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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.
1

Konzepte für den Einsatz von E-Tutoren in komplexen E-Learning-Szenarien – Ein Erfahrungsbericht

Jödicke, Corinna, Teich, Enrico 26 October 2015 (has links) (PDF)
Der Einsatz von E-Tutoren als Lernbegleiter in komplexen E-Learning-Szenarien sowie deren positive Wirkung auf die Lernenden wird in der Literatur vielfach diskutiert. Das SMWK-geförderte Projekt E‑TuPrax (07/2013-12/2014) knüpfte an diesen Diskurs unmittelbar an. Es hatte u.a. zum Ziel, die Rolle der E-Tutoren in komplexen E-Learning-Szenarien an sächsischen Hochschulen zu erproben und stärker zu professionalisieren. Um dies zu erreichen, wurden insgesamt 33 speziell qualifizierte E-Tutoren in zwei standortübergreifenden E-Learning-Szenarien des IHI Zittau eingesetzt und beforscht. Die dabei gewonnenen Erkenntnisse und Erfahrungen flossen in ein ganzheitliches Konzept für den Einsatz von E-Tutoren in der sächsischen Hochschullehre ein.
2

Effectiveness of the use of simulation training in healthcare education

Alinier, Guillaume January 2013 (has links)
The focus of the research programme within this thesis is an investigation of scenario-based simulation training in undergraduate healthcare education. The aim of the main study was to determine the effectiveness of high-fidelity simulation training with adult branch nursing students. Their acquisition of knowledge and skills was tested using a 15-station Objective Structured Clinical Examination (OSCE) pre- and post- the simulation intervention with randomised control and experimental groups of volunteer students. The results show that simulation training is an effective learning method as students from the experimental group, who were given the opportunity to observe and take part in high-fidelity simulation training followed by debriefing, made significantly higher improvements between their two OSCE performances than students from the control group. The second study focused on interprofessional learning with a randomised control group investigation of the students’ knowledge of the roles and skills of other healthcare professions involved in the same simulation session. The results demonstrate that observing and taking part in multidisciplinary scenarios and their debriefings contributed to the students’ acquisition of knowledge about the roles and skills of other health professionals. The study also showed that students’ perception of multidisciplinary team working was significantly influenced by whether or not they had experienced interprofessional high-fidelity scenario-based simulation training. The main original themes emerging from the research work presented in this thesis comprise the implementation of high-fidelity scenario-based simulation training and debriefing with undergraduate students from a range of healthcare disciplines and the objective measure of the effectiveness of such learning opportunities. This work has now started to impact on simulation practice in undergraduate education within the University and beyond
3

Cenários de aprendizagem integradora: experiências com as rodas de diálogo

Dojas, Júlia Bernardo 03 December 2008 (has links)
Made available in DSpace on 2016-04-27T14:32:22Z (GMT). No. of bitstreams: 1 Julia Bernardo Dojas.pdf: 9431107 bytes, checksum: 92d6d4a5a026c28f6c579dd329ca3c72 (MD5) Previous issue date: 2008-12-03 / It is about the analysis under the Circles of Dialogue being conceived as strategies for integrator learning. The research brings the experience with Dialogue and other playful and artistic activities for the integral formation of students of Aldeia do Futuro. The Circles of Dialogue, as integrator learning strategies, were observed under the perspective of promoting connections, with oneself, with the others and the environment. The participants of the research are teenagers, between 14 and 20 years, inhabitants of the quarter of Americanópolis and region. The theory was structured by studies on the complexity and the concepts of integrator learning. In turn, agreeing with the process of learning construction surrounding harmonic and healthy, where the spontaneous expression is respected and the collective intelligence is stimulated / Trata-se da análise sob as Rodas de Diálogo serem concebidas enquanto estratégias para uma aprendizagem integradora. A pesquisa traz a experiência com Diálogo e outras atividades lúdicas e artísticas para a formação integral dos alunos da Aldeia do Futuro. As Rodas de Diálogo, enquanto estratégias de aprendizagem integradora, foram observadas sob perspectiva de promoverem conexões, consigo mesmo, com os outros e com o meio. Os participantes da pesquisa são jovens, de faixa etária entre 14 e 20 anos, moradores do bairro de Americanópolis e região. Todo o aporte teórico foi estruturado por estudos sobre a complexidade e os conceitos de aprendizagem integradora. Por sua vez, compromissados com o processo de construção ambientes de aprendizagem harmônicos e saudáveis, onde o espontâneo expressar é reverenciado e a inteligência coletiva é estimulada
4

