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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.
251

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.
252

Implementing Technology for Science Classrooms in São Tomé and Príncipe

Jardim, Maria Dolores Rodrigues 01 January 2015 (has links)
This qualitative bounded case study was designed to understand how technology integration in schools could be addressed in a first-wave country. The integration of educational technology in São Tomé and Príncipe (STP), a first-wave agricultural civilization, can narrow the divide between STP and third-wave information age societies. The conceptual framework was based on theories of change, learning, and context. Toffler’s wave theory described how societies changed while Fullan’s change theory examined how the people might change. Roger’s diffusion of innovations addressed how processes change. Bandura, Vygotsky, and Siemen provided the framework for the learning within the model of change. Finally, the context theories of Tessmer and Richey’s instructional design, Lave and Wenger’s situated learning, and Sticht’s functional context theory were applied. Twenty five individuals from 5 schools, including teachers, school directors, key educational stakeholders, and the minister of education were involved in a pilot project to integrate technology into the science curriculum. The data were collected via interviews, reflective summaries, and confidential narratives. The resulting data were analyzed to find emerging patterns. The results of this analysis showed that a first-wave civilization can adopt a third-wave civilization’s features in terms of technology integration, when there is the support of opinion leaders and most of the necessary contextual requirements are in place. The study contributes to social change by providing access to knowledge through technology integration, which empowers both teachers and students.
253

High School Graduates' Perspectives on the Creation of Online Identities

Koh-Herlong, Lisa 01 January 2015 (has links)
Technological advancements continue to increase online accessibility and the virtual population. As students engage with these advancements, their lives and identities will be on a worldwide platform. The realities of online identities present a challenge for educators to teach students how to manage those online identities. Researchers have studied the after-effects of online identities, but there is a gap in understanding the individual's thought process during the creation of online identities. The purpose of this interpretative phenomenological analysis was to understand the perspectives of working high school graduates regarding the creation of online identities. The research questions were designed to elicit recent high school graduates' perceptions or viewpoints about creating online identities. The conceptual framework for this study included social identity theory and computer-mediated communication theory. Data were collected from 9 face-to-face interviews, including the creation of summary sheets, and were analyzed via member checking and extensive manual coding. Eight themes emerged, revealing that online identities were created to support social connections. The participants' responses generated 4 types of online identities: real, desired, enhanced, and deceptive. Participants did not place consideration into the idea that they were creating an identity. Recommendations included an application for educators to model online behavior and to help students manage their online identities. Further studies could include a data gathering tool that uses an anonymous platform. These findings can inform curriculum and expand the landscape of the literature toward the social change goal of helping students grow and thrive in the online world in a safe, effective, and ethical manner.
254

Examining Cognitive Presence and Assessment for Learning in an Asynchronous History Discussion

Sucre, Gregory 01 January 2016 (has links)
Online learning, which began in the area of tertiary and adult learning and professional development, has been spreading rapidly as an alternative way for students to pursue learning in the K-12 sector. While adult learners may be expected to be more experienced students and cope with the variations in the implementation of online learning, younger K-12 students need a more structured approach to organize their online learning experiences. Formative assessment has been promoted as a means of enhancing all learning, including online learning. This study explored the use of the formative assessment process in the design and facilitation of an asynchronous discussion among high school students. The community of inquiry model provided a lens for the evaluation of the learners' experiences, and students' cognitive presence was assessed in this quasi experimental study. The study addressed whether implementation of an assessment for learning approach in the design and facilitation of an asynchronous discussion would result in significant differences in cognitive presence messages. Content analysis was used to classify discussants' statements according to levels of cognitive presence. Chi-squared analysis was performed to determine independence among levels of cognitive presence and assessment for learning. The findings indicated that there was a significant relationship between the incidence of different levels of cognitive presence statements and assessment for learning. The findings also suggested a way to empower K-12 online learners to play a more significant role in their learning and make their experiences more impactful. However, study with more diverse populations and incorporating measures of achievement is recommended.
255

A Qualitative Case Study About Online Reflection for Elementary Mathematics Teachers

