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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.
41

Savoir par cœur : enjeux de la mémorisation des textes pour les études littéraires / Learning by heart : The high-stakes question of text memorization in literacy studies

Nowak, Fabrice 17 January 2015 (has links)
Quel intérêt les études littéraires auraient-elles à remettre au goût du jour l’apprentissage par cœur de textes littéraires ? Le par cœur semble aujourd’hui une pratique pédagogique de nostalgiques et de réactionnaires. On lui reproche de faire moins bien et moins rapidement ce que la technologie fait sans effort. On l’accuse aussi de ne pas favoriser l’intelligence : elle est un travail mécanique de perroquet dans lequel la compréhension et l’esprit critique interviendraient peu. Ces critiques, qui peuvent paraître de bon sens, sont en fait selon nous le produit de trois logiques ou pensées qui dominent la pensée occidentale : la pensée matérialiste, la logique marchande et la logique de domination du masculin sur le féminin. Elles imprègnent tellement nos croyances et nos cadres cognitifs qu’on a du mal à penser en dehors d’elles. Nous confrontons dans cette thèse ces trois logiques à la question du par cœur : en interrogeant leurs présupposés et en mettant au jour certaines de leurs failles, on s’aperçoit alors que le par cœur, en fonction de la manière dont on le pratique, peut revivifier les études littéraires. / Why would it be worthwhile for literary studies to reintroduce learning by heart of literary texts? Learning by heart now appears to be an old-fashioned method, only practiced by nostalgic, reactionary teachers. It has been criticized for its lesser learning efficiency and velocity as compared to what technology has made available for fewer efforts. Another reason why it has been condemned is that it would impede the development of intelligence, as it is thought to be a parrot-like, mechanical exercise requiring very little understanding or critical thinking. These seemingly well-founded criticisms are, we argue, the product of three logics – or thoughts – dominating the Western thought, namely: the materialist thought, the mercantile logic, and the logic of the domination of the masculine over the feminine. Our beliefs and outlines of thought are so imbued with these three principles, that we are reluctant to depart from their influences to think. In this dissertation, we confront the three above-mentioned logics to the “learning-by-heart” issue. By questioning their presuppositions and shedding light on some of their flaws, we find out that learning by heart, depending on how it is carried out, helps revitalize literary studies.
42

A New Performance : Exploring the possibilities and difficulties related to the inclusion of the voice in violin playing

Løland, Olav Eirik January 2021 (has links)
This thesis seeks to explore the many possibilities that lie within the incorporation of the voice alongside playing the violin. This territory is still very unknown, and the author believes that many new artistic possibilities and tools are yet to be discovered.The attempts made seek to understand the difficulties and limitations of the incorporation of the voice, while discovering its bountiful treasures. / <p>"Terje Vigen" by Ivar BøksleArrangement by Olav Eirik LølandViolin and vocal - Olav Eirik Løland</p><p></p><p>Konserten börjar efter två minuter.</p>
43

SYNERGY: GAME DESIGN + QUR'AN MEMORIZATION

Moulana, Sultana Jesmine 01 January 2017 (has links)
The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The Quran. This thesis synthesizes game design elements with existing memorization techniques to foster a more engaging, enriching, and inspiring Qur’an memorization experience.
44

