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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

Technology tools for improving online learning environments

Gonzales, Kimberly Sharon 16 April 2013 (has links)
I worked on technical Web applications for two different research groups for my master’s project. The first application was Adventure Learning Water Expeditions, an online learning environment for K-12 students in Idaho. The second was Project Engage, a computer science principles course for high school students. In this paper, I describe each Web application by going over the technical details of the application, describing the challenges I faced, and connecting my work with relevant research in the field of Learning Technologies. / text
2

Towards the Ubiquity of Precollege Engineering Education: From Pedagogical Techniques to the Development of Learning Technologies

Riojas, Mario January 2012 (has links)
The significance of teaching the basics of engineering education in middle- and high-schools is generally acknowledged by policy makers, teachers and researchers in the U.S.A. as well as a number of developed and developing countries. Nevertheless, engineering topics are rarely covered by precollege curriculums. A key contributing factor is that engineering hinges on the usage of technology to expose learners to fundamental concepts otherwise difficult to demonstrate. For example, learning the concepts of systems' design, optimization, and trade-offs can be a challenging task when teachers and students limited access to tools to practice their engineering knowledge. Thus, a deficiency of operational learning technologies for diverse precollege environments affects the availability of engineering learning experiences. The aim of this dissertation is to unveil the relationships between influential factors for the advancement of precollege engineering education. We proposed a framework for the development of curriculum and technology derived from analyzing design issues from the perspective of multiple entities encompassing a broad of stage holders including students, teachers and technology developers. Several influential factors are considered including human-computer interaction issues, the problem of a digitally divided population and the lack of engineering curriculum that reconciles precollege engineering education with state and national educational standards. The findings of this dissertation are based on quantitative and qualitative re- search performed during a four year span working with five local schools in the Tucson Unified School District.
3

Exploring Measurement Estimation Through Learners Actions, Language, and Gestures

Harrison, Avery 09 April 2019 (has links)
This thesis intends to advance educational research by providing exploratory insights about the roles of, and relationships between, the actions, language, and gestures of college and elementary-aged students surrounding measurement estimation. To the best of my knowledge, prior research has examined the role of speech and gestures as they relate to areas of mathematics such as algebra and geometry, however, this work has not been extended to the area of measurement. Similarly, language and gesture have been explored but the three-way interplay between actions during problem-solving, and the language and gestures observed during explanations after problem solving has not been investigated in mathematics. To actualize the findings from this research in practice, this thesis uses the findings from two studies on behavior during measurement tasks to propose text and image support for an elementary-aged measurement game, EstimateIT!, to support students as they practice how to measure objects and develop conceptual skills through embodied game play. Specifically, this thesis intends to provide 1) a synthesis of the work on gestures in mathematics as well as the research methods used to study gestures, 2) a coding guide to analyze the gestures of mathematics learners, as well as their actions and language, 3) an application of the coding guide to explore the behavior of college and elementary students during measurement estimation tasks, and 4) proposals for action-guiding support for EstimateIT! to help elementary students develop and reinforce an understanding of measurement during gameplay based on the more mature strategies demonstrated by college students as they complete similar tasks.
4

Graspable Math K-12: Perspectives and Design for Formative Assessment of Mathematical Proficiency with Learning Technologies

