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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.
361

Formative Research on Component Display Theory

Antwi, Samuel January 2017 (has links)
No description available.
362

The interrelationships of university student characteristics and the Keller ARCS motivation model in a blended digital literacy course

Schartz, Shane January 1900 (has links)
Doctor of Philosophy / Curriculum and Instruction / Rosemary Talab / The purpose of this study was to examine student motivation in a blended learning digital literacy course and its relation to student characteristics. The study consisted of 136 student participants enrolled in a blended learning digital literacy course at a Midwestern university. The Keller ARCS Motivation Model was the theoretical framework. The Course Interest Survey was used in the study, which was designed to measure motivation using Keller ARCS categories. Data was collected through the Course Interest Survey to voluntary student participants and through data obtained from the research setting. The study examined the following research questions: Research Question 1: Do statistically significant relationships exist between non-performance student characteristics and the Keller ARCS Course Interest Survey student motivation scores in a blended digital literacy course? Research Question 2: Do statistically significant relationships exist between pre-course performance student characteristics and the Keller ARCS Course Interest Survey scores in a blended digital literacy course? Research Question 3: Do statistically significant relationships exist between post-course performance student characteristics and the Keller ARCS Course Interest Survey student motivation scores in a blended digital literacy course? To examine these relationships, the study utilized MANOVAs to analyze the student characteristics on the four categories of the Keller ARCS Motivation Model. One significant relationship was found for Confidence within Academic Rank (p < .05), between Seniors and Freshmen. Seniors reported a .4799 higher Confidence score, on average, than Freshmen. Other characteristics did not have significant relationships. The mean change in pretest and posttest scores in digital literacy on the ALTSA assessment was 6.64. Recommendations for the research setting included the use of student focus groups to better understand and increase Freshmen confidence and the Freshmen experience, a review of course design and delivery methods, an exploration of variations of blended learning models, an examination of current test-out procedures, and adjustment of the scale used in this study to provide a wider range of motivation responses. Recommendations for future studies included a qualitative study of student performance characteristics, a mixed methods study of different learning models for course delivery, and an exploratory study aimed at expanding student characteristics.
363

Mobile learning using mixed reality games and a conversational, instructional and motivational paradigm : design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm

Fotouhi-Ghazvini, Faranak January 2011 (has links)
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A 'Conversational Framework' is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a 'conversation' between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform iii is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. Learners' enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions.
364

Discovering a Descriptive Taxonomy of Attributes of Exemplary School Library Websites

Valenza, Joyce Kasman 08 1900 (has links)
This descriptive study examines effective online school library practice. A Delphi panel selected a sample of 10 exemplary sites and helped to create two research tools--taxonomies designed to analyze the features and characteristics of school library Websites. Using the expert-identified sites as a sample, a content analysis was conducted to systematically identify site features and characteristics. Anne Clyde's longitudinal content analysis of school library Websites was used as a baseline to examine trends in practice; in addition, the national guidelines document, Information Power: Building Partnerships for Learning, was examined to explore ways in which the traditional mission and roles of school library programs are currently translated online. Results indicated great variation in depth and coverage even among Websites considered exemplary. Sites in the sample are growing more interactive and student-centered, using blogs as supplemental communication strategies. Nevertheless, even these exemplary sites were slow to adopt the advances in technology to meet the learning needs and interests of young adult users. Ideally the study's findings will contribute to understanding of state-of-the-art and will serve to identify trends, as well as serving as a guide to practitioners in planning, developing, and maintaining school library Websites.
365

Integration of Simulation into Healthcare Education through Applied Constructivism: A Randomized, Switching Replications Experiment

Yoders, Samuel A. 01 January 2017 (has links)
This report describes the development, deployment, and analysis of an experimental instructional unit using applied constructivism instructional design (ID). The ID template was used to integrate a high-fidelity simulator into an undergraduate health care degree curriculum in a private, not-for-profit university. A switching-replications experimental design was used with random assignment of volunteer participants to initial treatment and control groups. Quantitative analysis of learning outcomes using standardized assessments was performed, including correlational analysis for knowledge transfer of simulator skills to clinical skills. Statistically significant positive effects were found for the educational outcomes of participants when measuring both the knowledge and application of heart anatomical structures and views for examination of the heart with ultrasound. Mild positive correlations were found between performance on the simulator and performance in an actual clinical setting, with limited predictive value between the two. The switching-replications experimental design helped to control for potentially strong social effects that could have endangered internal validity and to maximize the data available for analysis. Many of the constructivist-based ID features of the educational unit resulted in positive feedback and participation from participants. However, cautionary findings relating to the ID features included the need to carefully evaluate their use, as there was a tendency for participants to not value the performance of certain features if they were not going to be graded, despite their likely educational benefit. Future research suggested includes repetition across similar institutions with disparate student populations, and use of the educational unit ID template to implement simulation technology in other educational realms. Other possibilities include determining the effects on learning outcomes of a more-realistic user interface (UI) design and/or increased realism (difficulty) in the simulation itself. Related qualitative-based research could include structured interviews to determine participant satisfaction and learning outlooks, and investigation of the learners’ thoughts and perceptions as they use actual ultrasound machines after practicing on the simulator through think-aloud and active interview techniques.
366