Impact des émotions sur les performances

Ghali, Ramla 04 1900 (has links)
Les émotions jouent un rôle primordial dans les processus cognitifs et plus particulièrement dans les tâches d’apprentissage. D’ailleurs, plusieurs recherches neurologiques ont montré l’interrelation qui existe entre la cognition et les émotions. Elles ont aussi déterminé plusieurs formes d’intelligence humaine autre que l’intelligence rationnelle parmi lesquelles nous distinguons la forme ayant comme dimension émotionnelle, à savoir l’intelligence émotionnelle, vu son impact sur les processus d’apprentissage. L’intelligence émotionnelle est alors un facteur significatif de réussite scolaire et professionnelle. Sous la lumière de ces constatations présentées, les informaticiens à leur tour, vont alors tenter de consentir de plus en plus de place au facteur émotionnel dans les systèmes informatiques et plus particulièrement dans ceux dédiés à l’apprentissage. L’intégration de l’intelligence émotionnelle dans ces systèmes et plus précisément, dans les Systèmes Tutoriels Intelligents (STI), va leur permettre de gérer les émotions de l’apprenant et par la suite améliorer ses performances. Dans ce mémoire, notre objectif principal est d’élaborer une stratégie d’apprentissage visant à favoriser et accentuer la mémorisation chez les enfants. Pour atteindre cet objectif, nous avons développé un cours d’anglais en ligne ainsi qu’un tuteur virtuel utilisant des ressources multimédia tels que le ton de la voix, la musique, les images et les gestes afin de susciter des émotions chez l’apprenant. Nous avons conduit une expérience pour tester l’efficacité de quelques stratégies émotionnelles ainsi qu’évaluer l’impact des émotions suscitées sur la capacité de mémorisation des connaissances à acquérir par l’apprenant. Les résultats de cette étude expérimentale ont prouvé que l’induction implicite des émotions chez ce dernier a une influence significative sur ses performances. Ils ont également montré qu’il n’existe pas une stratégie efficace pour tous les apprenants à la fois, cependant l’efficacité d’une telle stratégie par rapport à une autre dépend essentiellement du profil comportemental de l’apprenant déterminé à partir de son tempérament. / Emotions play a crucial role in cognitive processes, particularly in learning tasks. Furthermore, several studies in neurosciences have shown that emotion is closely related to cognitive processes. They have also determined many different forms of intelligence other than the rational intelligence; one of them is the form having an emotional dimension which influences the learning processes, namely emotional intelligence. Emotional intelligence is a significant factor in academic and professional success. Under the light of these results, the computer scientists will, in their turn, try to focus on the emotional factor in computer systems and more particularly in those dedicated to learning. The integration of emotional intelligence in these systems, specifically in Intelligent Tutoring System (ITS), will enable them to recognise learner’s emotions and improve his/her performances. In this thesis, our main aim is to develop a learning strategy which promotes and enhances memorization by children. To achieve this aim, we developed an English web course and a virtual tutor using multimedia resources such as voice pitch, music, images, and gestures to induce emotion in the learner. We conducted an experiment to test the effectiveness of some emotional strategies and assessed the impact of aroused emotions on the ability of memorizing knowledge to be acquired by the learner. The results of this experimental study have shown that implicit induction of emotions has a significant influence on learner’s performances. Moreover, no effective strategy can be applied to all learners at the same time. However, the efficiency of a strategy depends mainly on the learner’s behavioral profile based on his temperament.
45

Designing expressive interaction techniques for novices inspired by expert activities : the case of musical practice / La conception de techniques d’interaction expressives adaptées aux novices et inspirées par des activités expertes : le cas de la pratique musicale