Konzepte für den Einsatz von E-Tutoren in komplexen E-Learning-Szenarien – Ein Erfahrungsbericht

Jödicke, Corinna, Teich, Enrico January 2015 (has links)
Der Einsatz von E-Tutoren als Lernbegleiter in komplexen E-Learning-Szenarien sowie deren positive Wirkung auf die Lernenden wird in der Literatur vielfach diskutiert. Das SMWK-geförderte Projekt E‑TuPrax (07/2013-12/2014) knüpfte an diesen Diskurs unmittelbar an. Es hatte u.a. zum Ziel, die Rolle der E-Tutoren in komplexen E-Learning-Szenarien an sächsischen Hochschulen zu erproben und stärker zu professionalisieren. Um dies zu erreichen, wurden insgesamt 33 speziell qualifizierte E-Tutoren in zwei standortübergreifenden E-Learning-Szenarien des IHI Zittau eingesetzt und beforscht. Die dabei gewonnenen Erkenntnisse und Erfahrungen flossen in ein ganzheitliches Konzept für den Einsatz von E-Tutoren in der sächsischen Hochschullehre ein.
5

Approche Domain-Specific Modeling pour l'opérationnalisation des scénarios pédagogiques sur les plateformes de formation à distance / Domain-Specific Modeling approach for the operationnalization of learning scenarios on learning plateforms

Abedmouleh, Aymen 11 July 2013 (has links)
Ce travail de recherche porte sur la spécification et l’opérationnalisation des scénarios pédagogiques sur les plateformes de formation à distance dans une perspective d'ingénierie et de réingénierie des EIAH (Environnements Informatique pour l’Apprentissage Humain). En se situant dans une approche centrée plateformes, nous supposons que les plateformes disposent de leur propre paradigme de conception. Pour cela, nous proposons aux développeurs et à la communauté de développement des plateformes un processus spécifique d’identification et d’explicitation du langage de conception pédagogique des plateformes de formation par le biais d’un métamodèle. Nous exploitons l’approche outillée Domain-Specific Modeling comme cadre pratique pour le développement de langages et d'outils de conception graphiques basés sur le métamodèle du langage de conception pédagogique. Afin de répondre à des besoins récurrents d'opérationnalisation de scénarios pédagogiques, nous utilisons également ce métamodèle pour la spécification des modules d’import/export intégrés au sein des plateformes. Ces modules permettent d’opérationnaliser les scénarios conformes au langage identifié et également d’exporter les scénarios existants sur les plateformes afin de permettre leur adaptation par les outils développés. Nous avons expérimenté nos propositions théoriques sur deux plateformes de formation Moodle et Ganesha. Enfin, nous avons vérifié la cohérence de notre approche par la mise à l’essai des outils développés. Par le biais de notre approche, nous favorisons une opérationnalisation de ces scénarios sans pertes d’information ni de sémantique. / In the engineering and reengineering perspective of Technology Enhanced Learning, our research work concerns the specification and the operationalization of learning scenarios on learning platforms. By positioning in an approach centered LMS instructional design, we suppose that each learning platform has its own instructional design language. So, we propose a specific process for its identification and formalization through a metamodel. Based on this metamodel, we use the Domain-Specific Modeling approach as a practical framework for the development of languages and graphical design tools. This metamodel is also used to specify the import/export modules that are integrated into the platforms in order to meet the recurring needs of the operationalization of learning scenarios. These modules allow also the extraction of the existing scenarios on platforms to enable their adaptation on the developed tools. Our theoretical propositions have been tested on two learning platforms: Moodle and Ganesha. On the other hand, the consistency of our approach was checked and validated by implementing and testing the developed tools. Through our approach, we promote scenarios operationalization without loss of information or semantics.
6

Mokomasis CD pradinukui: tipinių veiklos scenarijų realizavimas / Educational CD for Primary Learners: Implementation of Typical Learning Scenarios

