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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.
51

Investigating the effectiveness of multimedia presentation in reducing cognitive load for physical science learners

Reynolds, Jenni 02 1900 (has links)
The purpose of the research was to investigate the effectiveness of using multimedia as a means of teaching physical science to learners. The underlying theoretical assumption was that a multimedia presentation would help to reduce the cognitive load experienced by learners when they learn physical science content, compared to a traditional mode of presentation, and that this reduction may have a positive effect on the ease with which they master the content. Physical science learners in Grade 11 viewed a presentation consisting of multimedia screens and screens depicting the learning content in a traditional layout – in order to compare the level of knowledge gained as well as the cognitive load experienced for the multimedia and traditional instructions. Pre- and post-test questionnaires were used to determine the knowledge gained, while cognitive load was measured using a dual-task methodology. A multivariate analysis of variance was used to analyse the data. The results did not reveal a statistically significant increase in knowledge gained via the multimedia approach when compared to the traditional mode of instruction, but when focussing the analysis on learners with a lower-knowledge base in physical science though, statistically significant results were found. However, no significant results were found to support the hypothesis that multimedia would help to reduce learners’ cognitive load. It was concluded that the multimedia design principles are more effective in increasing knowledge for physical science learners of low-knowledge than traditional instructional designs. / Psychology / M.Sc. (Psychology)
52

Proposição de processo de design para infográficos interativos com fins educacionais

Thomas, Manuela Vasconcellos January 2016 (has links)
Este trabalho tem como principal objetivo a proposição de um processo para o desenvolvimento de infográficos interativos com fins educacionais. Em função da carência de publicações sobre esse assunto, a pesquisa bibliográfica buscou conceitos de áreas do design que, interligadas aos conceitos encontrados sobre infografia estática, pudessem nortear a construção de um processo e, ao mesmo tempo, argumentar a sua pertinência. Num primeiro momento, foram abordados os conceitos e processos das áreas do design que poderiam auxiliar na construção de um processo para o desenvolvimento dessa ferramenta: design instrucional, design de informação, design de interação e infografia. A partir daí, foi caracterizado o aprendiz do século XXI, apresentando as mudanças comportamentais trazidas pelo uso constante da tecnologia na busca de informações, e como essas mudanças interferem no processo de aprendizagem. A Teoria da Aprendizagem Multimídia e os conceitos de Gráficos para Aprendizagem ajudaram a identificar aspectos que poderiam ser melhorados na percepção dos aprendizes sobre os conteúdos, com a utilização de uma ferramenta visual e interativa. No desenvolvimento da pesquisa, foram analisados e estruturados os processos dessas áreas pesquisadas, buscando identificar as etapas mais relevantes para um processo de design de infográficos interativos com fins educacionais. Depois de definidas as etapas mais importantes, foi realizada uma pesquisa qualitativa, através de entrevistas com profissionais das áreas do design, da educação e da infografia, com a finalidade de verificar a pertinência e usabilidade do conjunto de etapas proposto. A partir dos resultados obtidos nessas entrevistas, foi realizada uma triangulação entre o referencial bibliográfico, resultados obtidos na pesquisa qualitativa e conhecimentos adquiridos pela autora, durante a pesquisa. Com base nessa triangulação, foi proposto o processo final. Por fim, foram feitas as considerações finais acerca da pesquisa desenvolvida e da verificação do processo. / The main objective of this project is to propose a process for the development of interactive infographics with educational purposes. Considering the lack of publications about this topic, the bibliographic research sought concepts of design areas that linked with the concepts of static infographics could help on the construction of the method and, at the same time, argue its relevance. At first, the concepts and processes of design areas that could help in a design process construction for the development of this tool were approached: instructional design, information design, interaction design and infographics. During the research process, the existent processes of the studied areas were analyzed and, in order to identify the most relevant steps for a design process of interactive infographics with educational purposes. From there, the XXI century learner was characterized, showing the behavioral changes brought by the constant use of technology in searching of information and how these changes affect the learning process. The Theory of Multimedia Learning and the concepts of Graphics for Learning helped to identify aspects on the students perception about the lesson which could be improved by the use of a visual and interactive tool. After defined the most important steps, a qualitative research was realized, through interviews with professionals in the fields of design, infographics and education, in order to verify the relevance and usability of the proposed set of steps. From the results obtained in these interviews, a triangulation was carried out between the bibliographic reference, results of the qualitative research and knowledge acquired by the author during the research. Based on this triangulation, the final process has been proposed. Finally, the final considerations about the research developed and process verification were made.
53