Ghomi, Emilien 17 December 2012 (has links)
Les systèmes interactifs étant utilisés pour réaliser des tâches toujours plus complexes et variées, les utilisateurs ont besoin de systèmes qui soient à la fois expressifs, efficaces et utilisables. Si des systèmes simples peuvent être instantanément utilisables, l’expressivité accessible avec des systèmes complexes est souvent considérée comme réservée aux experts. Cependant, notre approche, inspirée par la recherche en phénoménologie et en psychologie, souligne que certaines activités expertes ayant une portée sociale, comme les activités artistiques, permettent aussi aux non-experts d’acquérir des compétences et une connaissance considérables de façon implicite. Dans ce manuscrit, nous évoquerons notamment la connaissance et les compétences avancées développées par les non-musiciens lors de l’écoute de la musique et de l’observation du jeu instrumental. Nous défendons deux idées. Premièrement, les concepteurs de systèmes interactifs peuvent profiter de ces compétences et de cette connaissance implicites pour créer des systèmes expressifs qui soient utilisables. Deuxièmement, les méthodes d'apprentissage expertes et les outils experts, qui ont été perfectionnés à travers le temps et ont fait leurs preuves dans des situations complexes, peuvent servir de sources d'inspiration pour améliorer l’utilisabilité des systèmes complexes pour les utilisateurs novices. Nous proposons un cadre de conception pour étudier l'utilisabilité et l'expressivité des techniques d'interaction, comme deux nouvelles mesures de la qualité de l'interaction, et présentons les trois projets de cette thèse. Dans le premier, nous étudions l'utilisation de motifs rythmiques pour l'interaction, et nous montrons que des utilisateurs novices sont capables de reproduire et de mémoriser efficacement de grands vocabulaires de motifs rythmiques. Une telle interaction tire parti des capacités naturelles des non-musiciens pour percevoir et reproduire des structures rythmiques. Nous définissons des règles pour créer des motifs rythmiques adaptés à l’interaction, et montrons qu’ils peuvent être utilisés efficacement pour déclencher des commandes. Dans le deuxième projet, nous étudions la conception et l’apprentissage de postures multi-doigt sur des écrans multi-tactiles. Nous prenons en compte les contraintes mécaniques et les degrés de liberté de la main pour créer des vocabulaires expressifs de postures multi-doigt, dont nous évaluons l’utilisabilité lors d’une expérimentation. Nous présentons une méthode d’apprentissage adaptée aux postures les plus complexes, inspirée par l’apprentissage des accords en musique, et nous montrons qu’elle peut améliorer la compréhension et la mémorisation. Dans le dernier projet, nous nous intéressons aux applications de création musicale en temps réel, et tentons de les faire profiter des qualités instrumentales des instruments acoustiques. Nous voulons créer des applications qui permettent un jeu virtuose et expressif, et dont les fonctionnalités élémentaires sont accessibles aux novices (comme on peut jouer quelques accords au piano sans apprentissage). Nous proposons un cadre de conception et une architecture logicielle qui aident à considérer la conception d’applications musicales comme une lutherie à part entière. Avec ces projets, nous montrons que, dans ces cas : (i) la connaissance et les compétences implicites des non-experts peuvent être réutilisées en interaction ; (ii) les méthodes d’apprentissage expertes peuvent permettre de rendre les systèmes expressifs plus utilisables ; (iii) s’inspirer des outils experts peut aider à concevoir des systèmes interactifs expressifs et utilisables. Nous proposons l’étude de l’utilisabilité comme une alternative à l’immédiateté prônée par les entreprises d’informatique, et nous présentons des méthodes pour tirer parti de la richesse des activités expertes et de la connaissance implicite des non-experts pour créer des systèmes interactifs expressifs et utilisables par les novices. / As interactive systems are now used to perform a variety of complex tasks, users need systems that are at the same time expressive, efficient and usable. Although simple interactive systems can be easily usable, interaction designers often consider that only expert practitioners can benefit from the expressiveness of more complex systems. Our approach, inspired by studies in phenomenology and psychology, underscores that non-experts have sizeable knowledge and advanced skills related to various expert activities having a social dimension –such as artistic activities–, which they gain implicitly through their engagement as perceivers. For example, we identify various music-related skills mastered by non-musicians, which they gain when listening to music or attending performances. We have two main arguments. First, interaction designers can reuse such implicit knowledge and skills to design interaction techniques that are both expressive and usable by novice users. Second, as expert artifacts and expert learning methods have evolved over time and have shown efficient to overcome the complexity of expert activities, they can be used as a source of inspiration to make expressive systems more easily usable by novice users. We provide a design framework for studying the usability and expressiveness of interaction techniques as two new aspects of the user experience, and explore this framework with three projects. In the first project we study the use of rhythmic patterns as an input method, and show that novice users are able to reproduce and memorize large vocabularies of patterns. This is made possible by the natural abilities of non-musicians to perceive, reproduce and make sense of rhythmic structures. We define a method to create expressive vocabularies of patterns, and show that novice users are able to efficiently use them as command triggers. In the second project, we study the design and learning of chording gestures on multitouch screens. We introduce design guidelines to create expressive chord vocabularies taking the mechanical constraints and the degrees of freedom of the human hand into account. We evaluate the usability of such gestures in an experiment and we present an adapted learning method inspired by the teaching of chords in music. We show that novice users are able to reproduce and memorize our vocabularies of chording gestures, while our learning method can improve long-term memorization. The final project focuses on music software used for live performances and proposes a framework for designing “instrumental” software allowing expert musical playing and having its elementary functionalities accessible to novices, as it is the case with acoustic instruments (for example, one can easily play a few chords on a piano without practice). We define a design framework inspired by a functional decomposition of acoustic instruments and present an adapted software architecture, both aiming to ease the design of such software and to make it match with instrument-making. These projects show that, in these cases: (i) the implicit knowledge novices have about some expert activities can be reused for interaction; (ii) expert learning methods can inspire ways to make expressive systems more usable novices; (iii) taking expert artifacts as a source of inspiration can help creating usable and expressive interactive systems. In this dissertation, we propose the study of usability as an alternative to the focus on immediacy that characterizes current commercial interactive systems. We also propose methods to benefit from the richness of expert activities and from the implicit knowledge of non-experts to design interactive systems that are at the same time expressive and usable by novice users.
46