Tyliutė, Laima 27 August 2009 (has links)
Mokomasis CD tipiniai veiklos scenarijai sukurti remiantis pakartotino panaudojimo koncepcija. Teorinėje dalyje atlikta mokomųjų CD, naudojamų ugdymo procese, analizė, aiškintasi pakartotino panaudojimo koncepcija, susipažinta su šablonais – komponentais ir jų taikymu MO (mokymo objektuose). Praktinėje dalyje aprašomas sukurtas mokomasis CD ir jo komponentai, veikimo principas, pateikiami testavimo rezultatai. Šis darbas parengtas naudojantis Adobe Flash CS 3 technologijas, naudojant Action Script 2. / Educational CD with action script realization was created on the basis of re-creating the concept of recovery. Theoretical part of this work includes the analysis of the CD use in teaching and educational processes. It also includes the analysis of the concept of re-use and getting familiar with the pattern of the application of TO (teaching objects). The practical part of the work describes the developed educational CD and its components, operating principle and the test results. This work is based on Adobe Flash CS 3 technology, using Action Script 2.
7

Modèles pour la conception de Learning Role-Playing Games en formation professionnelle / Models for designing Learning Role-Playing Games for professional training

Mariais, Christelle 02 April 2012 (has links)
L'évolution des besoins et des exigences des apprenants vis-à-vis de la formation professionnelle continue en entreprise requiert des solutions de formation efficaces et motivantes. Dans le contexte socio-technologique actuel, l'utilisation du jeu dans la formation paraît une piste intéressante. Ce travail de thèse, réalisé en partenariat avec la société Symetrix, s'intéresse au soutien des concepteurs pédagogiques. Nous avons tout d'abord mené une étude exploratoire et structurante de domaines liés à l'intégration du jeu dans la formation. Ensuite, nous nous sommes focalisés sur les Learning Role-Playing Games, dispositifs spécifiques de formation utilisant le jeu, pour lesquels nous proposons des modèles visant à assister les concepteurs dans la création, la mutualisation et la réutilisation de solutions. Nous proposons notamment de centrer la réflexion sur l'usage de ressorts de jeu et de guider la formalisation des scénarios à l'aide d'un système de notation visuel intégré à des outils d'assistance. Ces propositions ont fait l'objet de deux expérimentations, l'une s'appuyant sur un prototype tangible d'outil d'assistance (cartes à jouer) et l'autre sur un environnement informatique. / Learners' needs and demands about long-life professional training have changed, thus requiring efficient and motivating training solutions. In the present-day socio-technological context, the use of game for training appears as an interesting answer. This PhD work (conducted in partnership with the company SYMETRIX) deals with the support of pedagogical designers. First, we have conducted an exploratory and structuring study about topics related to the use of game for training. Then, we have focused on specific training programs using game: Learning Role-Playing Games (LRPG). We propose models aiming at supporting designers in the creation, sharing and reuse of this kind of programs. One of our proposals aims at centering the reflection on the use of game principles. Another proposal consists in guiding the formalization of LRPG scenarios thanks to a visual language implemented in design support tools. Two experimental studies have been performed to test these proposals: the first one was based on the use of a cards-based design support tool; the second one used a computer-based environment.
8

Assistance à la réutilisation de scénarios d’apprentissage : une approche guidée par l’évaluation du contexte d’usage à base d’indicateurs / Assistance in the reuse of educational scenarios : an approach guided by the evaluation of the usage context based on indicators

