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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.
41

Instructional design process in a web-based learning management system: design, implementation and evaluation issues

Njenga, James Kariuki January 2005 (has links)
<p>Web technologies have necessitated a transformation culture in higher education<br /> institutions. Many of these institutions are employing web technologies whose<br /> development, for varying reasons, is not supported by research in their field and<br /> domain of use. One such field is instructional design for the web learning.<br /> Although there is a lot of research on the most effective instructional design<br /> strategies, the use of research for web-based learning applications has been<br /> limited. <br /> <br /> This thesis reports on a study aimed at transforming the research on instructional<br /> design into practice by designing an instructional design system and providing an<br /> argument for its implementation. The argument is intended to facilitate the design<br /> and development of an instructional design subsystem of the web, that would in<br /> turn offer effective and efficient ways for creating web-based learning materials<br /> to instructors.<br /> <br /> The study started by examining the various paradigms, theories and practices of<br /> instructional design with the intent of using them to enrich and improve the<br /> practice of instructional design in web learning. It undertook a thorough and<br /> systematic review of the literature on instructional design in order to come up<br /> with an instructional design system. The design approach used successful design<br /> patterns that have been used elsewhere, e.g. in software design, to create common<br /> responses or solutions to recurrent problems and circumstances. Instructional<br /> design patterns were identified in this study as the recurrent problems or processes<br /> instructional designers go through while creating instructional materials, whose<br /> solutions can be reused over and over again.<br /> <br /> This study used an iterative developmental research process of finding and<br /> modelling an instructional design process as the research methodology. This<br /> process follows and builds on existing research on instructional models, theories<br /> and strategies, and ensures that the same methodology can be used to test the<br /> theories in the design, thus improving both the research and the design.</p>
42

Student experiences with instructional videos in online learning environments

Hibbert, Melanie C. January 2016 (has links)
Drawing upon qualitative methods of semi-structured interviews and observational talk-through interviews, this qualitative dissertation investigates the ways in which graduate students in an online course context experience online instructional videos. A conceptual framework of user experience and multimodality, as well as the framework of sense-making developed by McCarthy and Wright (2004) guided this study and data analysis. The findings of this dissertation have implications for how students are participating in, interacting with, and making sense of online learning environments. Some of the findings of this research include: (a) students do not necessarily experience course videos as discrete elements (or differentiate them with other aspects of the course); (b) the times and contexts in which students view instructional videos shifts (e.g., between home and commuting); (c) student motivations and expectations shape how they approach and orient themselves towards watching online course videos; and (d) multimodal design elements influence students’ meaning-making of online instructional videos. These data findings are all in support of the overarching conclusion of this dissertation, which is that students have significant agency in these online environments, and their meaning-making of online videos may not align with designers’ intentions. This conclusion argues against deterministic views of design. The emerging findings have design implications related to the creation of learning environments in online spaces, such as: (a) fully integrating videos within the broader instructional design of a course; (b) foregrounding the embedded context of instructional videos; and (c) accounting for the shifting times, places, and contexts in which viewers watch instructional videos. This dissertation is situated in the growing field of online education, in particular higher education, where significant money and resources are increasingly dedicated towards the development of online spaces while still much is unknown in relation to the design, experiences, and impact of these online learning environments.
43

The Effects of Manipulation of Virtual Objects in a Game-like Environment as a Supplement to a Teaching Lesson in the Context of Physics Concepts

