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Evaluation of Event Episode Analysis SystemLee, Ming-yu 26 July 2008 (has links)
Knowledge-based assets play a very important role in the Information Age, and its increasingly influence on organizational competition makes Knowledge Management a hot issue in business research.Content analysis of documents is a core function of knowledge management. In previous research, many techniques have been developed to generate textual summary and/or generating ontology-based episodic knowledge from multipl documents. However, not much research has been done to compare different ways of organizing and presenting knowledge.
Since different knowledge presentations may result in different effects on the user, the purpose of this thesis is to develop a method for investigating different document summary and presentation systems. In this research, we have developed an effect measurement method based on the extended Bloom¡¦s Taxonomy of Educational Objectives.More specifically, we proposes evaluation criteria based on memory and cognition of the user.
A field experiment was conducted to compare graphical and textual systems. Results indicate that the ontology-based system has significantly superior performance in concept memorizing and procedural memorizing. On the other hand, the textual summary-based system performed better in remembering facts.
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The Effect of an In-Service Program Utilizing Bloom's Taxonomy on Teachers' Self-Concepts, Cognitive Level of Test Construction, and Attitudes of StudentsCastleman, John Lavoid 05 1900 (has links)
The problem of this study was to investigate the effect of an in-service program utilizing Benjamin S. Bloom (Ed.) and others' Taxonomy of Educational Objectives, Handbook I: Cognitive Domain (Bloom's Taxonomy) on (1) the self-concept of experienced secondary English teachers and social studies teachers, (2) the cognitive level of test items on teacher-made examinations, and (3) the attitude changes toward school subjects as rated b students.
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Design pédagogique et jeux vidéo : recherche exploratoire pour le développement d’un modèle soutenant le design pédagogique dans les jeux vidéo non éducatifsGodin, Danny 08 1900 (has links)
Le design pédagogique dans les jeux vidéo non éducatifs est une discipline en mal de définitions et de méthodes. Contrairement à celui que l’on trouve dans les écoles ou autres institutions de formation, le design pédagogique pour les jeux vidéo non éducatifs est fait par des designers de jeux qui n’ont souvent aucune formation en enseignement. Un modèle de design pédagogique pour les jeux vidéo non éducatifs est donc développé dans ce mémoire, à partir d’une recherche exploratoire utilisant l’analyse de contenu de jeux vidéo et les théories de la science de l’éducation. Étant donné les ressources limitées disponibles pour le développement du modèle, la présente recherche pourra servir de base à la construction d’un modèle plus élaboré sur un sujet semblable, offrira des pistes intéressantes de recherche sur l’enseignement par le jeu et pourra soutenir les designers de jeu lors de la planification du design pédagogique dans leurs jeux. / Instructional design for non-educational video games is an ill-defined discipline that lacks established methods. Contrarily to the one used in schools or other education or formation institutions, video game instructional design is done by video game designers who often have no teaching training. An instructional design model for non-educational games is developed, in this paper, based on video game content analysis and educational science theories. Considering the limited resources available for the development of this model, it lays grounds for the establishment of a more elaborate model on instructional video game design, offers insights on education through games and can help video game designers plan the instructional design for their games.
