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Ensuring the quality of pedagogy through games in dental technology at a selected University of Technology.Vahed, Anisa 20 May 2014 (has links)
Submitted in fulfilment of requirements of the Degree of Doctor of Technology: Operations and Quality Management, Durban University of Technology, 2014. / The need for alternative teaching practices in the face of poor retention and student throughput rates has changed the context of higher education in South Africa. This study interrogates one alternative teaching practice: the use of a board game and a multimedia game. Arguments for the potential benefits of games in higher education have generated a growing body of literature, but the general focus of these studies has been empirical with little theorisation about the associated pedagogy. Using a mixed methods sequential explanatory research design, this thesis aimed to determine the quality of pedagogy through games in providing epistemological access to the subjects Tooth Morphology and Oral Anatomy in a Dental Technology Diploma at a selected University of Technology. The thesis also developed a framework for the design of games to enable quality teaching and learning of vocational subjects.
Preliminary and pilot studies were conducted. The preliminary study was conducted over a five-year period from 2003 to 2006. The total sample size for the Tooth Morphology board game was n=128 and for Oral Anatomy multimedia game was n=30. Academic experts validated the study by reviewing the contents of the game. The findings suggested that games assisted students to actively learn.
The pilot study was conducted in 2007 and 2008. The total sample size for the Tooth Morphology board game was n=62 and for the Oral Anatomy multimedia game was n=22. Dental technology experts validated the contents of the game. Cronbach’s alpha index was used to assess the reliability of the study and was α=0.45 and α=0.757 for the Tooth Morphology board game and the Oral Anatomy multimedia game, respectively. The low alpha score obtained for the Tooth Morphology board game prompted improvements to be made to the survey for the main study.
The main study was conducted in 2009, 2010 and 2011. The total population size for the Tooth Morphology board game was n=83 and for the Oral Anatomy multimedia game was n=82. Surveys and pre- and post-tests were analysed using descriptive statistics, t-tests, factor analysis and cross tabulations. Content validity ensured that the survey focused on concepts and constructs that emerged from the review of literature on games. Cronbach’s alpha index was used to assess the reliability of the surveys and was α=0.794 and α=0.868 for the Tooth Morphology board game and Oral Anatomy multimedia game, respectively. Qualitative analyses entailed focus groups with students who used the games. The data generated was analysed using the conceptual frameworks of Bernstein’s knowledge codes and Maton’s Legitimation Code Theory of Specialisation. Trustworthiness of the data was achieved using methodological triangulation, data triangulation and peer debriefing.
Quantitative results revealed that an integrated game design with an appropriate mix of instructional content and applicable game features and mechanisms facilitates the provision of epistemological access to Tooth Morphology and Oral Anatomy. By placing a sociological lens on knowledge in the games, a major finding in the qualitative analyses was that epistemological access using games provided access to particular knowledge-knower structures of the target subjects or disciplines. An LCT (Specialisation) analysis revealed that the games in this study represented a knowledge code as specialist knowledge and skills were valued over the possession of personal attributes and dispositions. This knowledge code was in turn aligned to the knowledge code of the target programme.