Rôles de différents moments de l'expérience de service dans la satisfaction globale

Vo Thi, Ngoc Thuy 13 December 2012 (has links)
Ce travail doctoral a eu pour but de comprendre le rôle dynamique des moments de différentes intensités et valences perçues aux trois périodes d'une expérience de service (début, milieu, fin) sur la satisfaction globale dans le temps. Une revue de la littérature a été effectuée, s'articulant autour de quatre axes de recherche : l'expérience de service, la satisfaction du client, l'évaluation rétrospective d'une séquence temporelle et la mémoire, combinée alternativement à l'étude qualitative. Notre étude empirique comporte deux phases. Tout d'abord, une étude préalable a été réalisée par la méthode expérimentale en laboratoire comprenant 3 sous pré-tests. L'étude a eu pour but d'identifier 12 événements de services qui constituent ensuite une expérience (un festival) composée de trois périodes dont chacune comprend 4 différents événements (4 moments). L'étude principale a traité de ce festival en contexte réel (trois expérimentations, au Vietnam) en manipulant trois dimensions (saillance, valence et position temporelle de l'événement) avec une mesure longitudinale de la satisfaction globale (immédiatement après l'expérience, trois semaines après et six mois plus tard). Les tests des hypothèses sont réalisés à partir d'ANOVA-mesure répétée, d'équations structurelles, et d'analyse de dominance / This doctoral work attempts to understand the dynamic role of different moments within a service experience having different intensities, valences and existing across different service periods (start, middle, and end) on global satisfaction levels within a longitudinal perspective. The literature review which focuses on four streams: service experience, client satisfaction, retrospective evaluation of a temporal sequence, and memorization, was conducted alongside a qualitative study. It was followed by our empirical study which has two phases. The first phase is the preliminary studies in the laboratory wherein 3 pre-tests were conducted in order to identify 12 different moments of a service experience suitable for enactment in the final study as a real life festival. Moreover, the structure of the festival was also selected from the results of these pre-tests. In the second phase, a real life festival (3 different experiments, in Vietnam) was organized and the three dimensions (intensity, valence and temporal position) of the moments were manipulated. Additionally, a longitudinal measurement of global satisfaction (immediately after the festival, 3 weeks after the festival, 6 months after the festival) was taken. The data was subsequently treated with repeated measures ANOVA, structural equation modeling and dominance analysis. Results show differential effect of the moments on global satisfaction over time depending on the different levels of intensity, valence and temporal position
47

Na morada da diversidade: a tessitura teatral como instrumento democrático / Na morada da diversidade: a tessitura teatral como instrumento democrático

