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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.
241

Conception des jeux sérieux éducatifs : comment concevoir une expérience optimale d’apprentissage?

Sabahi, Mohamed 10 1900 (has links)
Les jeux sérieux s’inscrivent dans un courant qui cherche à explorer l’utilisation des jeux numériques dans des contextes où la finalité première dépasse le simple divertissement. Cette utilisation dans le champ éducatif est justifiée par la capacité de ces jeux à avoir des impacts positifs liés à l’apprentissage sur les plans cognitif, affectif et social. Les études empiriques, conduites pour vérifier les bénéfices présumés de ces jeux, tendent à s'accorder pour confirmer leur pertinence et efficacité. Cependant, il en ressort que ces bénéfices dépendent de la qualité de leur conception et d'intégration dans des dispositifs de formation. Or, les approches et théories existantes à cet effet sont à un stade précoce de construction et sont loin d’être consensuelles. Plus spécifiquement, ces approches présentent des limites en ce qui concerne leurs fondements théoriques, l’absence de démarches de conception détaillées et la difficulté d’intégrer, d’une façon équilibrée, les éléments favorisant la motivation et ceux favorisant l’apprentissage. Dans ce contexte, la présente recherche vise à remédier à ces limites en proposant un modèle de design des jeux sérieux qui soutient la conception et le développement de ces jeux pour une finalité pédagogique. À cet effet, nous avons mis en œuvre une démarche méthodologique basée sur l’approche de recherche orientée par la conception (Design-based research), en vue de répondre à la question de recherche suivante : comment concevoir des jeux sérieux efficaces pédagogiquement et motivants ? Ladite approche a consisté, conformément au modèle de Reeves (2006), en quatre phases : la définition d’un problème pratique, le développement d’une solution à partir des principes de design existants, des cycles itératifs de tests et d’affinement de la solution et la production de nouveaux principes de design généralisables à d’autres contextes. Elle a permis l’élaboration d’une démarche globale, cohérente et intégrée de design des jeux sérieux. Le cas échéant, la démarche proposée porte sur un modèle théorique de l’expérience optimale d’apprentissage par jeux sérieux, des principes de design qui devraient guider le processus de design de ces jeux, une méthodologie détaillée pour conduire ce processus, ainsi que des outils d’aide au design qui définissent pour chacune des étapes les paramètres pédagogiques, ludiques et techniques à prendre en considération. Les implications du modèle proposé sont multiples. Il contribue au comblement des lacunes de connaissances relatives à l’utilisation et le design des jeux sérieux. Plus spécifiquement, il décrit l’expérience d’apprentissage par ces jeux et détermine les caractéristiques et les conditions d’émergence de cette expérience. Il réduit la complexité inhérente au design de ces dispositifs, en proposant des principes de design, une méthodologie détaillée et des outils. Il structure le processus de design autour des principes issus des domaines de design pédagogique (instructional design) et de design des jeux (game design) et en décrit les résultats attendus. Il lie la théorie à la pratique en proposant un cadre théorique descriptif du processus de design ainsi que des orientations claires et pratiques pour le mettre en œuvre. De même, les outils qu’il propose peuvent servir de support pédagogique, pour initier les concepteurs au processus de design, ainsi que de support de communication entre les différentes parties prenantes lors d’une démarche participative de design centrée sur l’utilisateur. Mots-clés : Apprentissage par le jeu, design des jeux sérieux, design pédagogique, pédagogie ludique, jeu sérieux. / Serious games are part of a movement that seeks to explore digital games in contexts where the primary purpose is other than pure entertainment. In education, this use is justified by the ability of these games to impact cognitive, emotional, and social learning. Empirical studies conducted to verify the presumed benefits of these games tend to confirm their relevance and instructional effectiveness. Nevertheless, they suggest that these benefits depend on the quality of their design and implementation. However, the existing approaches and theories related to serious games design are at an early stage of construction and are far from consensual. More specifically, these approaches have limitations in terms of theoretical foundations, a lack of detailed design methodologies, and a difficulty of integrating, in a balanced way, the elements that promote motivation and those that promote instruction. In this context, this thesis aims to remedy these limitations by proposing a serious game design model that supports the design and development of serious games for an educational purpose. To this end, we have implemented a methodology based on the Design-based research approach to answer the following research question: how to design serious games that are pedagogically effective and intrinsically motivating? Therefore, our methodology consisted, following Reeves’ model (2006), of four phases: analysis of a practical problem, development of a solution informed by existing design principles and technological innovations, iterative cycles of testing and refinement of the solution, and reflection to produce new design principles generalizable to other contexts. Our goal was to develop a comprehensive, coherent, and integrated approach to serious game design. As a result, our research proposes a theoretical model describing an optimal learning experience through serious games, a set of five design principles that should guide the design process, and tools to support instructional designers during the design process. The implications of the proposed approach are multiple. It helps to fill knowledge gaps concerning the design of serious games. More specifically, it describes the expected learning experience through these games and determines the characteristics and conditions of emergence of this experience. It reduces the complexity inherent to the design process by proposing design principles, detailed methodology, and practical tools. It structures the design process based on principles from the instructional design and game design fields. Finally, the approach links theory to practice by providing a descriptive theoretical framework of the design process and clear practical implementation guidelines. Likewise, the accompanying tools can serve as educational support to initiate instructional designers into the design process and as a communication tool to support the relationship between different stakeholders during a participatory user-centred design process.
242