Princip interaktivity v multimediálních výukových materiálech u žáků 3. a 4. ročníku základní školy / Interactivity principle in multimedia learning materials in 3rd and 4th grade primary school students

Tetourová, Tereza January 2019 (has links)
The aim of this study was to investigate, whether the aspect of interactivity (meaning problem solving interactivity) implemented in multimedia learning materials would positively influence learning outcomes of students. The third and fourth-grade pupils had been split up in two groups and they learned about a topic of natural sciences for about 20 minutes. The first group were studying from an interactive material - short educational game. The second group were studying from a noniteractive material - short educational animation. As variables we have chosen the following - the learning outcomes of the pupils, the amount of motivation to manipulate with the educational tool and the evaluation of atractivity of this tool. Based on multimedia learning theories (CTML, CATLM), we assumed that interactivity would enhance the extent of motivation, evaluation of atractivity and the learning outcomes. Our results partially confirmed our hypothesis. We found positive effect on motivation and evaluation, nevertheless we found no effect on learning outcomes - there was no difference between the groups within this domain. As one of the possible explanations we propose Sweller's cognitive load theory. KEYWORDS Multimedia learning, interactivity, educational animation, educational game, learning outcomes
54

Multimedia instruction for individual and collaborative interactive learning environments : a cognitive load approach

Nihalani, Priya K. 08 June 2011 (has links)
This study sought to identify factors that optimize individual and collaborative cognitive processing in complex learning environments. Across two laboratory sessions, the effects of manipulating instructional sequence delivery (high cognitive load vs. low cognitive load) of a simulation-based game and learning condition (individual vs. collaborative) were examined on retention and transfer of instructional content. The instruction was a set of tutorials for preparing novice students to use Aspire, a simulation-based game, developed by Cisco, that teaches entrepreneurial and computer networking skills within the industry of information technology. An instructional sequence by learning condition interaction was found on transfer, but not retention, measures. For delayed transfer performance, individuals who received high load instruction experienced cognitive overload that exceeded their cognitive capacity. Collaborative students were able to collaborate with each other in a way that reduced the high cognitive load imposed by the instructional sequence; thus, they were able to process the instructional content across their collective working memory. Individual students were not able to reduce the cognitive load imposed by the instructional sequence; thus, they had less working memory capacity for processing the instructional content. Collaborative students who received the low load instruction also demonstrated lower motivation than those who received high load instruction. Taken together, these findings support the notions of individual and collective working memory processing differences. This study holds implications for leveraging technology to design learning environments that aid students in attaining collaborative skills and knowledge needed for the 21st century. / text
55

Investigating learning with web lectures

Day, Jason A. 24 March 2008 (has links)
Investigating Learning with Web Lectures Jason A. Day 242 Pages Directed by Dr. James D. Foley Learning can be improved when instructors use classroom time to engage students with hands-on activities and other kinds of active learning. However, time and cost constraints, especially in the higher education domain, can make integrating active learning into course curricula a significant challenge. With this dissertation, we have designed, implemented, and rigorously evaluated an inexpensive, easy-to-implement educational intervention that facilitates increased student engagement and active learning. A key technological component of this intervention is web lectures: condensed, studio-recorded lectures made available via the web as multimedia presentations that combine video of the lecturer, audio, lecture slides, and a table of contents. When web lectures are used to replace the traditional in-class lecture, classroom time can be utilized in other more engaging, learning-beneficial ways. This work is not just about using web lectures, however; it is also about making them with the best combination of modalities (e.g., video, audio, slides, narrative text) and about technologies and pedagogies that bridge the gap between studying web lectures individually and subsequently applying and extending that lecture material in the classroom. We explored the effectiveness of this educational intervention using two complementary threads of investigation. First, we used a controlled, experimental study to evaluate individual s learning with web lectures as standalone learning objects. Here, we found that our web lectures are more effective and efficient than other similar educational multimedia presentations. Second, we used longitudinal, naturalistic studies to evaluate the deployed classroom intervention as a whole. With these studies, we found that a course taught using our web lecture intervention produces as good or better student grades and significantly improved perception of learning and satisfaction than a traditionally-taught course. Guidelines for making and using web lectures are provided.
56