Chaabouni, Mariem 16 May 2017 (has links)
Les travaux de thèse s'inscrivent dans le domaine des Environnements Informatiques pour l'Apprentissage Humain (EIAH). Ils portent sur la proposition de processus, méthodes et outils pour assister les enseignants et les formateurs dans la réutilisation et la capitalisation des scénarios d'apprentissage. L'approche proposée nommée CAPtuRe a pour objectif de modéliser, évaluer et exploiter les informations contextuelles relatives à un scénario en se basant sur des observations effectives de ce dernier pour améliorer la réutilisation.Les problématiques étudiées concernent : (1) l'expression et l'analyse du contexte d'usage, (2) l'évaluation de la pertinence du scénario dans un contexte précis, (3) l'indexation des contextes sur la base de critères de réussite et d'efficacité du scénario pour la définition de son périmètre de réutilisation et (4) la suggestion proactive de réutilisation.Nous avons commencé par la spécification d'un cadre global d'ingénierie et de réutilisation de scénarios d'apprentissage. Dans ce cadre, nous avons défini un processus qui spécifie le cycle de vie du scénario explicitant la dimension contextuelle et son utilisation dans un environnement de "conception par la réutilisation". Pour opérationnaliser ce processus, nous avons défini une approche générique de modélisation de l'information contextuelle enrichie par les indicateurs, une méthode d'indexation et un algorithme de calcul de similarités contextuelles pour la sélection et la recommandation de scénarios appropriés à une situation d'apprentissage cible. Ces contributions ont été implémentées sous la forme d'une plateforme logicielle et appliquées sur des cas d'usage de scénarios hybrides. / The work presented in this thesis is a part of the Technology Enhanced Learning domain. It focuses on the proposal of processes, methods and tools that assist teachers and trainers in the reuse and the capitalization of educational scenarios. The objective of the proposed approach named CAPtuRe is to model, evaluate and exploit the contextual information related to a scenario based on its effective observations with the aim to enhance reuse. The main concerns are: (1) the expression and the analysis of the usage context, (2) the evaluation of the relevance of the scenario in a specific context, (3) the indexing of the contexts based on criteria of success and effectiveness of the scenario to define its reuse scope and (4) the proactive suggestion of reuse. We started by specifying a global framework for the engineering and the reuse of educational scenarios. In this context, we have defined a process specifying the scenario lifecycle introducing the contextual dimension and its utilization in a "design by reuse" environment. In order to operationalize this process, we define a generic approach to model the contextual information of a scenario that is enriched by the indicators, an indexing method and an algorithm calculating contextual similarities for the selection and the recommendation of appropriated scenarios to a target learning situation. These contributions are implemented as a software platform and applied to hybrid scenarios usage cases.
9

T2/ediT2 : un modèle / système flexible et facile à utiliser pour l'édition et mise en oeuvre de scénarios d'apprentissage / T2/ediT2 : a flexible and easy-to-use model/system for editing and operationalizing learning scenarios

Sobreira, Péricles de Lima 26 June 2014 (has links)
La question générale envisagée dans cette recherche est le développement d'une représentation de scénarios d'apprentissage adaptable et facile à utiliser sous la forme d'une table (considéré comme un artefact de facile manipulation par les enseignants), associée à un modèle informatique sous la forme d'en arbre (comme un moyen d'intégrer des services avancés). Cette représentation permet à des enseignants sans entraînement méthodologique et ayant des compétences technologiques de base d'éditer et mettre en œuvre des scénarios d'apprentissage à partir d'une interface graphique intuitive et flexible. Bien que cette thèse soit centrée sur des scénarios collaboratifs, l'approche basée sur un modèle table-arbre (nommé T2) que nous proposons présente un intérêt plus général. Dans une première phase, nous avons développé à partir de ce modèle un éditeur de scénarios d'apprentissage (nommé ediT2) proposant des notions de modélisation utilisées dans les scénarios collaboratifs. Dans une seconde phase, nous avons considéré des questions de généralisation à travers l'extension de l'implémentation initiale, de telle manière à permettre aux utilisateurs d'éditer les notions et leurs attributs. Nous avons examiné à travers des études et expériences comment des enseignants ont utilisé notre proposition en tenant en compte comme objectifs/critères d'évaluation: (1) son expressivité pédagogique, i.e., si des éditeurs basés sur tables peuvent représenter une large gamme de scénarios d'apprentissage ; (2) sa facilité et son intuitivité ; (3) son expressivité informatique, i.e., si l'approche permet l'implémentation de services demandant des manipulations informatiques complexes ; et (4) sa flexibilité informatique, i.e., s'il est facile d'adapter l'éditeur à des besoins locaux. / The general issue considered in this research is the development of an adaptable and easy-to-use representation of learning scenarios in the form of a table (considered as an artefact of easy manipulation by teachers) associated with a computational model as a tree (as a way to integrate advanced services). In this way, teachers with basic technological skills and without methodological training can edit and operationalize learning scenarios from flexible and friendly graphical interfaces. Although this thesis has its focus on CSCL scripts, the table-tree-based approach (named T2) presents a more general interest. In a first moment, we implemented from this model a learning scenario editor (named ediT2) using notions from CSCL scripts. In a second moment, we considered generalization issues through the extension of the initial implementation, in order to allow teachers to edit their own notions and respective attributes. We investigated from different studies and experiments how teachers used our proposal considering as objectives/evaluation criteria the following features: (1) pedagogical expressiveness (can table-based editors represent a wide range of learning scenarios?); (2) usability (do teachers find the editor easy to use and intuitive?); (3) computational expressiveness (does the approach allow implementation of advanced services?), and; (4) computational flexibility (is the editor easy to adapt to local needs?).
10