Failing, Falling, Flying, and the Knowledge “Gap”

Reed, Hillary Nicole 29 August 2017 (has links)
No description available.
243

The Other Side of Fun

Forkapa, Dan 20 December 2017 (has links)
No description available.
244

Design, Fun and Sustainability: Utilizing Design Research Methods to Develop an Application to Inform and Motivate Students to Make Sustainable Consumer Choices

Dreser, Melanie 19 December 2011 (has links)
No description available.
245

Uma Abordagem em Espiral para Disciplinas Iniciais de Programa??o na Educa??o Profissional em Inform?tica

Araujo, Luis Gustavo de Jesus 06 April 2018 (has links)
Submitted by Jadson Francisco de Jesus SILVA (jadson@uefs.br) on 2018-07-31T22:19:12Z No. of bitstreams: 1 Dissertacao_LuisGustavoAraujo.pdf: 8660411 bytes, checksum: cba36d7b6e819bd2743bd4343cccbccf (MD5) / Made available in DSpace on 2018-07-31T22:19:12Z (GMT). No. of bitstreams: 1 Dissertacao_LuisGustavoAraujo.pdf: 8660411 bytes, checksum: cba36d7b6e819bd2743bd4343cccbccf (MD5) Previous issue date: 2018-04-06 / Teaching programming is a great challenge in every educational stage and in several institutions of the world, being a general problem in the area of computing education. In the Brazilian Informatics vocational high school programs, historical issues of the Professional Education System in Brazil make this problem even harder. With these issues in mind, we proposed and evaluated a teaching approach based on spiral learning associated with programming environments for novices and contexts relevant to students, aiming to improve motivation and learning in programming courses. Three case studies were carried out: one in Midlle School, and two in vocational high school programs in Informatics in Feira de Santana, Bahia, Brazil. The case studies were split into three contextualized blocks, where programming content was learned through a context, using appropriate tools. Contexts such as games, geometric figures and images were used, as well as Scratch, JES and PPlay tools. Given the qualitative and quantitative nature of this research, we used sur- veys, interviews, observations, evaluations and logbooks to obtain the data. Results on motivation are described in terms of the ARCS model (Attention, Relevance, Confidence and Satisfaction), and the results on learning are described from student exams and qualitative data. Results point to high levels of motivation during the whole approach and to the influence in student motivation of either maintaining or changing context and tools used in each block. Regarding learning, results demonstrate that the approach has enhanced learning of some concepts. One noti- ces that Scratch helped in understanding Functions, Select and Repeart Structures, and that the use of the Python language led to better understanding of Variables and Relational Operators. About object-oriented programming concepts, students showed ease with Classes, Constructors, Objects and Variables. This study also reveals the mutual influence between student motivation and learning. The results, materials, research design and the courses presented in this work may contribute to the design of other vocational