Learning with Multimedia: Are Visual Cues and Self-Explanation Prompts Effective?

January 2011 (has links)
abstract: The purpose of this study was to investigate the impacts of visual cues and different types of self-explanation prompts on learning, cognitive load and intrinsic motivation, as well as the potential interaction between the two factors in a multimedia environment that was designed to deliver a computer-based lesson about the human cardiovascular system. A total of 126 college students were randomly assigned in equal numbers (N = 21) to one of the six experimental conditions in a 2 X 3 factorial design with visual cueing (visual cues vs. no cues) and type of self-explanation prompts (prediction prompts vs. reflection prompts vs. no prompts) as the between-subjects factors. They completed a pretest, subjective cognitive load questions, intrinsic motivation questions, and a posttest during the course of the experience. A subsample (49 out of 126) of the participants' eye movements were tracked by an eye tracker. The results revealed that (a) participants presented with visually cued animations had significantly higher learning outcome scores than their peers who viewed uncued animations; and (b) cognitive load and intrinsic motivation had different impacts on learning in multimedia due to the moderation effect of visual cueing. There were no other significant findings in terms of learning outcomes, cognitive load, intrinsic motivation, and eye movements. Limitations, implications and future directions are discussed within the framework of cognitive load theory, cognitive theory of multimedia learning and cognitive-affective theory of learning with media. / Dissertation/Thesis / Ph.D. Educational Technology 2011
57

Proposição de processo de design para infográficos interativos com fins educacionais

Thomas, Manuela Vasconcellos January 2016 (has links)
Este trabalho tem como principal objetivo a proposição de um processo para o desenvolvimento de infográficos interativos com fins educacionais. Em função da carência de publicações sobre esse assunto, a pesquisa bibliográfica buscou conceitos de áreas do design que, interligadas aos conceitos encontrados sobre infografia estática, pudessem nortear a construção de um processo e, ao mesmo tempo, argumentar a sua pertinência. Num primeiro momento, foram abordados os conceitos e processos das áreas do design que poderiam auxiliar na construção de um processo para o desenvolvimento dessa ferramenta: design instrucional, design de informação, design de interação e infografia. A partir daí, foi caracterizado o aprendiz do século XXI, apresentando as mudanças comportamentais trazidas pelo uso constante da tecnologia na busca de informações, e como essas mudanças interferem no processo de aprendizagem. A Teoria da Aprendizagem Multimídia e os conceitos de Gráficos para Aprendizagem ajudaram a identificar aspectos que poderiam ser melhorados na percepção dos aprendizes sobre os conteúdos, com a utilização de uma ferramenta visual e interativa. No desenvolvimento da pesquisa, foram analisados e estruturados os processos dessas áreas pesquisadas, buscando identificar as etapas mais relevantes para um processo de design de infográficos interativos com fins educacionais. Depois de definidas as etapas mais importantes, foi realizada uma pesquisa qualitativa, através de entrevistas com profissionais das áreas do design, da educação e da infografia, com a finalidade de verificar a pertinência e usabilidade do conjunto de etapas proposto. A partir dos resultados obtidos nessas entrevistas, foi realizada uma triangulação entre o referencial bibliográfico, resultados obtidos na pesquisa qualitativa e conhecimentos adquiridos pela autora, durante a pesquisa. Com base nessa triangulação, foi proposto o processo final. Por fim, foram feitas as considerações finais acerca da pesquisa desenvolvida e da verificação do processo. / The main objective of this project is to propose a process for the development of interactive infographics with educational purposes. Considering the lack of publications about this topic, the bibliographic research sought concepts of design areas that linked with the concepts of static infographics could help on the construction of the method and, at the same time, argue its relevance. At first, the concepts and processes of design areas that could help in a design process construction for the development of this tool were approached: instructional design, information design, interaction design and infographics. During the research process, the existent processes of the studied areas were analyzed and, in order to identify the most relevant steps for a design process of interactive infographics with educational purposes. From there, the XXI century learner was characterized, showing the behavioral changes brought by the constant use of technology in searching of information and how these changes affect the learning process. The Theory of Multimedia Learning and the concepts of Graphics for Learning helped to identify aspects on the students perception about the lesson which could be improved by the use of a visual and interactive tool. After defined the most important steps, a qualitative research was realized, through interviews with professionals in the fields of design, infographics and education, in order to verify the relevance and usability of the proposed set of steps. From the results obtained in these interviews, a triangulation was carried out between the bibliographic reference, results of the qualitative research and knowledge acquired by the author during the research. Based on this triangulation, the final process has been proposed. Finally, the final considerations about the research developed and process verification were made.
58

