• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 388
  • 47
  • 15
  • 7
  • 4
  • 4
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 612
  • 612
  • 354
  • 235
  • 229
  • 220
  • 106
  • 90
  • 78
  • 74
  • 72
  • 70
  • 70
  • 65
  • 65
  • 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.
91

Designing Problem Based Learning for Teachers in Malaysia| A Study of the Nine-Step Problem Design Process

Jamiat, Nurullizam 06 September 2018 (has links)
<p> The purpose of this study was to investigate the use of the nine-step problem design process (Hung, 2009) to design a problem based learning course. I applied a descriptive case study approach to conduct design and development research (Richey &amp; Klein, 2007). The study was conducted in the Malaysian teacher education setting. In this study, I served both as the researcher and instructional designer of the course. The instructor also involved as co-designer. The student participants were 25 preservice teachers enrolled in a video production course. Various data sources were collected such as a designer log, extant data, surveys, and interviews. The findings indicated that the nine-step problem design process was somewhat suitable in the context of this study due to conditions such as decision-making power, existing materials, lack of knowledge, unclear information of the steps, and time. Therefore, it is recommended that designers have client buy-in when deciding which design model or processes to follow and have some content expertise and experience designing problem based learning. It is also important to have subject matter expert involvement when using the steps to design problem based learning. In regards of participants&rsquo; perceptions, the instructor had positive views toward problem based learning and indicated her intention to use it again in the future. However, the instructor felt that designing problem based learning was a challenging and time-consuming task. Overall, the students found problem based learning to be interesting but challenging in terms of completing the video competition and reflection tasks. For future research, performance data such as students&rsquo; achievement and problem-solving skills should be collected to inform the effectiveness of the problems developed by using the nine-step problem design process.</p><p>
92

"Establishing Online and Mobile Based Agriculture and Natural Resource Education Modules: A New Model for Design and Delivery to Impact Student and Faculty Success"

Clemons, Christopher Alan 01 May 2015 (has links)
Volery and Lord noted that the rapid expansion of the Internet will play a pivotal role in the delivery mediums in which education is provided. My dissertation addresses the potential best methodology for developing more effective instruction through Internet based learning. Previous research has identified various aspects related to student learning in online settings, the Internet as a core delivery platform for information, student learning styles, and gender as a component of student success in online platforms. This study was motivated by three research goals: (1) Assess the essential components for an effective open campus model, (2) identify and analyze stakeholder perceptions of factors influencing the design, development, implementation of online coursework, and perceptions by instructional design themes (3) utilize data from literature, respondent questionnaires, agricultural learning modules, and agricultural stakeholder perceptions to propose a model for open online course design and faculty implementation of best teaching methodologies related to online instructional delivery. Using the Delphi Model for consensus, three expert panels (undergraduate agriculture students, secondary agriculture teachers, and post secondary agriculture education faculty) identified the vital components for online course frameworks addressing instructional design, application of course content, and collaborative education models within online learning platforms. To illustrate the objectives of this study, the findings support the proposal and development of the Unified Model for Online Learning and System Design.
93

USING AUDIO SCREENCAST FOR FEEDBACK ON SHORT WRITTEN ESSAYS

Cunningham, Marcelene Allecia 01 August 2015 (has links)
Although feedback on writing is researched in the disciplinary context of teaching writing, little research investigates feedback on short-form essay writing. The field of instructional design is also lacking in research on feedback in the teaching of writing. However, research in the field of multimedia learning including the personalization principle (Mayer, 2001) would seem to support providing conversational audio as an alternative to providing written corrective feedback to students who are engaged in the writing process. Even though the field of Rhetoric and Composition and Instructional Design does not offer much research on feedback on short-form writing, the most substantial research base comes from the field of English as a Second Language (ESL). The purpose of this study was two-fold. Firstly, the study explored pre-medical students' perceptions, and achievement on the types of feedback received on their writing assignments. Secondly, the study examined the types of feedback an instructor is more likely to give in the different formats of traditional written versus audio screencast formats. The participants for this study included 1 instructor, who was a subject of analysis, and 31 pre-medical students at a Midwestern university. The study was categorized into three strands. Strand 1 utilized a survey design, Strand 2 utilized a repeated-measure design, and Strand 3 utilized a content analysis design to address the research questions. In Strand 1, the open-ended questions revealed that students liked the feedback via audio screencast as being more personal, but also found written corrective feedback more specific. In addition, a combined feedback approach was evident from the closed-ended questions. In Strand 2, data analysis revealed statistically significant increase in all the students' essay scores except for assignments 1 and 5, in which the traditional written format was utilized. In Strand 3, data analysis revealed that a significantly more direct and indirect corrective feedback comments were given by the instructor on essays when utilizing the traditional written feedback format compared to when feedback via audio screencast was used. Data analysis also revealed that the instructor had a substantially higher usage of rhetorical and social supportive feedback when providing feedback via audio screencast as opposed to the traditional written feedback format. The study contributes to the existing body of literature on audio feedback and written feedback on writing assignments in ESL, and serves as a foundation for writing teachers who are interested in writing in general and feedback on writing assignments. The study suggests that instructional designers can use the findings of this study to guide and inform their decisions about innovative approaches to providing feedback on students writing, which is a vehicle for critical thinking, and synthesis in many content areas.
94

