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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.
61

Designing for interactive and collaborative learning in a web-conferencing environment

Bower, Matthew January 2008 (has links)
Thesis (PhD)--Macquarie University, Division of Information and Communication Sciences, Computing Department, 2008. / Bibliography: p. 503-514. / This study investigated learning design in a web-conferencing environment based on three semesters of lessons conducted as part of an introductory programming subject. As well as characterizing the nature of discourse and interaction, the study focused on how the design of the interface, activity and task type affected collaboration and learning. Engeström's (1987) Activity Theory based upon a socio-constructivist view of learning was used to frame the analysis. --Interface designs incorporated theory relating to graphical user interface design, multimedia learning, and findings from the cognitive sciences. Activity designs were differentiated based on the degree of student ownership, from teacher-centred (transmissive) approaches, to teacher-led (guided interaction) approaches, to student-centred (collaborative group-work) designs. Types of tasks were considered on the basis of their level of knowledge (declarative, procedural and conceptual), their character (authenticity, situatedness) and their domain specific nature (in the field of computer science education). The effects of the different interface, activity and task designs on collaboration and mental model formation were explored. --A mixed method approach to analysis was adopted, incorporating a design-based research study and a multimodal discourse analysis. The design-based research allowed a broader, more interpretivistic and process focused analysis to be conducted, based on the strategic redesigns that occurred between iterations of the subject. The multimodal discourse analysis enabled more detailed, objective and outcomes based measurements of the subject of discourse, the nature of interactions and the types of modalities used to mediate learning. Triangulating data from the design-based research study and the multimodal discourse analysis provided a more complete description of phenomena and promoted greater reliability. --Results include the way in which different modalities afforded different possibilities for representing, and how combinations of those modalities could be effectively integrated by applying multimedia learning principles. Student-centred learning designs increased student involvement, allowing them to take greater ownership over the content and to more fully share their mental models. Authentic, meaningful problem solving tasks promoted greater student engagement. The capacity to dynamically redesign the interface based on the collaborative and cognitive requirements of the learning episode supported more effective implementation of conversational (Laurillard, 2002) approaches to learning. --More effective interaction and collaboration resulted from prescribing patterns of engagement, managing activity and technology so that student discourse could focus on content, and providing guidance regarding semiotic representational forms so that students could concentrate on applying those representations rather than inventing them. Teacher and student virtual classroom competencies critically influenced collaboration and learning. --Based on the findings in this study, a framework of nine pedagogical patterns for teaching and learning in web-conferencing environments is proposed. The framework provides an integrated approach to learning design that relates the interface design with the activity design and the level of knowledge (task type). / Mode of access: World Wide Web. / vii, 514 p. ill. (some col.)
62

Ambiente interativo de aprendizagem para o apoio ao estudante no diagnóstico de paciente de acidente vascular cerebral. / Interactive Learning Environment to help students to diagnosis of stroke.

Mangueira, Elba Maria Quirino de Almeida 21 August 2008 (has links)
This paper aims to provide an Interactive Learning Environment using the computer to support aid in the diagnosis and treatment of patients with neurological disorders. The study proposes an architecture which facilitates the activities of students in the health area, in decision making, for the advice of physiotherapy for stroke patients. It was used the approach of Case-Based Reasoning (CBR) that has, like general idea, the use of past experiences to the solution of new problems. This work focused on the stages of indexing, representation and retrieval of cases, with the use of metrics, similar characteristics as the Count Features and Tversky s Contrast Model. A prototype was built for the validation of these metrics, proving the efficiency in the recovery of the cases on the basis of cases / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Este trabalho tem como objetivo apresentar um Ambiente Interativo de Aprendizagem utilizando o Computador de apoio ao diagnóstico e auxílio no tratamento de pacientes que apresentam disfunções neurológicas. A pesquisa propõe uma arquitetura que facilite as atividades dos estudantes da área da saúde, na tomada de decisão, para o aconselhamento fisioterápico dos pacientes de acidente vascular cerebral. Utilizou-se a abordagem de Raciocínio Baseado em Casos (RBC) que tem como idéia geral a utilização de experiências passadas para a solução de novos problemas. Este trabalho se concentrou nas fases de indexação, representação e recuperação dos casos, com a utilização de métricas de similaridade como a Contagem de Características e a Regra do Contraste de Tversky. Um protótipo foi construído para a validação dessas métricas, provando a eficiência na recuperação dos casos na base de casos
63

iCOMB: estudo e reprojeto participativo para redefinição de um sistema para ensino-aprendizagem de combinatória / iComb: study and participative design to redefine a system to teach and learn counting techniques