Effet des activités de génération sur l’apprentissage des étudiants dans des environnements multimédias interactifs / The effects of generative activities on students’ learning in interactive multimedia environment

Colliot, Tiphaine 16 November 2018 (has links)
Les données issues de la littérature montrent que l’ajout d’aides visuelles (i.e., graphiques organisateurs, plans) à des documents multimédias améliore non seulement la mémorisation des étudiants mais également leur compréhension en représentant les informations essentielles du document ainsi que les relations hiérarchiques qu’elles entretiennent. De plus, de nombreux auteurs recommandent d’engager les apprenants dans le traitement profond des informations, par exemple, en leur demandant de générer eux-mêmes des aides visuelles. Actuellement, les quelques études s’étant intéressées à la comparaison de groupes où une aide visuelle est fournie avec le document (apprenant « passif ») à des groupes où l’aide est auto-générée (apprenant « actif ») rapportent des résultats contrastés, l’auto génération entraînant parfois des effets bénéfiques (hypothèse de génération) et parfois des effets néfastes (hypothèse de charge cognitive). Dans cette thèse, une série de cinq études a été réalisée afin d’étudier plus précisément les effets de l’auto-génération de graphiques organisateurs sur les performances d’apprentissage des étudiants. Les résultats de ces études répliquent les effets bénéfiques de l’ajout d’aides visuelles (graphiques ou plans) sur l’apprentissage. Cependant, des effets négatifs de l’auto-génération ont été quasi systématiquement obtenus démontrant ainsi la complexité de ce type d’activité. Ces effets n’étaient toutefois plus observés lorsque la génération du graphique était guidée dans nos dernières études (scaffolding, génération partielle) ce qui ouvre de nombreuses pistes de recherches. / The literature shows that adding visual aids (i.e., graphic organizers, outlines) to multimedia documents increases students’ memorization and comprehension by depicting the main ideas of the document and their interrelationship. Moreover, numerous authors recommend turning students into active learners in their learning and involving them in processing information deeply, by asking them to self-generate a visual aid. Nowadays, the few studies which have compared groups where a visual aid is given (“passive” learner) to groups where it is self-generated (active learner) yield contrasting results, showing either positive effects of self-generation (generative hypothesis) or detrimental ones (cognitive load hypothesis). In this dissertation, a series of five studies was conducted to precisely assess self-generation effects of graphic organizers on students’ learning performances. The results replicated the beneficial effects of adding visual aids (graphics or outlines) on learning. Yet, negative self-generation effects were almost always obtained. However, these effects disappeared when the self-generation of the organizer was guided (scaffolding, partial self-generation) which opens the way to further research.
59

Proposição de processo de design para infográficos interativos com fins educacionais