E-MuLearn: Design de cenários de aprendizagem para museus virtuais baseado em personas / E-MuLearn: design for learning scenarios for virtual museum based on personas

Welter, Eline Faliane de Araújo 30 June 2016 (has links)
Submitted by Milena Rubi (milenarubi@ufscar.br) on 2016-10-20T16:16:59Z No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5) / Approved for entry into archive by Milena Rubi (milenarubi@ufscar.br) on 2016-10-20T16:17:19Z (GMT) No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5) / Approved for entry into archive by Milena Rubi (milenarubi@ufscar.br) on 2016-10-20T16:17:35Z (GMT) No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5) / Made available in DSpace on 2016-10-20T16:17:57Z (GMT). No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5) Previous issue date: 2016-06-30 / Não recebi financiamento / The use of technology to improve the process of teaching and learning is a well-known practice, young people have shown increasing interest in the use of computers and mobile devices as support classes. To encourage this practice, several pedagogical activities can be performed via Internet. However, to contribute to the teaching of History and spread of Culture and Art, museums have sought space in virtual environments. From this premise, it was observed that virtual museums can be seen as an important tool in the teaching and learning process. The aim of this work is to propose a cycle to help create learning scenarios from elements of a museum, based on personas technique to support the teaching of History or a related field. In the first part of the study, Action Research methodology was adopted to carry out the investigation process by the teachers, museums expert and students; to verify the viability of the use of learning scenarios. The AR1 was conducted with 14 teachers and 1 museum expert to verify the feasibility of creating a learning scenario from museum elements. Already AR2 was conducted with 174 elementary school students, to verify the acceptance of learning scenarios. One of the results identified by the AR1 were the artifacts required to compose learning scenarios. However, there was a need for a device to aid in building the persona. For this, there was an adjustment in the empathy map technique called MapLearn as teacher support during the persona construction process. It has also been identified the need to create a cycle to support teachers and museum experts for the creation of learning scenarios. The validation of the proposal included the evaluation of MapLearn; cycle e-MuLearn; and learning scenarios, through 2 case studies and a controlled experiment. The analyses showed that the cycle e-MuLearn and their artifacts can contribute to creation of learning scenarios to support teaching of History. / O uso de tecnologias para melhorar o processo de ensino-aprendizagem é uma prática bastante conhecida, os jovens têm apresentado cada vez mais interesses no uso do computador e dispositivos móveis como apoio `as aulas. Para incentivar esta prática, diversas atividades pedagógicas podem ser realizadas através da Internet. Para contribuir com o ensino de História e disseminação da Cultura e Arte, os museus têm buscado espaço nos meios virtuais. Partindo dessa premissa, observou-se que os museus virtuais podem ser vistos como uma importante ferramenta no processo de ensino-aprendizagem. O objetivo desta dissertação é propor um ciclo para auxiliar a criação de cenários de aprendizagem a partir de elementos de um museu, baseado na ttécnica de personas, como apoio ao ensino de História ou áreas correlatas. Na primeira parte do estudo, a metodologia de pesquisa-ação foi adotada para realizar o processo de investigação junto a professores, museólogos e alunos; para verificar a viabilidade da utilização dos cenários de aprendizagem, foram realizados dois ciclos de pesquisa-ação chamados de AR1 e AR2. O AR1 foi realizado com 14 professores e 1 museólogo, para verificar a viabilidade de criação do cenário de aprendizagem a partir de elementos de um museu. Já o AR2 foi realizado com 174 alunos do ensino fundamental, para verificar a aceitação dos cenários de aprendizagem. Um dos resultados identificado através do AR1, foram os artefatos necessários para compor os cenários de aprendizagem. No entanto, observou-se a necessidade de um artefato para auxiliar na construção da persona. Para isso, realizou-se uma adaptação na técnica de mapa de empatia, denominada MapLearn, como apoio ao professor durante o processo de construção da persona. Também se identificou a necessidade da criação de um ciclo para apoiar professores e museólogos durante a criação dos cenários de aprendizagem. A validação da proposta incluiu a avaliação do MapLearn; o ciclo e-MuLearn; e os cenários de aprendizagem, através de 2 estudos de caso e um experimento controlado. As análises apontaram que o ciclo e-MuLearn e seus artefatos podem contribuir com a criação de cenários de aprendizagem, como apoio ao ensino de História.

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