Márcia Roberta dos Santos Pires da Silva 13 November 2015 (has links)
Os atuais avanços na área das Tecnologias da Informação e da Comunicação (TIC) estão mudando a Educação, com a disponibilização de sistemas educativos para apoiar as atividades no processo de ensino e de aprendizagem. Embora o tópico de combinatória seja relevante para o ensino médio e para os cursos de Ciências Exatas, este tópico tem sido desconsiderado nos avanços da Informática na Educação, principalmente ao se considerar o uso de ambientes de aprendizagem via Web. Atualmente, o iComb é, no melhor de nosso conhecimento, o único sistema Web integrável a tais ambientes. Ele é um Módulo de Aprendizagem Interativa (iMA) integrável ao Sistema Gerenciador de Cursos (SGC) Moodle, por meio do plugin iTarefa. O iComb oferece atividades de autoria de exercícios, bem como, sua avaliação automática. No entanto, considerando sua usabilidade, foram detectados alguns problemas na interface. O foco deste trabalho está relacionado ao reprojeto do sistema iComb e seu impacto na aprendizagem de combinatória. Para a reconstrução do iComb adotou-se o método de design de interação, buscando-se a participação efetiva de usuários finais do sistema, em todas as atividades desse processo, com (i) sessões de teste de usabilidade utilizando a versão Java do iComb para identificar problemas e guiar o redesenho do sistema, e (ii) prototipagem e avaliação da interface do sistema redesenhado. Esse processo permitiu implementar uma nova versão do iComb utilizando tecnologias associadas ao HTML5, que será brevemente disponibilizado como software livre. / Current advances in Information and Communication Technologies (ICT) are changing Education with delivering software to support learning/teaching activities. Although being relevant for Science, Technology, Engineering, and Mathematics (STEM) courses, Combinatorial Analysis is almost disregarded in these advances, mostly if we consider their integration with earning Management Systems. Currently, iComb is, at the best of our knowledge, the only system with such a possibility. It is an interactive Learning Module (iLM) that can be integrated to Moodle, through the iAssign plugin. iComb provides authoring activities as well as their automatic assessment. Nevertheless, considering the system usability, several interaction problems were detected during sessions with teachers and students. In this work it is described the process of redesigning the iComb system by adopting Interactive Design, to conduct controlled sessions of system use for (i) identifying usability issues for guiding the system redesign; and (ii) prototyping and evaluate the redesigned system interface, with end-users. This process allowed to implement new version of iComb using HTML5 related technologies that will be sooner available as free software, in order to reach a larger audience. Preliminary results on the interface evaluation indicate that both students and teachers felt more comfortable using the new interface of iComb and found it easier to execute common tasks.
64

Interaktives musikalisches Lernen und Möglichkeiten der Realisierung in der Grundschule unter Beachtung deutscher Bildungskonzeptionen: Eine empirische Studie dargestellt am Beispiel des Komponierens in der Gruppe