Trofort, Michelle McCabe 01 January 2018 (has links)
Many teachers report that they rarely engage in reflection. Asynchronous forums have been used to foster reflection among prospective teachers, but there is limited research about the allocation of time for reflection in an asynchronous forum for practicing teachers. The purpose of this qualitative case study was to (a) determine teachers' perceptions about the benefits and drawbacks of the use of an online forum to allocate time for reflection and (b) to classify the levels of the teachers' reflections in the forum. A conceptual framework based on select writings by Dewey, Hatton and Smith, and van Manen was used to guide this study. The research questions addressed teachers' perceptions of the benefits, drawbacks, and use of a forum to allocate time to reflect as well as the levels of reflection achieved by the teachers in the forum. Ten online discussions and 2 sets of questionnaires were analyzed and coded using constant comparative data analysis. Seven elementary mathematics teachers completed the study and 52% and 56% of the discussion postings were coded as critical reflections using Hatton and Smith's framework and a summary of van Manen's framework, respectively. The themes pertaining to the benefits of reflecting online were convenience, sharing, and learning. Peer-to-peer interactions, however, were infrequent, and the teachers indicated that time was a factor that limited participation. This study may effect positive social change by advancing knowledge about using online forums to provide teachers with time earmarked for reflection focused on improving mathematics teaching and learning. Furthermore, educators can use information from this study to design online professional development experiences that include opportunities for reflection and reflective practice.
256

Teacher Perceptions and Attitudes of Classroom Technology Integration Related to iPad Training

Pepe, Theresa Marie 01 January 2016 (has links)
While professional development on the use of technology in the classroom aids educators to implement new teaching strategies, little is known about teachers' concerns with professional development specifically for adopting mobile technologies like iPads in their classrooms. The purpose of this study was to discover teachers' attitudes and perceptions toward teacher training for integration of the iPad into their classroom instruction. Using a case study approach and the concerns-based adoption model as a framework, this study examined teachers' concerns about their training for using the iPads in the classroom. Participants were 7 teachers from a small, suburban, Catholic K-8 school who rated their lowest and highest concerns about using iPads in the classroom. Data sources included the Stages of Concern Questionnaire, Levels of Use observation rubric, and one-on-one interviews. Data analysis included open and axial coding for identification of themes and patterns. Results indicated teachers had little concern with gaining extra training on classroom time and organization and with conflicts between their interests and teaching responsibilities when integrating iPads. Results also indicated they had high levels of concern regarding developing working relationships with fellow faculty members to maximize the benefits of iPad training, as well as about receiving additional iPad training. Finally, results indicated teachers' concerns with acquiring more iPads for students, as well as acquiring greater network connectivity within the school. These results will aid administrators and designers with making positive changes to professional development that both improve and increase teachers' successful integration of mobile technology in their classrooms.
257

Alternative to Proctoring in Introductory Statistics Community College Courses

Feinman, Lena 01 January 2018 (has links)
The credibility of unsupervised exams, one of the biggest challenges of e-learning, is currently maintained by proctoring. However, little has been done to determine whether expensive and inconvenient proctoring is necessary. The purpose of this quantitative study was to determine whether the use of security mechanisms, based on the taxonomy of cheating reduction techniques rooted in the fraud triangle theory, can be an effective alternative to proctoring. A quasi-experimental 1 group sequential design was used to answer the research questions whether the format, proctored versus unproctored, order in which the exams are administered, course delivery mode, and instructor make a difference in student performance. The archival scores of 850 Californian community college students on 2 sets of equivalent proctored and unproctored web-based exams in face-to-face, hybrid, and online introductory statistics courses taught by 7 instructors were compared. The format effect was tested with repeated-measures ANOVA; the order, course delivery mode and instructor effects were tested with mixed ANOVA. No significant difference in scores in Set 1, and significantly lower scores on unproctored exams in Set 2 indicated that the used security mechanisms allowed for maintaining the credibility of the exams without proctoring. There was no significant difference in scores across the course delivery modes in both sets and instructors in Set 2, but significant order effect was observed. Further research on order effect was recommended. With the use of the utilized security mechanisms education will get an inexpensive and convenient way to increase the credibility of unsupervised web-based exams, and the society will gain more online college graduates with credentials that reflect their knowledge.
258

