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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.
11

The Effects of Time-compression and Learner-control in Multimedia Instruction

Pittman, Jason Alan 01 January 2016 (has links)
There is a significant gap in the body of knowledge concerning time-compressed multimedia instruction. Although research indicates that there is no loss in learning through well-designed multimedia instruction compressed at 25%, research is lacking that analyzes the effects of time-compression with learner-control included in the multimedia instruction. The aim of the study was to address this gap in the research by integrating learner-control into the interface of a time-compressed multimedia instructional lesson using similar methodologies from previous research. Effects were analyzed of time-compressed learner-controlled multimedia instruction on learning and perceived cognitive load. Additionally, the researcher employed a participant population from a corporate environment to increase the generalizability of the results. The researcher investigated two hypotheses concerning the differences in effects between a treatment group that used multimedia instruction featuring learner-control over two pre-determined compression speeds (0% and 25%) and a control group with no time-compression. The primary results of the study were that there was no significant difference in either learning or perceived cognitive load between the treatment and control group. Also, another noteworthy result was that only one-fifth of the participants in the treatment group (n=7) altered the compression speed during the presentation. One implication of these results is that learners might want more compression speed options during a presentation. Another implication is that learners might choose to use time-compression during a multimedia presentation if there was more information provided to the learner concerning what time-compression is and how it affects learning. Recommendations for future research include investigating the implications of this study and expanding the types of populations that are sampled for time-compressed multimedia research. Overall, both industry and academia must commit to aiding in the research of time-compression technology if its benefits and hindrances are ever to be fully explored.
12

Potential for Knowledge Building in Large Size Pharmacy Classrooms

Sibbald, Debra Joy 25 February 2010 (has links)
This thesis investigates the potential for Knowledge Building in large size Pharmacy classrooms. Knowledge Building is the social creation and continual improvement of ideas (Scardamalia & Bereiter, 2003). The pedagogy and technology that underlie it are based on a complex system involving 12 interdependent principles. This research examines principle-based classroom designs, targeting two Knowledge Building principles--epistemic agency and collective responsibility for community knowledge. Successive design changes were implemented to a self-care course for undergraduate Pharmacy students (n = 182), using case study methodology. The goal underlying design changes was to develop a more dynamic classroom environment involving all students and empowering them to take charge of knowledge advancement at high cognitive levels, through assuming greater agency and collective responsibility for their knowledge advances. Design features that were incorporated into class procedures included class panels to discuss cases, student-generated self-assessment examination questions, and online discussion views in a virtual learning community, Knowledge Forum. Surveys, student comments, self-assessments, field notes, online discourse and course exam scores were used to determine effects of principle-based design changes. Results, taken as a whole, indicate that each new design feature contributed to advances with no negative effects uncovered. Raters blind to authorship of student- versus instructor-generated exam questions could not distinguish between them. Analysis of student commentary indicated advances in line with the broad network of Knowledge Building principles, as well as those specifically targeted in design improvements. Advances in performance on exams, surveys, and in student discourse further contributed to the overall picture of positive effects. Design strategies appropriate for large classroom implementation are shown to facilitate a shift from learning as an exclusively individual enterprise, to the creation of a Knowledge Building Community with students assuming levels of responsibility and agency normally assumed by the teacher.
13

Potential for Knowledge Building in Large Size Pharmacy Classrooms

Sibbald, Debra Joy 25 February 2010 (has links)
This thesis investigates the potential for Knowledge Building in large size Pharmacy classrooms. Knowledge Building is the social creation and continual improvement of ideas (Scardamalia & Bereiter, 2003). The pedagogy and technology that underlie it are based on a complex system involving 12 interdependent principles. This research examines principle-based classroom designs, targeting two Knowledge Building principles--epistemic agency and collective responsibility for community knowledge. Successive design changes were implemented to a self-care course for undergraduate Pharmacy students (n = 182), using case study methodology. The goal underlying design changes was to develop a more dynamic classroom environment involving all students and empowering them to take charge of knowledge advancement at high cognitive levels, through assuming greater agency and collective responsibility for their knowledge advances. Design features that were incorporated into class procedures included class panels to discuss cases, student-generated self-assessment examination questions, and online discussion views in a virtual learning community, Knowledge Forum. Surveys, student comments, self-assessments, field notes, online discourse and course exam scores were used to determine effects of principle-based design changes. Results, taken as a whole, indicate that each new design feature contributed to advances with no negative effects uncovered. Raters blind to authorship of student- versus instructor-generated exam questions could not distinguish between them. Analysis of student commentary indicated advances in line with the broad network of Knowledge Building principles, as well as those specifically targeted in design improvements. Advances in performance on exams, surveys, and in student discourse further contributed to the overall picture of positive effects. Design strategies appropriate for large classroom implementation are shown to facilitate a shift from learning as an exclusively individual enterprise, to the creation of a Knowledge Building Community with students assuming levels of responsibility and agency normally assumed by the teacher.
14

