensors in three domains for computational affect detection. We first consider computer-based education, where a collection of four sensors is used to detect student emotions relevant to learning, such as frustration, confidence, excitement and interest while students use a computer geometry tutor. The best classier of each emotion in terms of accuracy ranges from 78% to 87.5%. We then use voice data collected in a clinical setting to differentiate both gender and culture of the speaker. We produce classifiers with accuracies between 84% and 94% for gender, and between 58% and 70% for American vs. Asian culture, and we find that classifiers for distinguishing between four cultures do not perform better than chance. Finally, we use video and audio in a health care education scenario to detect students' emotions during a clinical simulation evaluation. The video data provides classifiers with accuracies between 63% and 88% for the emotions of confident, anxious, frustrated, excited, and interested. We find the audio data to be too complex to single out the voice source of the student by automatic means. In total, this work is a step forward in the automatic computational detection of affect in realistic settings.
3

The impact of integrated coaching and collaboration within an inquiry learning environment

Dragon, Toby 01 January 2013 (has links)
This thesis explores the design and evaluation of a collaborative, inquiry learning Intelligent Tutoring System for ill-defined problem spaces. The common ground in the fields of Artificial Intelligence in Education and Computer-Supported Collaborative Learning is investigated to identify ways in which tutoring systems can employ both automated coaching and collaborative techniques to support students as they learn. The resulting system, Rashi, offers feedback on student work by using an Expert Knowledge Base to recognize students' work. Evaluation in actual classrooms demonstrated that collaboration significantly improves students' contributions, and some evidence suggests that there is a significant positive correlation between the amount of coaching received and metrics that represent positive inquiry behavior. Finally, this thesis highlights the potential for combining coaching and collaboration such that 1) collaborative work can create more opportunity to provide automated coaching and 2) automated coaching can identify key moments when collaboration should be encouraged.
4

Nursing faculty experiences of virtual learning environments for teaching clinical reasoning

Zacharzuk-Marciano, Tara 06 April 2017 (has links)
<p> Nurses need sharp, clinical reasoning skills to respond to critical situations and to be successful at work in a complex and challenging healthcare system. While past research has focused on using virtual learning environments to teach clinical reasoning, there has been limited research on the experiences of nursing faculty and there is a need for research to include a clearer understanding of potentially significant insights that nurse educators may gain from teaching clinical reasoning skills with virtual learning tools. This qualitative study identified and described nursing faculty experiences with teaching clinical reasoning skills when using virtual learning environments. The researcher interviewed eight nursing faculty and content analyzed the data from those interviews. Findings from this qualitative study supported past research and added to the body of knowledge regarding faculty members&rsquo; use of virtual learning environments. For example, faculty experiences indicated that virtual learning environments included patient situations that offered faculty a way to better assess students. It was found that assessing a student in the clinical setting could be very subjective, while the virtual environment is finite. Faculty experiences indicated that one of the challenges to teaching clinical reasoning skills with virtual learning environments was that students found that virtual communication was difficult and faculty claimed that using virtual environments increased faculty workload. The findings of this study provided deeper understanding into experiences reported by nursing faculty on the teaching of clinical reasoning skills when using a virtual learning environment. Recommendations for further research include using a larger sample size, a specified education level population, traditional, face-to-face classes as compared to classes from an online, or blended program, and investigating use of a specific virtual learning environment, in new research.</p>
5

The Minecraft project| Predictors for academic success and 21st century skills gamers are learning through video game experiences

Hewett, Katherine Joan Evelyn 26 January 2017 (has links)
<p> Video games are more than just entertainment. In fact, video games like <i> Minecraft</i> develop &ldquo;Four Cs&rdquo; skills in young gamers. These 21st century skills include critical thinking, creativity, communication, and collaboration (National Education Association, 2010) and are considered essential skills for future employment by workforce executives (Sardone &amp; Delvin-Scherer, 2010). This study explores predictors of academic success and the 21st century skills gamers are learning through video game experiences. </p><p> This sequential mixed model study analyzed descriptive data to explore the video game experiences of 3D Modeling and Animation students enrolled at a South Texas area high school. The study analyzed data collected from 66 quantitative subjects and 4 qualitative participants. Three classes engaged in four weeks of gameplay to complete a modeling project in <i>Minecraft </i>. Data was collected during both phases of the project study through survey and case study methods.</p><p> The findings revealed that the Group Project Grades were heavily skewed indicating a significance that prior gaming experience affected the students&rsquo; academic performance. The significance was supported by the unexpected high frequency of perfect scores (65%) and the high concentration of experienced gamers. Over half (54%) reported to have played video games for over 10 years. It was also noted that gender was statistically significant with Class Rank. Females had higher class ranks overall then the males. The qualitative data analysis led to the development of five major findings: 1.) The Strategist: Accomplishing the Mission, 2.) The Creator: The Art of Gameplay, 3.) The Communicator: Building Relationships and Communities, 4.) The Hero: To Be the Hero of a Great Adventure, and 5.) I am an &ldquo;Elite&rdquo;: A Digital Native. These major findings represent trends of the gaming phenomenon, gamer traits, and 21st century skills learned through playing video games.</p><p> The findings for this study have implications on teachers&rsquo; perspectives and attitudes toward video game integration. Recommendations for future research include a longitudinal study with the four participants to provide a better understanding of applied 21st century skills over time, a content analysis of various video games, and a mixed model study exploring the reading habits, literacy skills, and genre interests of gamers.</p>
6