Thomas, Manuela Vasconcellos January 2016 (has links)
Este trabalho tem como principal objetivo a proposição de um processo para o desenvolvimento de infográficos interativos com fins educacionais. Em função da carência de publicações sobre esse assunto, a pesquisa bibliográfica buscou conceitos de áreas do design que, interligadas aos conceitos encontrados sobre infografia estática, pudessem nortear a construção de um processo e, ao mesmo tempo, argumentar a sua pertinência. Num primeiro momento, foram abordados os conceitos e processos das áreas do design que poderiam auxiliar na construção de um processo para o desenvolvimento dessa ferramenta: design instrucional, design de informação, design de interação e infografia. A partir daí, foi caracterizado o aprendiz do século XXI, apresentando as mudanças comportamentais trazidas pelo uso constante da tecnologia na busca de informações, e como essas mudanças interferem no processo de aprendizagem. A Teoria da Aprendizagem Multimídia e os conceitos de Gráficos para Aprendizagem ajudaram a identificar aspectos que poderiam ser melhorados na percepção dos aprendizes sobre os conteúdos, com a utilização de uma ferramenta visual e interativa. No desenvolvimento da pesquisa, foram analisados e estruturados os processos dessas áreas pesquisadas, buscando identificar as etapas mais relevantes para um processo de design de infográficos interativos com fins educacionais. Depois de definidas as etapas mais importantes, foi realizada uma pesquisa qualitativa, através de entrevistas com profissionais das áreas do design, da educação e da infografia, com a finalidade de verificar a pertinência e usabilidade do conjunto de etapas proposto. A partir dos resultados obtidos nessas entrevistas, foi realizada uma triangulação entre o referencial bibliográfico, resultados obtidos na pesquisa qualitativa e conhecimentos adquiridos pela autora, durante a pesquisa. Com base nessa triangulação, foi proposto o processo final. Por fim, foram feitas as considerações finais acerca da pesquisa desenvolvida e da verificação do processo. / The main objective of this project is to propose a process for the development of interactive infographics with educational purposes. Considering the lack of publications about this topic, the bibliographic research sought concepts of design areas that linked with the concepts of static infographics could help on the construction of the method and, at the same time, argue its relevance. At first, the concepts and processes of design areas that could help in a design process construction for the development of this tool were approached: instructional design, information design, interaction design and infographics. During the research process, the existent processes of the studied areas were analyzed and, in order to identify the most relevant steps for a design process of interactive infographics with educational purposes. From there, the XXI century learner was characterized, showing the behavioral changes brought by the constant use of technology in searching of information and how these changes affect the learning process. The Theory of Multimedia Learning and the concepts of Graphics for Learning helped to identify aspects on the students perception about the lesson which could be improved by the use of a visual and interactive tool. After defined the most important steps, a qualitative research was realized, through interviews with professionals in the fields of design, infographics and education, in order to verify the relevance and usability of the proposed set of steps. From the results obtained in these interviews, a triangulation was carried out between the bibliographic reference, results of the qualitative research and knowledge acquired by the author during the research. Based on this triangulation, the final process has been proposed. Finally, the final considerations about the research developed and process verification were made.
60

An Investigation of the Role of Goal Setting during Vicarious Learning of Physics

January 2014 (has links)
abstract: Observational tutoring has been found to be an effective method for teaching a variety of subjects by reusing dialogue from previous successful tutoring sessions. While it has been shown content can be learned through observational tutoring it has yet to been examined if a secondary behavior such as goal-setting can be influenced. The present study investigated if observing virtual humans engaging in a tutoring session on rotational kinematics with embedded positive goal oriented dialogue would increase knowledge of the material and perpetuate a shift an observer's goal-orientation from performance avoidance goal orientation (PAVGO) to learning goal orientation (LGO). Learning gains were observed in pre to post test knowledge retention tests. Significant changes from pretest to posttest occurred across conditions for LGO. Additionally, significant changes from PAVGO pretest to posttest were observed in the control condition however PAVGO did not significantly change in the experimental condition. / Dissertation/Thesis / Masters Thesis Applied Psychology 2014

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