A Comparative Analysis of Graph Vs Relational Database For Instructional Module Development System

January 2017 (has links)
abstract: In today's data-driven world, every datum is connected to a large amount of data. Relational databases have been proving itself a pioneer in the field of data storage and manipulation since 1970s. But more recently they have been challenged by NoSQL graph databases in handling data models which have an inherent graphical representation. Graph databases with the ability to store physical relationships between two nodes and native graph processing technique have been doing exceptionally well in graph data storage and management for applications like recommendation engines, biological modeling, network modeling, social media applications, etc. Instructional Module Development System (IMODS) is a web-based software system that guides STEM instructors through the complex task of curriculum design, ensures tight alignment between various components of a course (i.e., learning objectives, content, assessments), and provides relevant information about research-based pedagogical and assessment strategies. The data model of IMODS is highly connected and has an inherent graphical representation between all its entities with numerous relationships between them. This thesis focuses on developing an algorithm to determine completeness of course design developed using IMODS. As part of this research objective, the study also analyzes the data model for best fit database to run these algorithms. As part of this thesis, two separate applications abstracting the data model of IMODS have been developed - one with Neo4j (graph database) and another with PostgreSQL (relational database). The research objectives of the thesis are as follows: (i) evaluate the performance of Neo4j and PostgreSQL in handling complex queries that will be fired throughout the life cycle of the course design process; (ii) devise an algorithm to determine the completeness of a course design developed using IMODS. This thesis presents the process of creating data model for PostgreSQL and converting it into a graph data model to be abstracted by Neo4j, creating SQL and CYPHER scripts for undertaking experiments on both platforms, testing and elaborate analysis of the results and evaluation of the databases in the context of IMODS. / Dissertation/Thesis / Masters Thesis Computer Science 2017
95

Exploring the Effect of Corporate Instructional Designers' Generational Characteristics on Wiki-Based Collaboration

De Leon, Steve A. 12 July 2018 (has links)
<p> The purpose of this basic qualitative study was to explore how wiki-based collaboration is affected by the generational characteristics of Baby Boomer (1943&ndash;1960) and Millennial (1982&ndash;2000) instructional designers in midsized corporations. Collaboration theory was applied to strengthen the depth and accuracy of the data analysis and justify the study findings. A basic qualitative methodology was applied to explore the research problem. The target population consisted of Baby Boomer and Millennial instructional designers who worked in midsized corporations within the continental United States and had collaborated on a wiki-based work project within a team. The sample consisted of three instructional designers between the ages of 52&ndash;65 years old (Baby Boomers) and three instructional designers between the ages of 21&ndash;35 years old (Millennials) who possessed master&rsquo;s degrees in instructional design or a related field, were employed in midsized corporations within the continental United States for at least 1 year, and collaborated on a wiki-based project within a team during the past 12 months prior to participation in the study. Data analysis included evaluation and synthesis of participant interview transcripts to identify patterns that emerged from constant comparative analysis while identifying changes to the patterns when combined. Wiki-based collaboration was not affected by the generational characteristics of Baby Boomer and Millennial instructional designers in a midsized corporate context. </p><p>
96

Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning

Bawa, Papia 01 March 2018 (has links)
<p> The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners&rsquo; performance outcomes, as well as stakeholders&rsquo; (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights, I designed a practitioners&rsquo; guide to assist future scholars interested in this curricular approach. This guide provides innovative tips on show how faculty, administrators and institutions may imbibe this cutting-edge technology in easy and affordable ways within classrooms, while dealing with several concerns such stakeholders may have regarding the use of such games. Given the rise in popularity of game based technology and the existing literature on the value of game based education, coupled with a paucity of studies examining applicability and implementation issues in the context of using MMOGs, I hope that this submission will be a valuable contribution to the literature.</p><p>
97

A Qualitative Case Study of Teacher Perceptions of the Motivation of Students in Humane Education

