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An Investigation of the Doctoral Dissertation Literature Review: From the Materials We Use to Prepare Students, to the Materials That Students PrepareFitt, Melynda H. 01 December 2011 (has links)
Practically speaking, a well-conducted review of literature is central to a scholar’s ability to pose pertinent and timely questions within their field. As part of the culminating written assessment of a Ph.D. candidate, the dissertation literature review provides a unique vantage point to explore future scholars’ preparation. In spite of its central role within the research process, research about how future scholars are taught the doctoral competencies necessary to conduct a review of the literature for the dissertation or how the dissertation literature reviews are assessed is limited.
In two separate studies, this research uses the Boote and Beile’s Literature Review Scoring Rubric as a framework to explore the textbooks used in the early stages of doctoral education and the quality of dissertation literature reviews from a field of education research. In the first study, seven of the top selling education research methods textbooks from 2010 were analyzed to determine how well they cover the 12 performance criteria on the rubric. While the results were varied, the majority of textbooks were not adequate in their coverage of the performance criteria identified by Boote and Beile. In short, the materials used to prepare doctoral students may not be equal to conveying critical components of the literature review.
Efforts were then devoted to a replication study of exploring the end results of doctoral training and preparation. In the second study, the Literature Review Scoring Rubric was used to assess the quality of 30 randomly selected dissertation literature reviews from Instructional Technology. The scores of the dissertation literature reviews were also varied. While some dissertation literature reviews in this study were of high quality and scored well, the majority of them were of a lower quality.
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Enhancing Production of Recombinant Proteins from Mammalian CellsWong, Victor V.T., Wong, Niki S.C., Tan, Hong-Kiat, Wang, Daniel I.C., Yap, Miranda G.S. 01 1900 (has links)
The bio-manufacturing of recombinant proteins from mammalian cell cultures requires robust processes that can maximize protein yield while ensuring the efficacy of these proteins as human therapeutics. Recognizing that the challenge of improving protein yield and quality can be met through various approaches, this paper presents three strategies currently being developed in our group. A method for rapidly selecting subpopulations of cells with high production characteristics is proposed. This method combines the efficiency of green fluorescent protein/fluorescence-activated cell sorting (GFP/FACS)–based screening with homologous recombination to generate and select high-producing subclones. Next, the development of chemically defined, protein-free media for enhancing monoclonal antibody production is described. Analysis of culture media effects on the genome-wide transcriptional program of the cell is presented as a means to optimize the culture media and identify potential targets for genetic manipulation. Finally, we propose a method for increasing the extent of intracellular sialylation by improving the transport of CMP-sialic acid into the trans-Golgi. This is hypothesized to increase the sialic acid availability, and may enhance the degree of sialylation in the glycoprotein product. / Singapore-MIT Alliance (SMA)
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European avant-garde : art, borders and culture in relationship to mainstream cinema and new mediaAceti, Lanfranco January 2005 (has links)
This research analyses the impact of transformation and hybridization processes at the intersection of art, science and technology. These forms of transformation and hybridization are the result of contemporary interactions between classic and digital media. It discusses the concept of 'remediation' presented by Bolter and proposes the concept of 'digital ekphrasis,' which is based on Manovich' s analyses of the interactions between classic and digital media. This is a model which, borrowed from semiotic structures, encompasses the technical as well as aesthetic and philosophical transformations of contemporary media. The thesis rejects Baudrillard's and Virilio's proposed concepts of 'digital black hole' as the only possible form of evolution of contemporary digital media. It proposes a different concept for the evolutionary model of contemporary hybridization processes based on contemporary forms of hybridizations that are rooted in aesthetic, philosophical and technological developments. This concept is argued as emancipated from the 'religious' idea of a 'divine originated' perfect image that Baudrillard and Virilio consider to be deteriorated from contemporary hybridization experimentation. The thesis proposes, through historical examples in the fine arts, the importance of transmedia migrations and experimentations as the framework for a philosophical, aesthetic and technological evolutionary concept of humanity freed from the restrictions of religious imperatives.
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The rendered arena : modalities of space in video and computer gamesStockburger, Axel January 2006 (has links)
During the last 30 years computer and videogames have grown into a large entertainment industry of economic as well as cultural and social importance. As a distinctive field of academic inquiry begins to evolve in the form of Game Studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules of video and computer games. However, one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken. This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre's reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault's notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.
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Educators and technology, using multimedia as a teaching and presentation toolMoore, Linda Eve 01 January 2001 (has links)
This project was intended to demonstrate how teachers can tailor classroom instruction to save time, increase student participation, enhance learning outcome, and build student self-esteem using a multimedia approach.
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Gifted Students in Poverty's Perceptions of Blended LearningCrutcher, Darren Chase 01 January 2019 (has links)
Students who are raised in poverty and are not adapted to technology use have less positive learning experiences with technology usage than other students. The purpose of this qualitative study was to explore students' perceptions of blended learning among gifted students who are enrolled in the free and reduced lunch program in a public high school district in the southeastern United States. Davis's version of the technology acceptance model was used as the conceptual framework. The research questions explored the perceptions of these gifted students when they are taught using blended learning in terms of their attitudes, perceived usefulness, perceived ease of use, and behavioral intentions. For this exploratory case study, interviews were conducted with 10 gifted high school students. After manual and digital coding, the emergent themes were an overall positive perception of blended learning. The participants had a positive attitude toward educational technology and also an overwhelmingly positive outlook on behavioral intentions of using education technology. The participants also felt that the perceived usefulness and the perceived ease of use of blended learning platforms were attainable for them. This research may encourage positive social change by providing a needed resource for teachers, parents, and technology coordinators who work in low socioeconomic areas because there is very little research on gifted students in poverty and their use of blended learning. The results of this study indicate that students in poverty could use blended learning for gifted programs and advanced courses that might not be available at their local school in a low-income area.