Hulse, Taylyn 20 April 2019 (has links)
This thesis grounds the design of learning technologies in cognitive learning theory to explore deeper formative measurement of the learning process. This work implements Graspable Math (GM; Ottmar, Landy, Weitnauer, Goldstone, 2015), a dynamic learning technology that has been designed using perceptual-motor learning theory, which has been shown to have a strong connection to mathematical reasoning (Kirshner, 1989; Kellman, Massey, & Son, 2010; Goldstone, Landy, & Son, 2010). With this dynamic mathematics learning technology, we can measure the algebraic problem solving process in ways that are not possible with pencil and paper or other more traditional learning technologies. By collecting this data, this research will explore how to move beyond traditional correctness-based assessment and design more formative measures of the learning process. This work provides a rich perspective on the evolution of research on mathematical proficiency, how this research is applied in practice, and an in-depth example of how one technology-based learning environment has been developed to measure mathematical proficiency. This work has three main objectives: 1) develop a theoretical framework to assess mathematical proficiency within GM, 2) explore GM-based measures of mathematical proficiency across K-12 populations, and 3) design GM-based tools that are grounded in theory on mathematical proficiency. This work first presents a conceptual model that maps student behavior data measured through GM onto the five theoretical strands of mathematical proficiency as defined by the National Research Council’s 2001 publication, Adding it Up. The first study reveals underlying constructs in Elementary student data and suggests there is an added benefit of including these formative measures within predictive models. Above and beyond background characteristics and summative measures of knowledge, formative measures of the learning process revealed subtle interactions based on student behaviors and prior knowledge. These constructs also show potential in mapping onto certain strands of mathematical proficiency. The second study compares underlying constructs within Elementary data to High School data using exploratory factor analysis and finds similar factors across both populations. These results suggest that certain constructs may underlie different age groups and have the potential to be used as measures of mathematical proficiency. While the first two sections describe the definition and measurement of mathematical proficiency within GM, the final section explores the implementation of these measures within the design process of new GM-based activities for students and tools for teachers. Ultimately, the goal of this work is to serve as an example method for other researchers, educators, and designers to move beyond summative measures of assessment and enhance the formative assessment capabilities of learning technologies by grounding measures in theories of learning.
5

Extending the online distance course : online student activity beyond the online classroom

Barrera, Rachel Edith 31 January 2013 (has links)
This study investigated why and how students, who enrolled in fully-online distance course, participated in online activities external to the formal online course (OAEOC) at any point during or after the online course. For this research, OAEOC is defined as any activity pursued by students within an online environment during or after the course that does not take place within their teacher-sponsored online course “home” (such as a Moodle or Blackboard). This research occurred within a fully-online, five-week course that trained journalists in digital tools. Data included: (a) 144 researcher-generated interpretive memos based on activities within the course’s online discussion forums and student chats and (b) 11 student interviews. Results showed that student interactions in course discussion forums were critically important for developing connections between students, which in turn, supported the initiation of online activities external to the online course. During the course, students posted information about their online identities and created a Facebook group and Twitter list, which facilitated online activities external to the course. Data from interviews showed that those students participating in OAEOC did so for social reasons and to continue conversing with classmates. Students who did not participate in OAEOCs indicated work schedule conflicts, lack of interest, and unawareness of the OAEOCs prevented their participation. During the course, OAEOC participants discussed topics related to the course content. However, once the course concluded, OAEOC participants started discussing more personal and professional topics. The phenomenon studied is new to online distance education and holds the potential to extend the online course experience and support lifelong learning. / text
6

Onboarding Learning Modalities and the Relationships with Onboarding Experience, Locus of Control, Self-Efficacy, and Employee Engagement

Rieder, Aubrey Taylor 05 1900 (has links)
Online and hybrid onboarding, or new-hire training and assimilation, has grown increasingly common in corporate settings, especially since the COVID-19 pandemic. This study explores how perceived onboarding experience, work locus of control, occupational self-efficacy, and employee engagement differed between those who onboarded with in-person, hybrid, or online methods. This study also explores how work locus of control could moderate these relationships and examines the relationships between employee engagement and onboarding experience, locus of control, and self-efficacy. This study used quantitative research methods in the form of a self-administered online questionnaire aimed at corporate employees who had onboarded within the previous 18 months. One hundred fifty-three employees completed the survey. It was found that no significant difference in the variables existed between modalities, except for the task characteristic subscale of perceived onboarding experience in which scores were lower for those onboarded in-person. However, work locus of control was found to significantly moderate the relationships between onboarding modality and experience, locus of control, and self-efficacy. Additionally, employee engagement was increased with higher perceived onboarding experience, more internal loci of control, and higher self-efficacy. In addition to the research questions, demographic data were also explored. It was found that perceived onboarding experience was negatively correlated with age, education level, and employment level, locus of control was negatively correlated with age, and work-related self-efficacy was positively correlated with employment level. Further, males were found to have more internal loci of control while females had more external loci of control. Women were also found to have statistically significant lower employee engagement. Overall, this study found that, while onboarding modality itself is not a predictor of employee experiences, other characteristics of onboarding and individuals' attributes could impact the success of onboarding programs and employees' experiences.
7