An Investigation of Traditionally-Aged College Students' Perceptions of the Community of Inquiry

Vignare, Karen Kraus 01 January 2012 (has links)
Online learning courses are taken by nearly 31% of college students (Allen & Seaman, 2011). The majority of those enrolled in online learning are graduate and non-traditional undergraduate students. Survey data from multiple sources show a growing number of traditional students enrolling in online courses or online only universities. There is a lack of information about younger college students enrolling in online courses and those attending online only institutions. Without more research on the perceptions of this population, it is difficult to design an effective online learning environment. The Community of Inquiry (CoI) framework has been used as a process model that defines, describes and measures the tasks supporting online learning. The core elements are the three overlapping presences of teaching, social and cognitive and the interrelationships among those presences. Through more than a decade of work on the framework, a methodology and survey instrument emerged for studying the potential and effectiveness of online learning. Will younger college students enrolling today perceive the CoI framework and the presences from the model, the same way that non-traditional students have in the last decade? Most CoI studies sample non-traditional adults aged 25 and older. American Public University System (APUS) is a for-profit online only institution which publishes research studies that contribute to the growing number of CoI studies available. In the last four years APUS has provided large samples to validate the CoI model and investigate how CoI relates to retention and course design. The limited purpose of the research is to determine whether the CoI framework and its current results, is applicable to a select group of traditional students aged 21 and under who enroll in only online courses APUS. Through an exploratory study using statistical tests including a factorial analysis, the first sample population (n=2,019) consisted of students', 21 and under, responses to the CoI questionnaire and the second sample (n=125,039) was the responses of students older than 21. The samples were compared to determine if there was any significant difference between the perceptions of non-traditional and younger college students on the CoI model. Results indicated that the comparative means of the two populations are highly correlated at .924 but the p value is .000 at the 95% confidence interval. The two populations are different. A factor analysis showed that both samples perceived a three factor solution. The total variance explained was very similar for both samples. For the students who were 21 and under, the three factors accounted for 77.16% of the total and for the older students, three factors accounted for 74.17% of the total. The factor analysis results from the younger students also show that each item from the questionnaire is associated with the appropriate factor. The factor analysis results correspond to previous validated research conducted on the CoI model. The results continue to support the validity of the CoI model, but the differences in the populations are significant. The significance tests are useful but may not be as meaningful as the factor analysis due to the size of the samples. This research adds to the body of knowledge on the CoI model, a dominant theory that describes what learners perceive in an online environment. The results inform the understanding of the CoI model as it applies to younger college learners' perceptions of an effective online learning environment.
367

21st Century Skills Development: Learning in Digital Communities: Technology and Collaboration

Short, Barbara, Short, Barbara January 2012 (has links)
This study examines some aspects of student performance in the 21st century skills of Information and Communication (ICT) Literacy and collaboration. In this project, extant data from the Assessment and Teaching for 21st Century Skills project (ATC21S) will be examined. ATC21S is a collaborative effort among educational agencies in six countries, universities, educational research groups, high tech innovators and the multinational corporations Cisco, Intel and Microsoft. ATC21S demonstration tasks explore the use of digital literacy and collaborative problem solving constructs in educational assessment. My research investigates evidence from cognitive laboratories and pilots administered in one of the ATC21S demonstration scenarios, a collaborative mathematics/science task called "Global Collaboration Contest: Arctic Trek." Using both quantitative and qualitative methods, I analyze student work samples. Specifically, I (i) develop a rubric as a measurement tool to evaluate the student assessment artifact "Arctic Trek Notebook" for (a) generalized patterns and (b) trends that may indicate skill development in collaborative learning in a digital environment and (ii) conduct descriptive studies among the variables of student age and student notebook characteristics. Results are intended to inform instructional leaders on estimates of student ability in virtual collaboration and to make suggestions for instructional design and professional development for online collaborative learning assessment tasks in K-12 education.
368

Proposição de processo de design para infográficos interativos com fins educacionais