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Effect of Chemoscan Creation on High School Students' Attitudes Toward ScienceEzell, Deborah Mcpherson 01 January 2020 (has links)
Whether the activity of creating digital art influences high school students' attitudes toward science is unknown. The purpose of this study was to determine if the creation of artistic digital chemoscans by high school students influences their attitudes toward science. In this study, ninth grade high school students' attitudes toward science were examined after participating in the creation of chemoscans in their science classroom. The theory of affective domain helped explain the process that leads to a person's behavior toward a certain phenomenon in the educational setting. The research questions concerned the use of chemoscan creation in the physical science classroom and if and whether implementation effected a change in students' attitudes toward science. Archival pre- and posttest data from the Test of Science Related Attitude was used to measure high school students' attitudes toward science in 7 categories. Archived student pre- and posttest data were treated with multiple regression for analysis. Key findings of this study showed that creation of artistic digital chemoscans (a) impacted one of the seven subscales of science attitude from the Test of Science related Attitude entitled attitude toward the normality of scientists, (b) did not have an impact on the any of the other six subscales from the TOSRA and (c) was influenced by teacher effect. This study may contribute to social change by providing improved training for science teachers who implement digital art activities, which may lead to some students enjoying science more and then possibly going into science careers.
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High School Teacher Perceptions of Blended LearningRaymond, Stephen 01 January 2019 (has links)
Blended learning technology integration by teachers can be influenced by a number of factors and is not simply a matter of following the dictate of an administrator or supervisor. A lack of knowledge exists as to what extent a high school teacher’s perception of blended learning influences his or her implementation decision. The purpose of this qualitative study was to explore the perceptions of high school teachers regarding their decision to implement blended learning pedagogy in their classroom. Social cognitive theory and the technology acceptance model were used as the conceptual framework for this study. The key research questions were used to examine the perceived ease of use and the perceived usefulness of technology and their effect on the decision to implement blended learning pedagogy. Participants were 11 teachers with access to blended learning pedagogy from 4 different school sites. Data sources were semistructured interviews. Data were analyzed using a multistage, open coding approach, identifying themes of positive and negative influencers of perceptions of blended learning pedagogy. Results indicated that teachers have a high regard for classroom technology use and recognize the potential value of blended learning with the ability to individualize instruction as the strongest positive aspect. The results also indicated that the key negative influences on perception were lack of professional development and technology resource support, i.e., Internet availability and computer access. This study creates positive social change by providing all high school education stakeholders knowledge of the influencers of teacher perceptions of blended learning to address potentially negative influences, increase the likelihood of classroom adoption, and reduce wasted resources.
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Mobile Devices in Higher Education: Faculty Perception in the United Arab EmiratesMonteiro, Shameen Sucrine 01 January 2019 (has links)
Research has been conducted on the effectiveness of mobile devices in education; however, few scholars have addressed how faculty members perceive the use of mobile devices in the classroom. Mobile devices in higher education have the potential to support innovative teaching modalities. The purpose of this qualitative case study was to explore faculty perceptions of using the mobile device as an instructional aid in a higher educational institution in the United Arab Emirates (UAE). The conceptual framework was Zhao and Frank's metaphorical use of ecology and the ecosystem. Three research questions focused on faculty members' perceptions of uses, challenges, and cultural effects of integrating mobile devices into teaching. A purposeful sampling method was used to find participants for the study. Criterion based logic, semistructured, face-to-face interviews were conducted to collect data from 8 full-time, expatriate faculty members (4 from the federal university and 4 from the private university of UAE) teaching in UAE for at least 2 years who were avid users of mobile technology for classroom instruction. Interviews were transcribed, and the data were coded to identify patterns and major themes. The results showed that faculty used mobile devices for instructional purposes, increasing engagement, improving collaboration and pedagogical practices, and promoting UAE culture. Faculty also reported challenges with mobile technology such as distraction and cheating. The results of the study can lead to a positive social change by guiding higher education faculty on how to improve the status quo and assist in planning pedagogy and facilitating mobile-enhanced learning environments.
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K-12 Educational Technology Implementations: A Delphi StudyVanDykGibson, Jennie L. 01 January 2016 (has links)
The use of educational technologies is a key component of education reform. In its current national technology plan, Future Ready Learning: Reimagining the Role of Technology in Education, the U.S. Department of Education asserts that educational technologies can transform student learning. Successful integration of educational technology could increase student achievement and transform the setting to bring about positive social change. The purpose of this study was to provide a group of expert panelists an opportunity to identify strategies and guidelines to create an effective educational technology plan. Data were gathered using a modified Delphi technique from 7 teachers, 8 administrators, and 7 policymakers. All had expertise in educational technologies and experience with past state technology implementations, and all used a Delphi instrument to rate statements from current research. Their recommendations confirmed the importance of each stage of Rogers' 5 stages of the innovation-decision process; the panelists also reached consensus about the role of the state and its responsibility to provide support and guidance to districts and schools when implementing educational technology plans. The results showed that an individualized approach to implementation of an educational technology innovation, rather than an organizational approach, may improve the rate of diffusion and adoption of educational technology innovations in this state's K-12 public schools. This shift in how implementations are managed could produce a more efficient and effective way to integrate educational technology innovations in U.S. K-12 schools.
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