Barrios Bulling, Cecilia Lorena 12 April 2021 (has links)
Die vorliegende Arbeit – eine deskriptive qualitative Studie – befasst sich mit theoretischen, konzeptionellen und praxisbezogenen Grundlagen des interaktiven musikalischen Lernens, dargestellt am Beispiel des Komponierens mit Kindern in der Grundschule. Um die Besonderheiten deutscher Bildungskonzeptionen klarer zu erfassen, werden dabei ausgewählte Grundschullehrpläne für das Fach Musik allgemeinbildender Schulen mit curricularen Vorgaben des Bildungssystems in Chile – Heimatland der Verfasserin – verglichen. Konkret geht es um die Untersuchung, inwieweit komplexe musikalische Problemstellungen in einer interaktiven Lernsituation eigenständige Wissenskonstruktionen herausbilden, musikalische Kompetenzen entwickeln und Motivation aufgrund von positivem emotionalem Erleben fördern. Die Ergebnisse der Studie belegen, dass „interaktives musikalisches Lernen“ ein mehrdimensionales pädagogisches Lernkonzept kennzeichnet, das den Anspruch sozialer inklusiver Heterogenität erfüllt. Aus didaktischer Sicht bestätigt es sich als eine besonders geeignete Lernstrategie zur Gestaltung miteinander vernetzter Lernprozesse, die auf die Voraussetzungen des Musiklernens eingehen. Für die Praxis bedeutend, lässt sich Komponieren in der Gruppe als eine sinn- und wertstiftende musikalische Arbeit sowie als eine autotelische Aktivität charakterisieren, die jedem Einzelnen differenzierte Teilhabe und Flow-Erlebnisse ermöglicht. Ergo wird sie als ein problemlösender, sozial- interaktiver und selbstinszenierter Prozess betrachtet, der die Grundlage für erfolgreiches lustvolles musikalisches Lernen bildet. Des Weiteren führt die Forschung zu der Erkenntnis, dass die kompositorische Tätigkeit der Kinder ein Kontinuum zwischen Komposition und Realisation erweist. Der musikalisch produktive Aspekt (kreative Interaktion) ist daher vom reproduktiven (Interpretation) nicht zu trennen. Dies versetzt die Schüler gleichermaßen in die Rolle der Erfinder, Spieler und kritischen Rezipienten. Demzufolge wird Gruppenkomposition als eine „performative Ko-Konstruktion“ verstanden, die auf gegenseitiger Unterstützung und Kollaboration der Beteiligten beruht. Komponieren in interaktiven Lernarrangements erfordert von Lehrern – in diesem Fall Musiklehrern und Komponisten – gefühls- und situationsmäßig die Funktion eines „Lernpartners“ und „Ko-Erfinders“ zu übernehmen. Diesbezüglich stellt diese Arbeit erweiternde Konzepte des traditionellen Lehrerverhaltens zur Diskussion. In der Dissertation werden die Vorteile des interaktiven Lernens im Allgemein und die Möglichkeiten des Komponierens in der Gruppe als besondere Form der Realisierung vielseitig begründet. In diesem Sinne leistet sie einen Beitrag zur Weiterentwicklung der Grundschuldidaktik im Musikunterricht und verweist auf offene Fragen musikpädagogischer Forschung.
65

Qualitative Study Exploring the Development of Clinical Reasoning in Nursing's Clinical Education Settings

Cefo, Linda M., Dr. 13 May 2019 (has links)
No description available.
66

Extending Artemis With a Rule-Based Approach for Automatically Assessing Modeling Tasks

Rodestock, Franz 27 September 2022 (has links)
The Technische Universität Dresden has multiple e-learning projects in use. The Chair of Software Technology uses Inloop to teach students object-oriented programming through automatic feedback. In the last years, interest has grown in giving students automated feedback on modeling tasks. This is why there was an extension developed by Hamann to automate the assessment of modeling tasks in 2020. The TU Dresden currently has plans to replace Inloop with Artemis, a comparable system. Artemis currently supports the semi-automatic assessment of modeling exercises. In contrast, the system proposed by Hamann, called Inloom, is based on a rule-based approach and provides instant feedback. A rule-based system has certain advantages over a similarity-based system. One advantage is the mostly better feedback that these systems generate. To give instructors more flexibility and choice, this work tries to identify possible ways of extending Artemis with the rule-based approach Inloom. In the second step, this thesis will provide a proof of concept implementation. Furthermore, a comparison between different systems is developed to help instructors choose the best suitable system for their usecase.:Introduction, Background, Related Work, Analysis, System Design, Implementation, Evaluation, Conclusion and Future Work, Bibliography, Appendix
67

Применение информационных платформ для повышения эффективности обучения слушателя : магистерская диссертация / The use of information platforms to improve the effectiveness of student learning

Зубкова, В. И., Zubkova, V. I. January 2023 (has links)
Цель исследования – изучение применения информационных платформ в образовательном процессе с целью повышения эффективности обучения слушателя. Объект исследования – информационная платформа и ее влияние на процесс обучения слушателя. Предмет исследования – процесс дополнительного обучения слушателей. Научная новизна исследования состоит в разработке методических положений по повышению эффективности обучения слушателя. В первом разделе рассматриваются общие вопросы: понятие, сущность и классификация сайтов, сравнение способов создания сайтов и разработка требований к сайтам образовательных организаций. Во втором проведен анализ платформ для создания онлайн курсов самостоятельно. Третий раздел посвящен общей характеристике предприятия, анализу бизнес-процессов, построению полной модели предприятия, оценке экономической целесообразности его внедрения. Результаты работы – практическим результатом работы стала разработка проекта по созданию информационной платформы для предприятия «Умник» и экономическая выгода от внедрения этой информационной системы. / The purpose of the study is to study the use of information platforms in the educational process in order to increase the effectiveness of student learning. The object of the study is the information platform and its impact on the student’s learning process. The subject of the study is the process of additional training for students. The scientific novelty of the research lies in the development of methodological provisions to increase the effectiveness of student learning. The first section discusses general issues: the concept, essence and classification of sites, comparison of methods for creating sites and development of requirements for sites of educational organizations. The second contains an analysis of platforms for creating online courses independently. The third section is devoted to the general characteristics of the enterprise, analysis of business processes, construction of a complete model of the enterprise, and assessment of the economic feasibility of its implementation. Results of the work - the practical result of the work was the development of a project to create an information platform for the Umnik enterprise and the economic benefits from the implementation of this information system.
68