Thomas, Manuela Vasconcellos January 2016 (has links)
Este trabalho tem como principal objetivo a proposição de um processo para o desenvolvimento de infográficos interativos com fins educacionais. Em função da carência de publicações sobre esse assunto, a pesquisa bibliográfica buscou conceitos de áreas do design que, interligadas aos conceitos encontrados sobre infografia estática, pudessem nortear a construção de um processo e, ao mesmo tempo, argumentar a sua pertinência. Num primeiro momento, foram abordados os conceitos e processos das áreas do design que poderiam auxiliar na construção de um processo para o desenvolvimento dessa ferramenta: design instrucional, design de informação, design de interação e infografia. A partir daí, foi caracterizado o aprendiz do século XXI, apresentando as mudanças comportamentais trazidas pelo uso constante da tecnologia na busca de informações, e como essas mudanças interferem no processo de aprendizagem. A Teoria da Aprendizagem Multimídia e os conceitos de Gráficos para Aprendizagem ajudaram a identificar aspectos que poderiam ser melhorados na percepção dos aprendizes sobre os conteúdos, com a utilização de uma ferramenta visual e interativa. No desenvolvimento da pesquisa, foram analisados e estruturados os processos dessas áreas pesquisadas, buscando identificar as etapas mais relevantes para um processo de design de infográficos interativos com fins educacionais. Depois de definidas as etapas mais importantes, foi realizada uma pesquisa qualitativa, através de entrevistas com profissionais das áreas do design, da educação e da infografia, com a finalidade de verificar a pertinência e usabilidade do conjunto de etapas proposto. A partir dos resultados obtidos nessas entrevistas, foi realizada uma triangulação entre o referencial bibliográfico, resultados obtidos na pesquisa qualitativa e conhecimentos adquiridos pela autora, durante a pesquisa. Com base nessa triangulação, foi proposto o processo final. Por fim, foram feitas as considerações finais acerca da pesquisa desenvolvida e da verificação do processo. / The main objective of this project is to propose a process for the development of interactive infographics with educational purposes. Considering the lack of publications about this topic, the bibliographic research sought concepts of design areas that linked with the concepts of static infographics could help on the construction of the method and, at the same time, argue its relevance. At first, the concepts and processes of design areas that could help in a design process construction for the development of this tool were approached: instructional design, information design, interaction design and infographics. During the research process, the existent processes of the studied areas were analyzed and, in order to identify the most relevant steps for a design process of interactive infographics with educational purposes. From there, the XXI century learner was characterized, showing the behavioral changes brought by the constant use of technology in searching of information and how these changes affect the learning process. The Theory of Multimedia Learning and the concepts of Graphics for Learning helped to identify aspects on the students perception about the lesson which could be improved by the use of a visual and interactive tool. After defined the most important steps, a qualitative research was realized, through interviews with professionals in the fields of design, infographics and education, in order to verify the relevance and usability of the proposed set of steps. From the results obtained in these interviews, a triangulation was carried out between the bibliographic reference, results of the qualitative research and knowledge acquired by the author during the research. Based on this triangulation, the final process has been proposed. Finally, the final considerations about the research developed and process verification were made.
369

Fostering Student Engagement through an Online Community of Learning: A Mixed Methods Action Research Dissertation

January 2019 (has links)
abstract: Promoting student engagement is a critical performance indicator for undergraduate success and is, therefore, a priority for academic institutions as they seek to improve teaching and learning practices (Meyer, 2014). Educators need to improve their instructional pedagogy by developing unique methods for engaging students with educational opportunities. Instructors who facilitate courses online face an even greater challenge in engaging students. A virtual learning community is a potential solution for improving online engagement. This mixed methods action research dissertation explores the implementation of an online learning community and how it influences the engagement of students in distance learning environments. The primary research question guiding this inquiry is: How and to what extent does the implementation of an online learning community influence undergraduate student engagement in online courses? A sequential triangulation design was used to analyze data collected from surveys and responses collected from study participants during a synchronous online focus group. The analysis of the results of the study provide interesting insight into the online engagement of students. Key findings from the study are: 1) the inclusion of diverse perspectives is important for students and they value having opportunities to share their knowledge with peers; 2) an online learning community is beneficial for student engagement and this type of model is one they would participate in the future; 3) students experience a disconnect with peers when engagement opportunities in online discussion platforms feel insincere. / Dissertation/Thesis / Doctoral Dissertation Leadership and Innovation 2019
370

A Phenomenological Examination of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic

Brown-Turner, Jasmine 01 January 2017 (has links)
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob's Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated in semi-structured interviews and transcripts were analyzed via an inductive coding process that led to the development of key themes. Findings indicated that using Jacob's Ladder design tactic influenced the experience of the team by keeping the team focused on common goals and learner needs, organizing the team work, supporting interdisciplinary collaboration, and promoting shared understandings of the software platform limitations. Individuals played various roles, appreciated diverse views, recognized prior experience and idea sharing, and felt the design tactic supported flexibility for interdisciplinary collaboration. By linking integration strategies to interdisciplinary collaboration, findings from this study may be used by organizational leaders to consider best practices in team building for virtual learning game design, which will further support the development of effective games and growth of the edutainment industry.

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