Chantes, Pantiphar January 2017 (has links)
Many scientific domains deal with abstract and multidimensional phenomena, and students often struggle to comprehend theoretical and complex abstractions and apply scientific concepts to real life contexts (Anderson & Barnett, 2013). One of these scientific domains that impose theoretical and complex abstractions is physics. The way that physics has traditionally been taught in school is through learning mathematical formulas and equations (Price, 2008). Many researchers proposed several ways to teach physics effectively. There are several virtual reality applications and computer games that were designed and utilized in the area of science education. In the case of physics education, many studies yielded positive results when using computer games to teach abstract concepts to students (Maxmen, 2010; Price, 2008; Squire et al., 2004). Furthermore, both physical and virtual manipulative tools were shown to be effective and essential in physics learning. This study examined the effects of manipulation of virtual objects in a game-like environment when supplemented with a descriptive or a narrative lesson in the context of physics concepts related to force, distance, and conservation of energy. In particular, the study examined learners’ performance on a test of physics knowledge related to the study when encountered with two factors that influence learning: lesson type and type of manipulation. The study drew on the research done on using virtual manipulatives in education and theoretical support from constructivist theories of learning implying that learners form their own knowledge through meaningful interactions with the world, and that prior knowledge greatly influences the construction of new knowledge in individual learners (Barbour et al., 2009; Bruner, 1966). From the study’s results, it seems that providing a textual pre-lesson is important for low-prior knowledge learners when it comes to learning physics concepts. Moreover, having engaged in a manipulation task also contributed to participants’ learning gain (in both low-prior knowledge and high-prior knowledge groups) as measured by the post-assessments used in this study. Moreover, the results from this study help inform educational game designers who incorporate manipulatives about the role of providing pre-lessons that tie to concepts targeted by the manipulation activity, and how different kinds of manipulation in a game-like environment affect learning outcomes. The findings suggest that the role of these two factors combined requires further research.
44

Effect on Superficial Variability of Examples on Learning Applied Probability

Jin, Tiantian January 2018 (has links)
Learning through examples is a central and widely used instructional device for teaching mathematically-based subjects such as statistical probability. However, the applications of the superficial variability of examples remain controversial. This dissertation investigates how the superficial variability of multiple examples influences students' learning and transfer of probability problem-solving. Moreover, the author discovers whether content difficulty affects the influence of examples' superficial variability. Three conditions were developed and compared: consistent-surface condition (CS), varied-surface-within-rule condition (VSWR), and varied-surface-between-rule condition (VSBR). For the purpose of exploration and methodology improvement for the dissertation study, two pilot studies were conducted. However, conflicting results were shown in those two studies. In the first pilot study, students in CS condition performed the worst. In the second pilot study, students in VSBR condition performed the worst. These conflicting results encouraged the author, even more, to conduct the dissertation study with a larger sample size and improved methodology. In this dissertation study, the author found that students' performance on the posttests in VSBR was significantly worse than in the other two conditions, which was consistent with the second pilot study, and that their performance in CS and VSWR condition was not different. Contrary to expectation, the strength of the pattern of the effect of the superficial variability of examples did not vary between the easy and difficult types of problems. Moreover, the pattern was the same when the difficulty variable was not included. These results suggested that examples' superficial consistency between different problem types promotes more effective learning than superficial variation between different problem types. The consistency can be one single cover story used multiple times for each type of problem or the same battery of varied cover stories used repeatedly for different types of problem. Moreover, the pattern of the influence of superficial variability of examples is robust among types of the problem at varying difficulty levels.
45

Goal Introduction in Online Discussion Forums: An Activity Systems Analysis

Dashew, Brian Leigh January 2018 (has links)
Self-direction is the process by which individuals collaborate in the construction of meaningful learning objectives and use internal and external controls to meet those objectives. In professional contexts, self-direction is seen as an increasingly important skill for engagement in complex organizations and industries. Modern innovations in program development for adult learners, therefore, should address learners’ needs for self-motivation, self-monitoring, and self-management. Social learning contexts—such as online class discussion forums—have emerged as potentially democratic spaces in online learning. Yet evaluation methods for assessing online discussion have not considered the ways in which student-introduced goals influence how quality is operationalized and studied. This research attempted to understand if, when, and how adult learners leverage online course discussions as a space to introduce and moderate their own learning and professional goals. The study used activity systems analysis as a framework for assessing self-direction within a complex social learning environment. A sample drawn from three sections of an online Research Design course was observed, surveyed, and interviewed to develop a visual map and narrative description of their perceptions of a discussion activity system. A cross-case analysis of these maps was used to define five systemic tensions that prevented students from aligning their goals with the instructor-designed activities. When faced with these tensions, students either subjugated their own goals to an instructor’s explicit goals, or else introduced one of eight mediating behaviors associated with self-directed learning. The study yielded five emergent hypotheses that require further investigation: (1) that self-directed learning is not inherent, even among Millennial learners, (2) that self-directed learning is collaborative, (3) that goals for interaction in social learning environments are not universal, (4) that goals must be negotiated, explicit, and activity bound, and (5) that self-directed learning may be not be an observable phenomenon.
46