In synthesising the results there were three recurring issues that emerged from the data as being key, namely: (1) access to knowledge; (2) instructional design of the games; and (3) technical design of the games. The thesis concluded by proposing the KITE framework, a guideline for lecturers to consider when designing games for higher education. / DAAD,
NRF In-Country Scholarship
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媒體素養教育融入健康與體育學習領域第二學習階段教學之行動研究 / An Action Research on Intergrating Media Literacy into 2nd Learning Stage of Health and Physical Education鄭智仁 Unknown Date (has links)
我國教育部於2002年10月24日公佈了「媒體素養教育政策白皮書」,成為亞洲第一個由政府教育主管機關主導媒體素養教育推動的國家。然而時至白皮書頒布即將屆滿四年的今天,真正落實到學校教育的作為卻十分有限。除了相關的研習訓練不足、學校行政人員與家長的質疑之外,有心嘗試媒體素養教學的教師遭遇到的最大困難,在於苦無容易上手的教材可以依循。
研究者以三年來擔任媒體素養研習講師,與參加研習的教師和尋求輔導的教學團隊互動的經驗中發現,不易在教學現場實踐媒體素養教育的原因,在於教師個人對於媒體的知識基模不足,以致於無法自行設計教學活動,而坊間雖有極少數的出版品指導媒體素養教學,但教學活動中往往需要用到大量媒體範例,必須靠教師自行蒐集,而且這些課程多採獨立教學,並非配合現有學科進行融入教學,所以會有教學時間的困難。
因此,本研究在形式上以與現有學科融入教學的方式進行媒體素養教學,翦除教學時間的疑慮,並以降低門檻為原則,發展媒體素養教育融入健康與體育學習領域第二學習階段之教學設計。更進一步藉由實驗教學的過程,觀察並分析學生在媒體素養融入健體領域的學習表現,以評估此套課程的合宜性,以及探討在國小實施媒體素養教育融入健體領域可能遭遇的困難。
根據研究結果提出以下結論:
一、健體領域的七個主題軸中,除了第三主題軸「運動技能」之外,其餘六個主題軸皆有能力指標或課文內容,能直接或間接與媒體素養的五大核心概念進行連結,兩者十分適合進行融入教學。
二、從學生的學習表現可知:切合生活經驗較能引起學生興趣、媒體素養也需要精熟學習、廣告議題是學生的最愛、缺乏實用性的內容學生反應冷淡、新聞議題最不受歡迎、學生樂於接受媒體素養教學、學生只要上課不要作業、一般學科的表現不盡然複製到實驗教學。
三、媒體素養教育融入健體領域教學的難處在於:實際進行有教學時間不足之虞、上課的視聽輔助教材仍需教學者花費心思準備、教學活動需要視聽設備協助教學、學生對健體課旣有的認知難改變、教案中部分能力指標引用牽強。
根據研究結果提出下列建議:
一、對於教育行政機關,建議:建構媒體素養之分段能力指標、以近中遠程計畫落實媒體素養教育之推動。
二、對於未來相關研究,建議:跨領域統整與重大議題連結、發展媒體近用課程、進行質量並重的教學效果研究。 / Our Ministry of Education announced “The Government’s Media Literacy White Paper” on October 24, 2002.Taiwan become the first one country who impetus the media literacy education by the government in Asian. Today, the white paper promulgates soon expires for four years, truly carries out in the school education extremely to be limited. Besides the related study training insufficiency, the school administrative personnel and guardian's question, the most major difficulty to the teacher who attempt the media literacy teaching, there is no easy seat of teaching material to be allowed to rely on.
Researcher who held the post of the media literacy lecture for the past three years, discover through the interaction with the teacher who join the seminar or the teaching team who need the counseling, it’s not easily to implement media literacy in the school, lay in the teacher to be insufficient regarding the media elementary knowledge, causes to be unable independently to design the teaching activity, however in the market although had few publications to be allowed to instruct the media literacy teaching, but in the teaching activity often needed to use the massive media model, those had to collect by the teacher voluntarily, moreover most of these curricula taken the independent teaching, didn’t intergrade and coordinated with the existing curriculum, therefore could have the problem in the teaching time.
Therefore, this research take the way which the curriculum intergrades with the media literacy teaching, eliminates the anxiety of teaching time, and take reduces the threshold as the principle, the development media literacy education intergrades into the second study stage design of the health and physical education. Further the affiliation by the experimental teaching process, observes and analyzes the student intergraded into health and physical education performance in the media literacy, appraised this set of curricula inappropriateness, as well as the discussion intergrades into health and physical education curriculum possible bitter experience difficulty in the elementary school implementation media literacy education.
Proposes the following conclusion according to the research:
1. In the seven major subjects of the health and physical education, besides the third major subject "the movement skill", other six major subjects all has the competency standards or the text content, can be direct or indirectly carry on with the media literacy five big cores concept links, two extremely suitably carries on intergrades the study.
2. Knew from student's study performance: The case which suits the experience of life comparatively to be able to arouse the student interest, the media literacy also needs unceasingly to study, the advertisement subject is the student most loves, the deficient usable content student responded desolate, the news subject is most not welcome, the student to be glad accepts the media literacy teaching, the student so long as attend class does not want the homework, the general discipline performance not to be able completely to duplicate the experimental teaching.