Vector Algebra in Augmented Reality: Insights from Learning Activity with Engineering Students

Geewe, Linus January 2024 (has links)
In this work, the vector equation of a straight line, a topic in vector geometry that students often struggle to understand, was investigated in an interactive, immersive augmented reality (AR) experience. In a user test, 28 undergraduate engineering students solved different collaborative tasks using the AR tool during a student-centred learning activity in a university mathematics course. Augmented reality combines virtual content with the reality to a create a coherent experience. Compared to desktop or mobile applications, immersive AR experiences, often using head-mounted displays (HMD), can be more engaging due to its multi-sensory user interaction, such as hand gesturing, spatial movement, and the perception of true three-dimensionality in a stereoscopic view. Due to recent improvements in hardware and decreasing costs, AR has been used more frequently in educational settings. Still, compared to the mobile form factor, HMD-based AR studies are underrepresented. While multiple studies report benefits of AR in education, such as increased student performance, achieving these benefits depends on the context of use and the specific AR implementation. The results of this work suggest that the three-dimensional and dynamic nature of immersive AR is well suited to investigating mathematical concepts such as the vector equation of a straight line. Compared to virtual reality (VR) experiences, immersive AR facilitates peer-to-peer interaction. Students were motivated to use the technology and reported task-related learning outcomes from the activity. For university curricula to benefit from immersive AR, interdisciplinary teams need to share knowledge to create appropriate AR experiences. Moreover, an AR implementation should follow a long-term approach and include students from both educational and technical domains into the design process.
69

On-line learning among Health Studies’ students at an open distance learning institution: prospects and challenges for interactivity

Maboe, Kefiloe Adolphina 08 September 2014 (has links)
The purpose of this research is to explore students’ on-line interactivity in an Open Distance Learning institution with other students, educators, study materials and Unisa as the sampled prototypical research subject. A mixed-method of research encompassing both explorative and descriptive aspects was used. Data was collected through myUnisa discussion forum, focus group interviews and an on-line questionnaire from second and third year Health Services Management students at the University of South Africa (Unisa). Although the findings indicated that 84.9% of students owned computers, and 100% owned cellular phones, only 3.8% participated in the discussion forum. On-line discussion forum are critical in Open Distance Learning (ODL) because it allows people who cannot physically attend the educational institution to interact with each other. Almost 40% of these sampled students agreed that the discussion forum allowed them to study with their peers. However, only 53 of the 1,379 students registered for both second and third year studies during the first semester participated in the discussion forum. This indicates that very few students benefit from on-line interaction. Most of the students who are enrolled in Health Services Management course are from 21 to above 50 years of age. This age factor can have an impact on computer literacy. Some of them indicated that they struggled with the utilisation of technology. The majority of these students do not utilise the prescribed on-line interactive tools effectively. Students’ need support cognitively, academically, administratively, institutionally and affectively. The findings suggest that although students are aware of the benefits of using online technologies, they do not have the support from the institution to enable them to better their skills in using these technologies. The other challenge that they have raised is that educators also interact minimally on-line. Therefore, they do not receive the necessary feedback they require. The university systems are sometimes offline, which becomes worse during registration and submission of assignments. The recommendations emanating from the study warrants various interventions of multiple stakeholders to resolve the students’ challenges. / Health Studies / D.Litt, et Phil. (Health Studies)
70

Processus unifié pour la personnalisation des activités pédagogiques : méta-modèle, modèles et outils / Unified process for personalization of pedagocal activities : meta-model, models and tools