Development of an e-Textile Debugging Module to Increase Computational Thinking among Graduate Education Students

Kim, Victoria Herbst 03 May 2019 (has links)
<p> The increased presence of technology in all aspects of daily life makes computational thinking a necessary skill. Predictions say that the rising need for computational thinkers will be unmet by computer science graduates. An e-textile learning module, based on principles of constructionism, was designed as a method to develop computational thinking skills and encourage interest and confidence in the computing fields in both male and female graduate education students. The module leveraged the affordances of the LilyPad Arduino, a technology that allows for the creation of projects that integrate textiles and electronics without soldering. The creation of the learning module relied on design-based research methodologies and followed the use-modify-create principle for the included activities. Multiple data sources were analyzed using The Computational Thinking Rubric for Examining Students&rsquo; Project Work to examine artifacts and interactions for indications of computational thinking concepts, practices, and perspectives. Students participated in debugging activities and created their own projects as part of the learning module. Analysis of the learning module activities showed students using computational thinking concepts, engaged in computational thinking practices, and exhibiting computational thinking perspectives. During the coding process, several new computational thinking concepts, practices, and perspectives emerged. There was evidence of both an increase and decrease in confidence among the student participants. Improvements for the next iteration of the learning module were presented and the implications for the study of computational thinking explored. The study helps contradict the shrinking pipeline metaphor by showing that it is possible to encourage interest in computation in university students, not just middle-school students.</p><p>
7

Interpretative Phenomenological Analysis of Accessibility Awareness Among Faculty in Online Learning Environments

Sessler Trinkowsky, Rachael 27 August 2015 (has links)
<p>Although all organizations and institutions should consider accessibility when developing online content, inaccessibility is a recurring issue in recent literature pertaining to online learning environments (OLEs) and faculty accessibility awareness. The goal was to describe how online faculty gain knowledge regarding accessibility, to explore the lived experiences of online faculty who have worked with students who have disabilities, and to gain a better understanding of how faculty experience the process of accessibility implementation. The following research questions guided this study: How do faculty in OLEs experience encounters regarding accessibility for students who have print related disabilities? How do faculty in OLEs experience the journey of developing the skills needed to provide accessibility for students with print related disabilities? What aspects of accessibility and Universal Design for Learning (UDL) do faculty members practice in OLEs and what meaning do they ascribe to the lived experience of providing these accommodations? An interview guide was used to address the research questions. Participants were recruited from the Online Learning Consortium and Assistive Technology Industry Association for participation in phenomenological interviews, which were recorded and then transcribed verbatim. The transcripts of these interviews were analyzed to determine eight super-ordinate themes: Accessibility and usability awareness of online faculty; interactions and relationships between faculty, students, various departments, and outside organizations relating to SWDs and accessibility; different perspectives and experiences of faculty who teach courses within programs that have an emphasis on accessibility, AT, or working with people with disabilities; faculty experiences and perspectives of working with SWDs and providing accessible materials in OLEs; faculty training and experience with accessibility and people with disabilities; faculty autonomy within OLEs as it relates to creating accessible content; accommodations and accessibility features used in OLEs; as well as LMS accessibility and usability. The results of this study led to several implications regarding training and support services for faculty, students, other staff, and administration within online programs, best practices for implementing accessibility, as well as recommendations for future studies.
8

Facilitating teacher participation in intelligent computer tutor design: Tools and design methods

Murray, Thomas Joseph 01 January 1992 (has links)
This work addresses the widening gap between research in intelligent tutoring systems (ITSs) and practical use of this technology by the educational community. In order to ensure that ITSs are effective, teachers must be involved in their design and evaluation. We have followed a user participatory design process to build a set of ITS knowledge acquisition tools that facilitate rapid prototyping and testing of curriculum, and are tailored for usability by teachers. The system (called KAFITS) also serves as a test-bed for experimentation with multiple tutoring strategies. The design includes novel methodologies for tutoring strategy representation (Parameterized Action Networks) and overlay student modeling (a "layered" student model), and incorporates considerations from instructional design theory. It also allows for considerable student control over the content and style of the information presented. Highly interactive graphics-based tools were built to facilitate design, inspection, and modification of curriculum and tutoring strategies, and to monitor the progress of the tutoring session. Evaluation of the system includes a sixteen-month case study of three educators (one being the domain expert) using the system to build a tutor for statics (forty topics representing about four hours of on-line instruction), testing the tutor on a dozen students, and using test results to iteratively improve the tutor. Detailed throughput analysis indicates that the amount of effort to build the statics tutor was, surprisingly, comparable to similar figures for building (non-intelligent) conventional computer aided instructional systems. Few ITS projects focus on educator participation and this work is the first to empirically study knowledge acquisition for ITSs. Results of the study also include: a recommended "design process" for building ITSs with educator participation; guidelines for training educators; recommendations for conducting knowledge acquisition sessions; and design tradeoffs for knowledge representation architectures and knowledge acquisition interfaces.

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