courses and to the research on teaching and learning programming. / O ensino de programa??o ? um grande desafio em todas as modalidades de ensino e em v?rias institui??es de diversos pa?ses, configurando-se como um problema geral na ?rea de Computa??o. Nos cursos t?cnicos em inform?tica brasileiros, somam-se os problemas hist?ricos da Educa??o Profissional no Brasil. Diante destes problemas, buscou-se a motiva??o e o aprendizado em disciplinas de programa??o, atrav?s de uma abordagem se ensino em espiral e contextualizada. Foram realizados tr?s estudos de caso: um, no ensino Fundamental, e dois, em cursos t?cnicos de Inform?tica, no munic?pio de Feira de Santana, Bahia. Os estudos de caso foram divididos em tr?s blocos contextualizados, onde estudavam-se conte?dos de programa??o atrav?s de um contexto, usando ferramentas apropriadas. Foram utilizados contextos como Jogos, Figuras geom?tricas e Imagens, assim como as ferramentas Scratch, JES e PPlay. Tendo em vista o car?ter qualitativo e quantitativo da pesquisa, utilizamos question?rios, entrevistas, observa??es, avalia??es e di?rios de bordo para obten??o dos dados. Os resultados sobre motiva??o s?o descritos em termos do modelo ARCS (Aten??o, Relev?ncia, Confian?a e Satisfa??o), enquanto que os resultados sobre aprendizagem s?o descritos a partir das avalia??es e dos dados qualitativos. Os resultados apontam para altos ?ndices de motiva??o, durante toda a abordagem e para a influ?ncia direta da manuten??o ou mudan?a do contexto e das ferramentas, utilizadas nos blocos, na motiva??o dos estudantes. Quanto `a aprendizagem, os resultados demonstram que a abordagem potencializou a aprendizagem de alguns conceitos. Percebe-se que o Scratch auxiliou na compreens?o de Fun??o, Estruturas de Repeti??o e Sele??o e que o uso da linguagem Python possibilitou uma maior compreens?o sobre Vari?veis e sobre Operadores Relacionais. Quanto ? orienta??o a objetos, os estudantes apresentaram facilidades em Classes, Construtores e Objetos. Este estudo revela ainda, rela??es de influ?ncia entre a motiva??o dos estudantes e a aprendizagem. Espera-se que os resultados, os materiais e o design da pesquisa e das disciplinas, aqui apresentados, possam contribuir para a concep??o de disciplinas de programa??o em outros cursos t?cnicos e para a investiga??o sobre o ensino-aprendizagem de programa??o.
246

Ties That Bind

Orlowski, Jessica Marie 23 March 2010 (has links)
I am fascinated by the inner thoughts, the memories, and the cumulative experience that make us each a complex physiological puzzle. From birth, sociological building blocks are constructed forming emotional walls and unexpected doorways, boundaries and comfortable passageways through the architecture of our personalities. My thesis work, which is comprised of ceramic figures and interactive toys, offers playful memory triggers and evocative spaces in which viewers can deconstruct the building blocks of their social persona.
247

FINANCIAMENTO PÚBLICO ESTUDANTIL DO ENSINO SUPERIOR: UMA ANÁLISE COMPARATIVA DOS CASOS DO BRASIL E DE PORTUGAL / PUBLIC FUNDING OF HIGHER EDUCATION STUDENT: A COMPARATIVE ANALYSIS OF CASES OF BRAZIL AND PORTUGAL