Educational Technology Use in Neurodiagnostic Clinical Skills Training

Marsh-Nation, Margaret Ann 01 January 2019 (has links)
The current shortage of clinical sites for neurodiagnostic technology (NDT) students is limiting enrollments and subsequently limiting graduates from NDT schools in the U.S. A lack of knowledge or consensus concerning the use of educational technology in NDT clinical skills training prompted this investigation. The purpose of this study was to explore the use of educational technology in providing NDT clinical skill training. This qualitative Delphi study was guided by experiential learning theory and cognitive constructionist epistemology. Thirty expert panelists were recruited to rate the effectiveness of educational technology methods in addressing neurodiagnostic competencies for electroencephalography. Twenty-four completed round one, twenty-two completed round two and nineteen completed the third and final round. The competencies were derived by combining national competencies or practice analysis from the United States, Australia, Canada and the United Kingdom for neurodiagnostic technologists performing electroencephalography (EEG). Results of the three rounds of the Delphi study were processed using the mean value and interquartile deviation for evaluation of consensus. Consensus among the expert panelists supported the potential effectiveness of educational technology to address neurodiagnostic graduate competencies for technologists performing EEG. In conclusion, the expert panel consensus was NDT clinical skills for performing EEG can be addressed using educational technology, followed by a post-graduate clinical residency. Using educational technology and a post-graduate residency could increase school capacity. An increase in graduate numbers would help sustain the existing schools, better supply the profession, and increase public access to quality neurodiagnostic care.
259

Development of an Interactive Game for Education Regarding Sexually Transmitted Infections

Arrington, Sherri 01 January 2019 (has links)
Sexually transmitted infection (STI) prevalence rates are increasing in the United States and globally. Education has been found to be an important strategy for increasing STI testing and treatment rates among sexually active young adults. The goal of this project was to develop an interactive educational game suitable for young adults to decrease the social and economic burden of STIs. The health belief model informed the project. A moderated usability evaluation was conducted using the concurrent think-aloud technique. The participants (N = 5) were a purposive sample of professionals who played the interactive game and then completed Schnall, Cho, and Lie’s Health-Information Technology Usability Evaluation Scale instrument. The findings revealed the necessity of (a) an introduction screen, (b) a reward system for correct answers, and (c) avatars, while also highlighting that (d) the effect on indicator value bars is difficult to understand and (e) the timer led to a feeling of being rushed. The Cronbach’s alpha for the participant group was 0.798, the subscale “Perceived Ease of Use” achieved an alpha level of 0.815, and the subscale “Perceived Usefulness,” 0.762. Refinements to the game based on these data might help to ensure that use of the interactive game contributes to social change by increasing knowledge of STIs in the young adult population.
260

Middle School Students' Experiences in an Online Problem-Based Learning Environment

Bradley, Teri A. 01 January 2018 (has links)
The purpose of implementing educational reform is to improve the academic achievement and social skills of graduating students, but evaluating the benefits of a particular instructional method or curriculum design can be complicated. In an online and problem-based learning environment that allows students to choose content and assessment projects and self-pace, the motivation of students to learn and their engagement in the learning process significantly influences the success of the program. This generic qualitative study focused on the experiences of middle school students participating in an online and problem-based educational setting. The study included interview data and self-evaluation questionnaires about students' levels of motivation and engagement. Vygotsky's zone of proximal development (ZPD), Bandura's theory of self-efficacy, Dewey's experiential learning theory and other motivational theories provided the conceptual framework for this qualitative study of personalizing learning in constructivist environments. The data were analyzed through inductive thematic analysis with constant comparison. The findings highlighted the student perspective and identified factors that influenced students' buy-in to this type of personalized education. The results from this study may be used to help teachers plan and design curriculum and instructional strategies that encourage student motivation to learn and engagement in the learning process. Students who are motivated to learn and engaged in the learning process are more likely to graduate from school with the knowledge and skills required to enter the workforce and become productive knowledge workers in a knowledge economy.

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