Glaucia Ribeiro Felipe 15 June 2010 (has links)
Pesquisa prática que aborda o fazer teatral como instrumento da capacidade de tomada de decisões no coletivo no Centro Integrado de Educação de Jovens e Adultos. São discutidos aspectos tais como a função da educadora no contexto da escola e no processo de aprendizagem de leitura/escrita e os critérios utilizados para as escolhas teatrais. Na prática teatral percorro os jogos, técnicas de memorização de textos, o trabalho com o texto na mão e uma análise quantitativa dos diários de bordo desenvolvidos pelos educandos. O texto expõe a tessitura do pensamento de Paulo Freire, das escolas democráticas e suas influências no CIEJA-CL. Entre outras reflexões, conclui-se que, um caminho possível à educação é a concepção democrática de Pesquisa-Ação. / This paper deals with a practical research in doing teather as an instrument of decision taking by students at \"Centro Integrado de Jovens e Adultos ( Integrated Center for the Education of Young and Adults People). Aspects such as the role of the educator at school as well as the reading/writing learning process and the criteria used for choises in teather are discussed. Concerning practice at the teather, we deal with teather games, text memorization techniques, the work with the script in hands and the quantitative analyses of the \"daily development\" carried by the students. This paper is based the essence of Paulo Freire\'s thoughts as well as the democratic schools\' bases and its influences in the CIEJA-CL. Besides other reflexions, a good path for education is the democratic conception of Research-Action.
48

Na morada da diversidade: a tessitura teatral como instrumento democrático / Na morada da diversidade: a tessitura teatral como instrumento democrático

Felipe, Glaucia Ribeiro 15 June 2010 (has links)
Pesquisa prática que aborda o fazer teatral como instrumento da capacidade de tomada de decisões no coletivo no Centro Integrado de Educação de Jovens e Adultos. São discutidos aspectos tais como a função da educadora no contexto da escola e no processo de aprendizagem de leitura/escrita e os critérios utilizados para as escolhas teatrais. Na prática teatral percorro os jogos, técnicas de memorização de textos, o trabalho com o texto na mão e uma análise quantitativa dos diários de bordo desenvolvidos pelos educandos. O texto expõe a tessitura do pensamento de Paulo Freire, das escolas democráticas e suas influências no CIEJA-CL. Entre outras reflexões, conclui-se que, um caminho possível à educação é a concepção democrática de Pesquisa-Ação. / This paper deals with a practical research in doing teather as an instrument of decision taking by students at \"Centro Integrado de Jovens e Adultos ( Integrated Center for the Education of Young and Adults People). Aspects such as the role of the educator at school as well as the reading/writing learning process and the criteria used for choises in teather are discussed. Concerning practice at the teather, we deal with teather games, text memorization techniques, the work with the script in hands and the quantitative analyses of the \"daily development\" carried by the students. This paper is based the essence of Paulo Freire\'s thoughts as well as the democratic schools\' bases and its influences in the CIEJA-CL. Besides other reflexions, a good path for education is the democratic conception of Research-Action.
49