SOUSA, Ana Maria Gonçalves de 22 August 2008 (has links)
Made available in DSpace on 2014-07-29T15:13:47Z (GMT). No. of bitstreams: 1 Tese Ana Maria g.pdf: 1500087 bytes, checksum: 9f2ddfba86d477286a132f12c53174a2 (MD5) Previous issue date: 2008-08-22 / This research has as its theme the student public funding in higher education in Brazil and in Portugal and it is inserted in the State and Educational Policies field in the Post-Graduation Education Program at Goiás Federal University (UFG). This research analyses the systems of public education financing in higher education for low income Brazilian and Portuguese students. It studies the public financing programs in both countries: the Portuguese scholarship, Bolsa Estudantil, and two Brazilian programs: Higher Education Student Loan Fund (FIES) and University for All Program (ProUni). It tries to identify, characterize and compare these programs to evaluate their contribution to the access to higher education democratization process in these countries. It performs a comparative analysis based on bibliographical and documental reviews and it is based on the research done by Nóvoa (1998), Pereyra (1990), Popkewitz (1997, 2000), Koifman (2004) and others. It prioritizes the studies about qualitative and quantitative practices made by Thiollent (1984), Lüdke e André (1986), Bogdan e Biklen (1994). The reflections on reform, equality, justice, regulation, public and private are based on studies made by Afonso (2003), Barroso (2003, 2006), Bobbio (2004, 2007), Sacristán e Gómez (1998), Popkewitz (1997, 2000), Montoro (1980), Carnoy (2002), Severino (2005) and other thinkers. The bibliographical review on higher education finance has the support of Cabrito (2002), Conceição et al. (1998) e Seixas s (2003) works and it also presents the reviews of the documents and laws about student loan public financing produced by international institutions and by Brazil s and Portugal s governments. The comparative analysis of the student loan programs in these countries allowed the identification of similarities and differences, considering the particularities of each country. The research shows the increasing public participation in the financing of private higher education institutions through scholarship programs justified by a democratization of access process. This alteration, in the last decades, occurred due to economical, social and political reforms, especially the neoliberal state policy reform. It concludes that the student loan public financing policies in Brazil and in Portugal have not achieved yet the goal of allowing low income students universal access to higher education. / Esta pesquisa tem como tema o financiamento público estudantil do ensino superior no Brasil e em Portugal. A investigação insere-se na linha de pesquisa Estado e Políticas Educacionais do Programa de Pós-Graduação em Educação da Universidade Federal de Goiás. A pesquisa analisa as opções de financiamento público da educação superior para estudantes economicamente carentes no Brasil e em Portugal a partir da década de 1990. São examinados os programas de financiamento público estudantil português, Bolsa Estudantil, e os brasileiros, Fundo de Financiamento ao Estudante de Ensino Superior (FIES) e o Programa Universidade para Todos (ProUni). Busca-se identificar, caracterizar e comparar estes programas, de modo a avaliar a contribuição destes para a democratização do acesso ao ensino superior em ambos os países. Realiza-se uma análise comparativa com base na revisão bibliográfica e documental nos dois países. A análise comparada sustenta-se nas investigações realizadas por Nóvoa (1998), Pereyra (1990), Popkewitz (1997, 2000), Koifman (2004), dentre outros. Priorizam-se os estudos sobre a abordagem qualitativa e quantitativa com ênfase nas investigações realizadas por Thiollent (1984), Lüdke e André (1986), Bogdan e Biklen (1994). As reflexões sobre reforma, igualdade, justiça, regulação, público e privado tem por base os estudos de Afonso (2003), Barroso (2003, 2006), Bobbio (2004, 2007), Sacristán e Gómez (1998), Popkewitz (1997, 2000), Montoro (1980), Carnoy (2002), Severino (2005) e outros. A revisão bibliográfica conta com as produções sobre financiamento no ensino superior presentes nas obras de Cabrito (2002), Conceição et al. (1998) e Seixas (2003) e, ainda, o exame de documentos produzidos pelos organismos multinacionais e dispositivos oficiais e legais referentes ao ordenamento específico do financiamento público estudantil no Brasil e em Portugal. A análise comparativa dos programas de financiamento estudantil luso e brasileiro permitiu identificar similitudes e diferenças, considerando as especificidades de cada país. A pesquisa evidencia o incremento, por parte do Estado, do financiamento de instituições privadas mediante programas de bolsas estudantis, tendo como justificativa a democratização do acesso. Essas alterações no financiamento estudantil, nas últimas décadas, decorrem das transformações econômicas, sociais e políticas, destacando-se a reforma do Estado de inspiração neoliberal. Conclui-se que as políticas de financiamento público estudantil no Brasil e em Portugal ainda não alcançaram o objetivo de possibilitar acesso universal dos estudantes economicamente carentes ao ensino superior.

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