The Effect of Computer-Adaptive Control (Remediation) on Achievement and Time on Task in Foreign Language Learning

Bachelder, Leslie Ricks 26 June 2007 (has links) (PDF)
Technology has provided the means for the creation of many tools to facilitate the teaching and learning of foreign languages. These tools include computer programs designed to aid language learning by providing various levels of control to the language learner. This control allows the learner to make decisions regarding some or all of the elements of a program such as the pace, sequence, and content to name but a few. Because the amount of learner control can be varied, many research efforts have sought to determine the optimal level of control for learning. These efforts have produced mixed results, with some research suggesting that learners perform better with less control while other findings suggest the opposite. The purpose of this research was to investigate the use of remediation, a computer-adaptive control, in Swahili 101 university level courses and its effect on achievement and time. Participants included Swahili language learners from two universities, three colleges, and one student not affiliated with any school. The study required that participants complete a pretest, a background survey, the Swahili 101 online lesson materials, and an opinion survey. “Gate pages," or webpage-based assessments, were used throughout the online course to assess participant progress. The participants were randomly assigned to control and experimental groups. Those in the control group completed the online component at their own discretion, working through assigned tasks with review as desired. Those in the experimental group were required to obtain a minimum score on each lesson's gate page in order to advance in the lesson and thus in the course. If that score was not met, then the software assigned a series of remediation or review pages. Scores from the gate pages and time spent on the gate pages were stored and analyzed for both groups. The results from this study suggest that language learners benefit from computer intervention and guidance (remediation). The participants in the experimental group learned more Swahili than the control group, despite spending the same amount of time on the gate pages as the control group. Therefore, remediation, as defined and implemented in this study, can increase language learning while at the same time not requiring the learners to significantly increase the initial time they spend responding to questions presented on the gate pages.
15

The Effects of Embedded Questions Strategy in Video among Graduate Students at a Middle Eastern University

Tweissi, Adiy January 2016 (has links)
No description available.
16

Using technology to support collaborative learning through assessment design

Doolan, Martina A. January 2011 (has links)
This thesis offers an assessment design for collaborative learning, utilisation of blended learning support through current communication technologies and highlights the crucial role of the tutor. The thesis designed and tested a theoretical framework which encompassed an active learning environment and resulted in the development of the shamrock conceptual framework. To test the theoretical framework, clarify the role of the tutor and the impact on the learner experience two studies were undertaken using pedagogical models that combined the concepts of learner-centric, sociocultural and dialogic perspectives on collaborative learning and technology in meeting the needs of learners in the 21st Century. In the first study, the role of the tutor was found to be crucial in setting, implementing and guiding learners using the assessment design as part of a social constructivist pedagogical practice. The pedagogical approach adopted was to blend face-to-face and Wiki learning experiences and was found to promote learner ownership, engagement and the fostering of a learning community. The second study validated the first and provided additional asynchronous technology experiences in addition to the Wiki blend in the assessment design. Study 2 examined the role of the tutor and the learner whilst using current technologies comprising podcasts and video and a Wiki in the collaborative experience. Findings showed that the Wiki supported community and collaborative aspects of a sociocultural practice whilst learners were engaged in authentic learning activities and led to a well supported learning environment. The importance of technology design and use to accommodate collaborative and community aspects was found to be an essential component. It was found that technology is not simply an add-on but rather needs to be planned and considered purposefully by both tutors and learners when used in a blend to supplement learning on campus as part of an assessment design in higher education. This study has shown that, for this to happen, academics need to be provided with the appropriate support, knowledge and skills required in developing a blended learning experience using a Wiki supplemented by class contact on campus as part of an assessment design.

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