Impact des émotions sur les performances

Ghali, Ramla 04 1900 (has links)
Les émotions jouent un rôle primordial dans les processus cognitifs et plus particulièrement dans les tâches d’apprentissage. D’ailleurs, plusieurs recherches neurologiques ont montré l’interrelation qui existe entre la cognition et les émotions. Elles ont aussi déterminé plusieurs formes d’intelligence humaine autre que l’intelligence rationnelle parmi lesquelles nous distinguons la forme ayant comme dimension émotionnelle, à savoir l’intelligence émotionnelle, vu son impact sur les processus d’apprentissage. L’intelligence émotionnelle est alors un facteur significatif de réussite scolaire et professionnelle. Sous la lumière de ces constatations présentées, les informaticiens à leur tour, vont alors tenter de consentir de plus en plus de place au facteur émotionnel dans les systèmes informatiques et plus particulièrement dans ceux dédiés à l’apprentissage. L’intégration de l’intelligence émotionnelle dans ces systèmes et plus précisément, dans les Systèmes Tutoriels Intelligents (STI), va leur permettre de gérer les émotions de l’apprenant et par la suite améliorer ses performances. Dans ce mémoire, notre objectif principal est d’élaborer une stratégie d’apprentissage visant à favoriser et accentuer la mémorisation chez les enfants. Pour atteindre cet objectif, nous avons développé un cours d’anglais en ligne ainsi qu’un tuteur virtuel utilisant des ressources multimédia tels que le ton de la voix, la musique, les images et les gestes afin de susciter des émotions chez l’apprenant. Nous avons conduit une expérience pour tester l’efficacité de quelques stratégies émotionnelles ainsi qu’évaluer l’impact des émotions suscitées sur la capacité de mémorisation des connaissances à acquérir par l’apprenant. Les résultats de cette étude expérimentale ont prouvé que l’induction implicite des émotions chez ce dernier a une influence significative sur ses performances. Ils ont également montré qu’il n’existe pas une stratégie efficace pour tous les apprenants à la fois, cependant l’efficacité d’une telle stratégie par rapport à une autre dépend essentiellement du profil comportemental de l’apprenant déterminé à partir de son tempérament. / Emotions play a crucial role in cognitive processes, particularly in learning tasks. Furthermore, several studies in neurosciences have shown that emotion is closely related to cognitive processes. They have also determined many different forms of intelligence other than the rational intelligence; one of them is the form having an emotional dimension which influences the learning processes, namely emotional intelligence. Emotional intelligence is a significant factor in academic and professional success. Under the light of these results, the computer scientists will, in their turn, try to focus on the emotional factor in computer systems and more particularly in those dedicated to learning. The integration of emotional intelligence in these systems, specifically in Intelligent Tutoring System (ITS), will enable them to recognise learner’s emotions and improve his/her performances. In this thesis, our main aim is to develop a learning strategy which promotes and enhances memorization by children. To achieve this aim, we developed an English web course and a virtual tutor using multimedia resources such as voice pitch, music, images, and gestures to induce emotion in the learner. We conducted an experiment to test the effectiveness of some emotional strategies and assessed the impact of aroused emotions on the ability of memorizing knowledge to be acquired by the learner. The results of this experimental study have shown that implicit induction of emotions has a significant influence on learner’s performances. Moreover, no effective strategy can be applied to all learners at the same time. However, the efficiency of a strategy depends mainly on the learner’s behavioral profile based on his temperament.
50

A memorização musical através dos guias de execução : um estudo de estratégias deliberadas

Gerber, Daniela Tsi January 2012 (has links)
Neste trabalho, investigo as potencialidades no emprego dos guias de execução (GEs) propostos por Chaffin et al (2002), buscando entender os processos de resgate da memória de músicos que executam obras sem a utilização da partitura. Trata-se de um estudo de três casos, com pianistas próximos do estágio de profissionalização. Os três escolheram rememorizar e reapresentar obras do compositor Cláudio Santoro (1919-1989), em um período de 20 meses, durante os quais pude acompanhar e verificar a eficácia do uso desses procedimentos bem como o entendimento de cada um dos participantes com relação ao emprego das estratégias propostas. Após a coleta dos dados, analiso, apresento e discuto os resultados da aplicação dos GEs. Os dados coletados, provenientes das anotações das partituras, questionários e relatos nos diários de estudo obtidos após as execuções memorizadas e coletadas em intervalos distintos, formam a base da discussão apresentada neste trabalho. Com base nesses dados, pude traçar um perfil para cada um dos participantes por meio das categorias predominantes nos GEs utilizados bem como na evolução na aplicação desses guias durante o tempo de duração da pesquisa. O exame dos registros dos resgates de memória pelas tentativas de reescrita das partituras também contribuiu significativamente para a identificação dos GEs empregados e assimilados durante a rememorização do repertório escolhido. / This is an investigation of the possibilities afforded by the use of Chaffin‟s performance cues (PCs, 2002) in order to understand retrieval processes of musicians that choose to perform by memory. This study was conducted with three pianists on their way to becoming professional musicians. All three chose to recover and to present previously learned works by Brazilian composer Cláudio Santoro (1919-1989). During a twenty month period, I was able to monitor the efficacy of these procedures and I could also verify not only the application of PCs sets of learning strategies but also the resulting level of understanding with each one of the participants. After each of the memorized presentations data was obtained from score annotations, questionnaires, study journals and attempts at rewriting the score. These activities proceeded at scheduled intervals and the reports provide the basis for the analyses and discussions. Based on the data, it was possible to show how each participant employed diverse categories of PC sets and how each one evolved during the time of this research. An examination of the materials utilized as tools for memory retrieval contributed to reveal each individual profile and the distinct collections of PCs each one of them employed during the relearning and retrieval of the chosen repertoire.

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