Lefèvre, Marie 01 December 2009 (has links)
Cette thèse en informatique se situe dans le domaine des Environnements Informatiques pour l’Apprentissage Humain (EIAH). Dans ce cadre, nous avons abordé la question de la personnalisation de l’apprentissage. Nos travaux de recherche consistaient à identifier un processus qui permette à la fois de personnaliser des séances de travail sur papier et des séances de travail sur des logiciels pédagogiques. Nous souhaitions que ce processus permette de prendre en compte les spécificités de chaque apprenant en s’appuyant sur son profil, mais qu’il prenne également en compte les buts et les habitudes pédagogiques des enseignants. Enfin, nous souhaitions que ce processus soit implémentable dans un système externe aux logiciels à personnaliser. Notre problématique s’est donc décomposée en trois points : comment exploiter les profils d’apprenants pour prendre en compte les individualités des apprenants ? Comment adapter une activité pour prendre en compte les besoins et habitudes pédagogiques d’un enseignant ? Et enfin, comment attribuer une activité à un apprenant ? Pour répondre au premier point, nous avons proposé le modèle cPMDL. Ce complément du langage de modélisation des profils PMDL permet de contraindre les profils des apprenants afin de sélectionner ceux ayant les caractéristiques requises par les contraintes. cPMDL nous permet donc d’exploiter les informations contenues dans les profils au sein du processus de personnalisation. Pour répondre au deuxième point, nous avons proposé l’approche GEPPETO. Cette approche s’appuie sur des modèles et des processus génériques permettant d’adapter les activités en fonction des intentions pédagogiques des enseignants grâce à la définition de contraintes sur les activités. Nous avons décliné cette approche pour permettre l’adaptation des activités papier (GEPPETOP), ainsi que pour l’adaptation des activités logicielles et de la configuration des environnements qui les supportent (GEPPETOS). Pour répondre au troisième point, nous avons proposé le modèle PERSUA2 qui permet de lier les contraintes sur profils de cPMDL aux contraintes sur activités de GEPPETO. Ces liens, nommés règles d’affectation, sont ensuite hiérarchisés selon leur degré de priorité pour former une stratégie pédagogique qui sera associée { un ou plusieurs contextes d’utilisation. Nous avons mis en oeuvre ces différentes contributions théoriques dans Adapte, un module de l’environnement informatique du projet PERLEA. Le rôle de cet environnement est d’assister l’enseignant dans la gestion de profils créés par l’enseignant lui-même ou issus de logiciels pédagogiques. Adapte est l’une des exploitations possibles des profils : le module réalisé permet de fournir à chaque apprenant des activités adaptées à son profil tout en respectant les choix pédagogiques de son enseignant. Ces activités peuvent être des activités papier proposées par le système ou des activités logicielles personnalisées par Adapte, mais effectuées dans un autre EIAH. Ce module, pleinement opérationnel, a montré la faisabilité technique de nos contributions théoriques et nous a permis de conduire des mises à l'essai auprès d'enseignants / This thesis in computer science belongs to the field of Interactive Learning Environments (ILE). In this context, we have addressed the issue of personalization of learning. Our research has consisted in identifying a process allowing one to personalize both paper working sessions and working sessions on educational software. Our goal was to design a process able to take into account the specificities of each learner, based on their profiles, but also to take into account the pedagogical goals and habits of teachers. Moreover, we had to design this process such as it could be easily implemented in a software external to the system being personalized. Our problem was therefore decomposed into three points: how to use learners’ profiles to take the individuality of learners into account? How to adapt a pedagogical activity to take the teaching needs and habits of a teacher into account? And finally, how to assign an activity to a learner? To answer the first point, we have proposed the cPMDL model. This complement of the profiles modelling language PMDL allows one to constrain the learners’ profiles to select those with the characteristics required by the constraints. cPMDL allows us to exploit the information contained in the profiles during the personalization process. To answer the second point, we have proposed the GEPPETO approach. This approach relies on generic models and processes to adapt activities according to the teachers' intentions, by defining constraints on activities. We have instantiated this approach to enable on the one hand the adaptation of paper activities (GEPPETOP) and on the other hand to enable the adaptation of software activities and the adaptation of configuration of environments that support them (GEPPETOS). To address the third point, we have proposed the PERSUA2 model which links cPMDL constraints on profiles with GEPPETO constraints on activities. Next, these links, called assignment rules, are organized into a hierarchy according to their priority degree in order to form a pedagogical strategy. This pedagogical strategy is then associated with one or more contexts of use. We have implemented these different theoretical contributions in Adapte, a module of the environment associated to the PERLEA project. The role of this environment is to assist teachers in the management of profiles created by themselves or coming from pedagogical software. Adapte is one of the possible uses of profiles: the module developed provides each learner with activities suited to their profiles, while respecting the teaching choices of the teacher. These activities may be paper activities proposed by the system or software activities personalized by Adapte but made within another ILE. This module, fully operational, has demonstrated the technical feasibility of our theoretical contributions and has allowed us to conduct experiment with teachers.

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