3. The difficulty of media literacy education intergrades into health and physical education: Actual carried on the teaching time insufficiency, the teacher still need to take a lot effort to prepare the media supplementary teaching materials, the teaching activity needs the equipment of media assistance, the student the cognition which had regarding health and physical education is very difficult to change, some parts of the competency standards quote inappropriate.
Proposes the following suggestions according to the research:
1. The suggestion of the educational administration institution: Constructs impetus partition competency standards, by the near medium and long-range plan realization media literacy education.
2. The suggestion of the relate research in the future: The cross domain conformity and the significant subject link, the development media nearly with the curriculum, carries on quality and quantity both given due importance the teaching effect research.
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Into the blackboard jungle: educational debate and cultural change in 1950s AmericaGolub, Adam Benjamin 28 August 2008 (has links)
Not available / text
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Disciplining media: the encounters between the cultures of media and schoolChu, Shun-chi, Donna., 朱順慈. January 2003 (has links)
published_or_final_version / abstract / toc / Education / Doctoral / Doctor of Philosophy
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A mediatic pedagogy rhetoricizing images within composition curriculum /Helmbrecht, Brenda M. January 2004 (has links)
Thesis (Ph. D.)--Miami University, Dept. of English, 2004. / Title from second page of PDF document. Includes bibliographical references (p. 94-98).
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Educomunicação socioambiental como instrumento de informação e sensibilização sobre a poluição dos rios por resíduos sólidosConte, Andria Angélica 31 July 2015 (has links)
Os problemas socioambientais fundamentam-se em uma crise de valores, onde a incorporação de atitudes pro ambientais é primordial. Nesse sentido, os processos educativos são importantes para impulsionar as transformações necessárias para a sobrevivência da sociedade e podem ser desenvolvidos tanto na educação formal quanto na educação não formal. Há a necessidade de trazer conhecimento e de sensibilizar os jovens quanto à importância das questões ambientais, contribuindo para que desenvolvam um posicionamento crítico face à crise detectada. A Educomunicação, que tem como um de seus compromissos a produção participativa de conteúdo, apresenta-se como uma alternativa de ferramenta para a realização de intervenções que favoreçam a preservação dos recursos naturais. Esta pesquisa foi realizada em Instituto de Assistência Social de Curitiba, com 52 jovens de idades entre 14 e 17 anos em seu período de contraturno escolar. O objetivo da proposta visou desenvolver, aplicar e avaliar metodologias de educação ambiental, utilizando ferramentas de Educomunicação socioambiental para a promoção de informação e sensibilização quanto a questão dos resíduos sólidos nos corpos d’água. Foi desenvolvida a partir de uma abordagem mista (quantitativa e qualitativa), utilizando os princípios metodológicos da pesquisa-ação, através de um diagnóstico inicial de percepção ambiental, nível de conhecimentos e atitudes referentes ao tema. Como também, a análise de seus resultados para planejamento e elaboração das atividades respeitando uma sequência lógica para apreensão de novos conhecimentos. As intervenções abordaram teorias e práticas sendo denominadas oficinas. Estas, utilizaram procedimentos adequados para suas realizações que consistiram em palestras, discussões, atividades de campo, programas de rádio, registro por fotografias e filmagens, criação de páginas na rede social e evento. Os materiais textuais e audiovisuais produzidos serviram como subsídios para as produções de Educomunicação socioambiental visando instigar a percepção ambiental do jovem e da sociedade sobre a poluição de rios por resíduos sólidos. As informações e conhecimentos adquiridos durante o percurso do desenvolvimento, foram o suporte para a compilação dos saberes sobre os efeitos da interferência humana nos sistemas aquáticos, e, de sensibilização para inserção de atitudes sustentáveis, como por exemplo, a separação seletiva de resíduos sólidos e seu correto descarte. Sendo todo o processo desenvolvido através do diálogo, participação, da expressão e criatividade dos sujeitos envolvidos na pesquisa. / Environmental problems are founded in a crisis of values, where the incorporation of environmental attitudes is an urgent need. In this sense the educational processes are essential to boost the transformations necessary to the survival of society and these processes can occur both in formal education and in non-formal education. No need to bring knowledge and raise awareness among young people about the importance of environmental issues, helping to develop a critical attitude before the socio-environmental crisis. The Educommunication that has as one of its commitments