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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.
161

Communities in New Media. Researching the Digital Transformation in Science, Business, Education & Public Administration

Köhler, Thomas, Schoop, Eric, Kahnwald, Nina 16 December 2019 (has links)
Digitalization is more than ever the top topic in economics, science and societal developments. Infrastructures and competencies are at the forefront of many debates. The question of which industry is or will be affected by digitization next and to what extent is not only driving executives around. While information technology innovations were something for so-called ‘(hyper-)nerds’ until recently, it has become an everyday item. We seem to have embarked on permanent change. But where does the journey actually go? Are large amounts of data a threat or an opportunity? Can we even process them or do we need fundamentally changed tools and methods - such as Visual Analytics, Virtual Reconstruction, Virtual Engineering? The 22nd GeNeMe has taken up these issues and will present them in various discussions. [... from the introduction]
162

The effectiveness of multimedia and computer-assisted activities in the teaching of Afrikaans as a second language.

Basson, Irene 08 January 2013 (has links)
Teachers are increasingly aware of the technological world in which their students live. They are aware that the use of computers affects the motivation and attitudes of learners. There has also recently been governmental pressure to integrate ICT in the teaching and learning at school level. The question remains how exactly these technologies should be implemented, particularly to aid in the acquisition of a second language. This study investigates if the use of CALL in the teaching of second language Afrikaans has affected the attitudes and motivation of learners and if it had any effect on the results they achieved. A comparative study was conducted with a group Grade 11 learners in which they completed a series of research tasks that included no technology or computerrelated input. The same group was also exposed to lessons with a computer-assisted approach, where a series of comparative research tasks were completed with the use of technology. The group completed reflective questionnaires on the tasks they had completed. The sets of tasks were analyzed and compared to each other and the reflective questionnaires were analyzed and general trends and findings were noted. The findings in this study suggests that learners respond well to computer-assisted tasks and that there is a marked improvement in attitude and motivation when they are exposed to technology in the second language classroom. Furthermore it is evident that the shift in motivation contributes to an overall improvement of their results, which in computerassisted tasks are on average 8%-12% higher.
163

Engaging Technologies of the Self with Youth: A Critical Contemplative Pedagogy Action Research Project

Moyer, Matthew Aron 17 July 2023 (has links)
No description available.
164

Zesare: Kompetenzbündelung zur Unterstützung Studierender beim Erwerb studienbegleitender Zertifizierungen an sächsischen Hochschulen – Ein Projektbericht

Hara, Tenshi, Feldmann, Marius, Mußmacher, Yvonne, Schill, Alexander January 2013 (has links)
Im Rahmen eines vom Hochschuldidaktischen Zentrums Sachsen ausgelobten Projektes im Rahmen des Verbundes „Lehrpraxis im Transfer“ wurde eine online Lehr-/Lern-Plattform konzipiert und prototypisch implementiert. Dabei stand die Förderung des Wissenstransfers zwischen den verschiedenen sächsischen Hochschulen im Vordergrund, wodurch Lehrende und Lernende effizient im Wissenstransfer unterstützt werden sollen.
165

Entwicklung eines Werkzeugs zur onlinebasierten Bestimmung typenspezifischer Lernpräferenzen

Wortmann, Frank, Frießem, Martina, Zülch, Joachim January 2013 (has links)
Die multimediale Aufbereitung von Lerninhalten zu E-Learning Einheiten ist heute in der Aus- und Weiterbildung allgegenwärtig. Häufig wird dabei jedoch die Perspektive der Nutzer der virtuellen Lehr-/Lernsysteme vernachlässigt [1]. In der Regel erfolgt eine standardisierte Aufbereitung der Lerninhalte, welche während der Konzeptionsphase die späteren Konsumenten der E-Learning Einheiten weitestgehend außer Acht lässt. Entsprechend werden meistens weder die Potenziale zur Kostenersparnis durch Teilstandardisierung von Weiterbildungsmodulen noch zur Qualitätssteigerung durch verstärkte Individualisierung annähernd ausgeschöpft. [2] Dabei bleiben individuellen Lernpräferenzen der Teilnehmer unberücksichtigt und Potenziale zur Verbesserung der Lernergebnisse werden nicht genutzt. Um diese Lücke zu schließen, wird basierend auf der Theorie der neurolinguistischen Programmierung ein Online-Werkzeug entwickelt, welches die zur Informationsaufnahme präferierten Sinneskanäle der einzelnen Teilnehmer analysiert und auswertet. Mit diesem Wissen kann die zukünftige Entwicklung und Aufbereitung von E-Learning Inhalten individueller auf die jeweiligen Konsumenten zugeschnitten werden. Zusätzlich soll das Online-Werkzeug den Nutzern Empfehlungen geben, wie sie ihren Lernerfolg verbessern können.
166

Virtuelle Praxisgemeinschaften in der Hochschullehre: Das mobil-virtuelle Klassenzimmer

Nistor, Nicolae January 2013 (has links)
Als Erweiterung des klassischen virtuellen Klassenzimmers wird in diesem Beitrag das Konzept des mobil-virtuellen Klassenzimmers (MVK) erläutert. Dieses basiert hauptsächlich auf einem Tool zur automatischen Analyse des textbasierten kollaborativen Dialogs in virtuellen Praxisgemeinschaften. Der aktuelle Entwicklungsstand des MVK umfasst quantitative empirische Modelle und Befunde zu Expertise, Partizipation und Expertenstatus in Praxisgemeinschaften, zur Akzeptanz der eingesetzten Technologie sowie zur Validität des Analysetools. Zwei Lernszenarien des MVK werden geschildert. Abschließend wird die entsprechende Forschungsagenda präsentiert.
167

Digital Identity and Performance:How Student Identity Construction can be Influenced Through Digital Social Media and Expressed Through Theatrical Performance

Nelsen, Mindy M 01 June 2015 (has links) (PDF)
Adolescents and teens are surrounded by a myriad of influences that affect how they see and present themselves. Contemporary communication for these young people frequently happens in an online forum through digital social media. The primary purpose of this master's thesis is to examine the affect of digital social media on adolescent and teen identity construction and perception of self and other. Further research was performed to identify how that identity can be expressed through theatrical performance. The first chapter is a review of current literature, theory and practice of those within the educational paradigm who are trying to incorporate media literacy skills into contemporary pedagogy. An action research project was formulated to create lesson plans that aid students in engaging critically with digital social media and then empowering them with the skills to access, analyze, evaluate and create that media. Students then use their findings in the creation of a devised theatre piece. Chapter Two discusses the methodology involved with the gathering of the data and the process of analysis using open coding. Chapter Three presents the findings and exhibits student work and Chapter Four analyzes the findings and presents a course for future study, research and use of the findings in the contemporary drama classroom.
168

Media literacy in public schools

Chapman, Robert Timothy 01 January 2002 (has links)
This study investigates media literacy curricula in upper-income and lower-income public schools. Twelve principals participated in a telephone survey by answering fifteen questions about their schools and districts.
169

Broadcast news production in the classroom as a student mediation for bilingual and cross-cultural education

Fabricius, Kristina 01 January 2007 (has links)
"Broadcast News Production in the Classroom as a Student Mediation for Bilingual Education" describes a curricular design to meet interactive literacy projects for the K-12 Bilingual Education classroom. The author has designed or adapted mediation structures for use to implement "Broadcast News Production" in the classroom specifically for Bilingual and Cross-cultural Education. The study is theoretical and based on research.
170

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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