An instructional systems design model for selecting and developing authentic English materials for Syiah Kuala University pre-departure scholars

Yusuf, Qismullah 12 February 1993 (has links)
The purpose of this study was to apply instructional system theory to the process of developing authentic English as a foreign language (ESL) materials for Indonesian pre-departure scholars. The researcher established a theoretical framework for the process through an intensive review of instructional system literature and selected an applied process model for adaptation to developing authentic ESL materials. The Stiehl-Schmall ISD model was adapted and later validated using a modified Delphi process. Seventeen panelists, randomly selected from the area of instructional systems design, ESL, and Indonesian EFL practitioners, were involved in the validation process. Feedback from panelists was analyzed and it was determined that the model was applicable for Indonesian intensive English programs. It was also found that the model, as adapted, was considered practical and useful by EFL practitioners, though many of them were not knowledgeable in instructional systems design. Indonesian EFL practitioners expected the development of the model to substantially improve the quality, effectiveness, efficiency, and relevancy of authentic English used in Indonesian intensive English programs. / Graduation date: 1993
47

An investigation into the appropriateness of using agile processes to build an educational management information system

Sammadyar, Abdul Wahid January 2010 (has links)
<p>Since there was a need for an Educational Management Information System (EMIS) in the Ministry of Education in Afghanistan, we designed and implemented a prototype for use in the ministry and investigated the appropriateness of using Agile methods for producing the EMIS. The prototype consisted of a database containing data about schools and a Dari interface which was used by educational planners, managers and policy makers of the ministry for decision making and planning. Agile methods are relatively new in software engineering and have an approach and development guidelines which strive for user satisfaction and early incremental delivery of software. We adapt them to local conditions due to their collaborative client-developer approach. The interface, a key component, is easy to use and e cient. The key research result is an evaluation concerning the appropriateness of using Agile Methods for developing the EMIS. Focus groups and surveys were used to develop the prototype and accomplish the study.</p>
48

Understanding the skill of functional task analysis

Adams, Anne Edith 15 November 2010 (has links)
Although widely used, little is known about the nature of expertise involved in functional task analysis, methods used to discover and represent a task structure in terms of goals and subgoals. Training studies indicated that learning task analysis is not trivial. To counter the "task analysis is an art" explanation, this dissertation approached task analysis as a skill acquisition problem that can be understood through scientific inquiry. Two studies were designed to capture and characterize experienced and novice performance. Professional (Study 1) and novice (Study 2) task analysts conducted task analyses on six tasks from two domains (cooking, communication). Master task analyses were created for each task and served as a basis for analysis. Some similar patterns to the task analysis products and errors were observed for the hierarchy dimensions (breadth and depth of analysis), subgoal focus, and versatility. However, differences in separating subgoals (verb-noun pairs) were observed and may be further investigated in the future. Future directions could also focus on understanding the association between the general approach (breadth and depth-first) and the characteristics of the task analysis products. Skill components of functional task analysis were derived from the findings in both studies conducted for this dissertation.
49

Understanding the role of presentation pace in learning a time-sensitive task

Hickman, Jamye M. January 2009 (has links)
Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010. / Committee Chair: Rogers, Wendy; Committee Member: Catrambone, Richard; Committee Member: Charness, Neil; Committee Member: Feldman, Jack; Committee Member: Fisk, Arthur. Part of the SMARTech Electronic Thesis and Dissertation Collection.
50

The practitioner-driven system : an interactive qualitative analysis of the e-learning creation experience

Derr, David Roy 04 September 2015 (has links)
Contemporary e-learning research often addresses a singular instructional topic, learning strategy, or authoring tool. Technological advancements and evolving delivery methods are changing the e-learning practitioner experience more rapidly than ever before, and the need for a holistic illustration of the modern-day practitioner experience has never been greater. This Interactive Qualitative Analysis (IQA) of the e-learning creation experience consists of Affinity Production Interviews, interviews, and an online survey of e-learning practitioners working with adult audiences. The result of the study is an e-learning creation experience system driven by participants’ stories. The system is comprised of twelve affinities including leadership, policy, the instructional systems design process, the client relationship, emotions, and more. Exercising the system reveals conditions that influence the ultimate outcome of the system: e-learning success. / text

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