participative content production, is presented as a possible tool for the realization of social and environmental interventions.This survey was conducted with 52 people aged between 14 and 17 years during their period of school hours in the Institute of Social Assistance located in the city of Curitiba, Parana state. The research objective aimed to develop, implement and evaluate methods of education, using tools of environmental educational and communication. Such activity was focused on promoting information and awareness related to the impact of solid waste on water bodies. It was developed from a mixed approach (quantitative and qualitative), the methodological principles of action research through an initial diagnosis of environmental perception, level of knowledge and attitudes related to the subject. The analysis of such results was utilized for planning and preparation of activities with a logical construction of knowledge. The interventions addressed theories and practices known as “Oficinas”. This strategy used proper procedures that consisted of lectures, discussions, field activities, radio programs, photographs and footage, events and the creation of pages on social networking to achieve the aimed results. All textual and audiovisual material produced served as subsidies for production of environmental educational communication with the objective of instilling environmental awareness on young pelople and society about pollution of rivers by solid residues. The information and knowledge gained during the research has supported the compilation of knowledge on the effects of human interference in aquatic systems as well as on raising awareness of sustainable attitudes. Thus, the whole process has enabled the dialogue, participation, expression, creativity and reasoning of the subjects involved in the research.
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A multimedia website for the Battle of GettysburgRasmussen, Mark Norman 01 January 2004 (has links)
This thesis explains the development of a website for eighth graders about the Battle of Gettysburg. One purpose of the project is to provide several primary source documents, pictures, video from a reenactment of the Battle of Gettysburg, clips from movies about the Civil War, and other material that suppport the students in their learning. The second purpose is to fulffill standard 8.10 of History-Social Science Content Standards for eight grade. This project will help students fulfill this requirement.
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Virtual Collaboration in Higher Education Blended Learning ArrangementsBukvova, Helena, Gilge, Steffen, Schoop, Eric January 2006 (has links)
No description available.
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Empirický výzkum reprezentace historických informací v médiu počítačových her, jejich vnímání uživatelem a jejich intrapersonální vzdělávací výsledky / Empirical research on the representation of historical information in the medium of computer games, their user reception, and intrapersonal learning outcomesKolek, Lukáš January 2020 (has links)
This dissertation investigates whether video games are able to affect players' attitudes and information behaviour towards depicted historical topics in games over the short- and long-term. We collected data from a sample of 148 young adults. As far as we know, there is currently no study of such a scale focused on historical games. We used, as an intervention tool, a modification of the serious game Czechoslovakia 38-89: Borderlands that deals with the expulsion of the Sudeten Germans from the former Czechoslovakia after WWII. The game is based on historical research providing players with multiple perspectives on the depicted topics. Our control group played a similar game, but where the narrative was unrelated to any depicted historical event from Czechoslovakia 38-89: Borderlands. In the empirical part of the study, we measured explicit and implicit attitude change and information behaviour change towards the expulsion of the Sudeten Germans. Results showed more negative pretest-posttest explicit attitude changes towards the expulsion on a general level (d = -0.34; p = .022) and a specific level (d = -0.53; p = .001) in the experimental group compared to the control group. Over the long-term, group differences in attitude change remained significant for the specific level (d = -0.44; p = .014),...
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Kooperative Lehr-/Lernkonzepte im Bereich - tutoriell begleitete, virtuelle, kollaborative Gruppenarbeit in multinationalen LernergruppenFreudenreich, Ronny, Lorenz, Torsten January 2013 (has links)
Netzbasierte interkulturelle Zusammenarbeit gewinnt in verschiedensten Bereichen mehr und mehr an Bedeutung und wird dementsprechend auch in der Lehre - speziell in E-Learning-Settings immer häufiger thematisiert. Neben den technischen und organisatorischen Herausforderungen gibt es eine ganze Reihe didaktischer Aspekte die es bei der Konzeption und der Durchführung derartiger Arrangements zu beachten gilt.
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