O'Connor, Julie Bolkin 23 March 2018 (has links)
<p> Motivation and engagement helps students succeed in school. When students are apathetic and not invested in their lessons, they may experience severe academic problems. Character education is the explicit instruction of positive values and has been found to improve student motivation and engagement. A type of character education is humane education. The purpose of humane education is to integrate animal-related curricula to foster compassion in children&rsquo;s relationships with both animals and people. In this qualitative phenomenological case study, research was conducted to examine the problem of not knowing what aspects of humane education most contributed to student motivation and engagement. The purpose of this study was to explore teacher perceptions regarding how humane education, specifically animal well-being, influenced student motivation and engagement. Eight humane education teachers with a minimum of two years&rsquo; experience teaching humane education were individually interviewed to better understand the most effective ways to use this curriculum to positively impact student motivation and engagement. Semi-structured interviews occurred in person and via telephone. Participants included four teachers from New Jersey, three from New York, and one educator from California. Respondents had both primary and secondary teaching experience in both public and private schools. All participants perceived humane education as being particularly motivating and engaging for their students as opposed to other curricula, and attributed student interest is enhanced because of children&rsquo;s connection to animals. Six particular themes became apparent from the participants&rsquo; perceptions of humane education as being most impactful on positive student motivation and engagement in their learning. These themes involved: 1) teaching techniques, 2) safe topics and species, 3) food and farm animals 4) student and teacher connection, 4) age, gender, and culture of student, 5) administrator, colleague, and parent reaction, and 6) with companion and farm animals being perceived as engendering the most student motivation and engagement. Recommendations for future research include using student participants in a pretest-posttest design to determine if humane education helped them learn more effectively and conducting a quantitative examination of student performance as related to specific components of humane education. The results of this case study could inform educators when choosing effective curriculum and classroom materials for the purposes of assisting student motivation and engagement. The results could also be implemented in the ways educators integrate animals across school disciplines and how teachers could effectively incorporate humane education to motivate and engage their students.</p><p>
98

The Characteristic Mobile Learning Engagement Strategies of International School Middle-Years Students

Arnold, Bradley A. 28 March 2018 (has links)
<p> The purpose of this qualitative case study was to develop descriptions of how teenage students remain engaged in learning while using mobile technology. Developments in technology have expanded learning contexts and provided learners with improved capacities to connect with others to exchange, gain, and construct knowledge. Developments in technology have also created challenges for instructional designers to create learning activities that promote engaged learning and complex thinking skills in students. The ability to access, share, and create knowledge through connected networks has thus presented opportunities to reevaluate how learners motivate themselves to engage in learning. The study was guided by the following research question and subquestions: RQ1: What strategies do students in international school middle-years programs use to remain engaged in learning while utilizing mobile technology? RQ1a: What learning activities do these students engage in while utilizing mobile technologies? RQ1b: What actions do these students take to remain connected to their learning environment? Narratives of student actions were framed and analyzed through the lens of reciprocal determinism, which states that learning is determined by the relationships between behaviors, thinking processes, and situational factors. Information was gathered to show how students used their technology tools to interact within their environment, access and analyze information, and adapt to changing situations. A nonprobability sampling of ten international school students aged 13&ndash;14 and a purposeful sampling of seven of these students&rsquo; teachers was used to select the study participants. Information was gathered through student focus group discussions, student interviews, teacher interviews, teacher observation logs, and network data logs. Transcripts were coded through an inductive approach and information analysis occurred through the constant comparative method to help identify evolving themes and patterns. The narratives that developed provided examples of how students maintain connections to networks and how their learning actions, thinking processes, and learning situations can be influenced by the use of mobile technology tools. The findings suggest that students can identify knowledge gaps and then use technology to devise learning strategies to fill these gaps and develop advanced thinking skills. Further research should look at different demographics, attitudes, and school settings to better understand how students adapt their engagement strategies while using mobile technology to remain connected to the learning environment.</p><p>
99

Student Perceptions of Quality in Fully Online Courses| A Mixed Methods Study

Thomas, Rita M. 30 September 2017 (has links)
<p> Online learning has become a significant component of the long-term strategy for leading universities into the future. The rapid growth of online learning forces the need for academic accountability. The purpose of this sequential mixed methods study was to examine factors affecting student perceptions of online course quality using benchmarks in the design principles of Teaching/Learning, Course Structure, and Student Support in online courses. Furthermore, the study aimed to discover whether the interaction of a social presence was perceived as important to the quality of the student&rsquo;s online learning experience. The elements of benchmark categories, social presence, and student perceptions provide a great perspective of the educational experiences in fully online courses. Two hundred forty-five students were surveyed and eleven students participated in follow-up interviews. Results indicated that interaction between students and the instructor was a key element in their perceptions of a quality learning experience. Teaching presence was identified as very important to the quality of online courses. Benchmark standards measured in this study are important components to the design of online courses. These measurements act as an indicator to administrators, faculty, and instructional designers about the importance of designing courses that include the benchmark standards, especially instructor interactions as well as student-to-student interactions and social presence.</p><p>
100

Efficacy of Collaborative Consulting Training Module

Stone, Brenda 29 August 2017 (has links)
<p> Code for America Fellowships pair technologists with local city governments to develop digital tools that support how governments provide service to their communities. The lack of project sustainability following these Fellowships has been a source of dissatisfaction for both Fellows and clients. Code for America supports each Fellow with technical training, but provides no training on consulting techniques that help clients sustain the changes or new technology being introduced. The purpose of this action research study was to determine the efficacy of a collaborative consultation module for the Fellows at Code for America. To gather data, surveys, interviews and analysis of Fellow and client project satisfaction were conducted. Findings will inform improvements to future consultation skills training and identify activities or approaches that can enhance project sustainability.</p><p>

Page generated in 0.0785 seconds