Untethered Learning: A Mixed Methods Study of Mobilized Adventure Learning

Orr, Gregg W. 24 October 2014 (has links)
Mobile technologies now afford unprecedented opportunities, resources, and possibilities for learning. Among them, is the opportunity for students to engage in hands-on, out-of-classroom learning activities such as Adventure Learning. Since 2007, Adventure Learning has developed as an educational framework for using information and communication technologies to connect learners with expeditionary teams where video-based communication provides a sense of adventure for learners. The study was conducted in a public high school where an Environmental Science teacher used mobile learning technologies to create Adventure Learning projects where students participated both fin the classroom and as members of an “expeditionary team.” It was also intended to examine both the benefits and challenges in implementing ubiquitous mobile technologies in the field, combined with the use of student-centered pedagogies in their classrooms. The major questions of the study asked how did a teacher leverage mobilized Adventure Learning to design learning activities? And how did active participation in a mobilized Adventure Learning project affect student interest in the subject of Environmental Science? The study involved examining the ways the teacher leveraged the affordances of mobile technologies to create a hands-on, collaborative, and Adventure Learning environments outside of the classroom. The hands-on learning activities were designed to enable students to gather first-hand information related to environmental science. Subjects in the study included a high school Environmental Science teacher along with 104 participating students. Using a mixed methods approach, qualitative data were gathered through observations of learning activities, interviews and focus groups and artifacts. Quantitative data were gathered through surveys administered to the students before and after the treatment. The results indicated that, contrary to the teacher’s expectations, students indicated a preference for learning through book and lecture rather than hands-on discovery of information in both pre and post treatment surveys. Results of the study also demonstrated differences in learning preference relating to percentage of students participating in field-based, hands-on learning activities or in lecture-book classroom learning activities. Recommendations for future research and for educational practice are offered. Limitations of the study include the small sample size and short time duration of the study. / text
8

Elektronické vzdělávání v ČR: Profil zákazníka a situace na trhu / Digital learning in the Czech Republic: Customer profile and situation on the market

Komrska, Jan January 2014 (has links)
This thesis is devoted to learning supported by modern information technologies. It describes the methodological approaches used to create e-learning-based education programmes, summarizes current trends and analyzes evolution of the global market with learning technologies. Due to the focus on the Czech Republic, it also analyzes the results of 2 surveys, namely use of e-learnning in the corporations and use of e-learning at the University of Economics, Prague.
9

Explanative and Argumentative Interactions with an Intelligent Tutoring System

Widmer, Colin Leigh 09 December 2013 (has links)
No description available.
10

Veterans’ Service Experiences in Healthcare: a Self-service Technology Orientation

Robertson, Rachael 08 1900 (has links)
This work focuses on how to improve medical services for veterans in a manner that will result in high levels of satisfaction and attainment of needed services. This research assess how veterans access healthcare and receive service. The problem to be addressed relates to reports by veteran healthcare organizations regarding the presence of gaps in coverage and customer service disparities in healthcare. Common concerns involve the gaps between veterans’ expectations for services and the provided services. This study created a survey instrument that contextualized components of established scales along with demographics and constructs specific to the current study. This study assessed the relationships among a variety of constructs and dimensions with healthcare expectations and service quality using a series of simple regressions. The results showed a statistically significant relationship between quality and the use or intention to use technology. The study supports the contention that respondents are willing to use self-service technologies. Technology that incorporates digital devices into healthcare services offers an opportunity to bridge service gaps and holds a promise for giving veterans faster access to service and care in a beneficial manner.

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