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Instrumento para facilitar o processo de planejamento e desenvolvimento de materiais instrucionais para a modalidade a distância / A framework for planning instructional subject matter for distance educationFerraz, Ana Paula do Carmo Marcheti 18 December 2008 (has links)
Com o significativo crescimento da Educação a Distância (EaD), surge a preocupação e a necessidade de um olhar qualitativo diferenciado para todas as atividades que estão, direta ou indiretamente, relacionadas à área. Esse olhar qualitativo deve ser embasado em pressupostos científicos e não em empirismo, como se vê no encaminhamento dado por diversas instituições. Considerando que a qualidade do todo é conseguida pela qualidade das partes que o compõem, a da educação a distância é conseguida por meio da somatória da qualidade da execução de diversas atividades - como tutoria, gestão e coordenação de processo, dentre outras - e dos instrumentos utilizados - como material instrucional (MI) e sistemas gestores de aprendizagem -, que devem estar integrados não apenas ao contexto educacional ao qual pertencem, mas também a uma realidade flexível e dinâmica, imposta pela própria modalidade. O foco desse trabalho está na qualidade do processo de planejamento de um MI, considerado como o instrumento que integra agentes, atividades, tecnologias e estratégias de ensino e aprendizagem. A partir de uma profunda atividade de pesquisa bibliográfica relacionada à EaD, aos estilos de ensino e aprendizagem, à taxonomia de objetivos cognitivos e às mídias, de caráter exploratório e prático, propõe-se a utilização de uma diretriz para planejar materiais instrucionais, tendo como objetivo o efetivo desenvolvimento cognitivo, realizado por meio da estimulação e motivação para aquisição de novos conhecimentos, de competências, de habilidades, e direcionando para uma mudança de atitude em relação ao saber adquirido. / With the significant increase in Distance Education (DE) there is a significant and different concern about the quality related to all activities that are directly or indirectly related to it. Whereas the quality of the whole is achieved by the quality of its parts; at distance education this is achieved through the summation of the quality of different activities such as mentoring, tutoring, educational management, among others, as well as the instruments used as instructional subject matter (ISM), learning manager systems (LMS), which should be integrated not only to the educational context to which they belong, but also to a flexible and dynamic reality imposed by the modality. The focus of this work is at the quality of the process of planning ISM as it has been considered the instrument that integrates staffs, technology and learning/teaching strategies. Based on the bibliographical revision about distance education, learning and teaching styles, medias and taxonomy of educational objectives a framework for planning ISB was designed and it was submitted to specialists\' critiques, suggestions and considerations to verify its consistency and applicability toward the effectiveness cognitive development achieved by means of stimulation and motivation for new knowledge, skills, ability the acquisition and consequently to a change of attitude towards the of what has been perceived, discovered, or learned.
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Design pédagogique et jeux vidéo : recherche exploratoire pour le développement d’un modèle soutenant le design pédagogique dans les jeux vidéo non éducatifsGodin, Danny 08 1900 (has links)
Le design pédagogique dans les jeux vidéo non éducatifs est une discipline en mal de définitions et de méthodes. Contrairement à celui que l’on trouve dans les écoles ou autres institutions de formation, le design pédagogique pour les jeux vidéo non éducatifs est fait par des designers de jeux qui n’ont souvent aucune formation en enseignement. Un modèle de design pédagogique pour les jeux vidéo non éducatifs est donc développé dans ce mémoire, à partir d’une recherche exploratoire utilisant l’analyse de contenu de jeux vidéo et les théories de la science de l’éducation. Étant donné les ressources limitées disponibles pour le développement du modèle, la présente recherche pourra servir de base à la construction d’un modèle plus élaboré sur un sujet semblable, offrira des pistes intéressantes de recherche sur l’enseignement par le jeu et pourra soutenir les designers de jeu lors de la planification du design pédagogique dans leurs jeux. / Instructional design for non-educational video games is an ill-defined discipline that lacks established methods. Contrarily to the one used in schools or other education or formation institutions, video game instructional design is done by video game designers who often have no teaching training. An instructional design model for non-educational games is developed, in this paper, based on video game content analysis and educational science theories. Considering the limited resources available for the development of this model, it lays grounds for the establishment of a more elaborate model on instructional video game design, offers insights on education through games and can help video game designers plan the instructional design for their games.
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Instrumento para facilitar o processo de planejamento e desenvolvimento de materiais instrucionais para a modalidade a distância / A framework for planning instructional subject matter for distance educationAna Paula do Carmo Marcheti Ferraz 18 December 2008 (has links)
Com o significativo crescimento da Educação a Distância (EaD), surge a preocupação e a necessidade de um olhar qualitativo diferenciado para todas as atividades que estão, direta ou indiretamente, relacionadas à área. Esse olhar qualitativo deve ser embasado em pressupostos científicos e não em empirismo, como se vê no encaminhamento dado por diversas instituições. Considerando que a qualidade do todo é conseguida pela qualidade das partes que o compõem, a da educação a distância é conseguida por meio da somatória da qualidade da execução de diversas atividades - como tutoria, gestão e coordenação de processo, dentre outras - e dos instrumentos utilizados - como material instrucional (MI) e sistemas gestores de aprendizagem -, que devem estar integrados não apenas ao contexto educacional ao qual pertencem, mas também a uma realidade flexível e dinâmica, imposta pela própria modalidade. O foco desse trabalho está na qualidade do processo de planejamento de um MI, considerado como o instrumento que integra agentes, atividades, tecnologias e estratégias de ensino e aprendizagem. A partir de uma profunda atividade de pesquisa bibliográfica relacionada à EaD, aos estilos de ensino e aprendizagem, à taxonomia de objetivos cognitivos e às mídias, de caráter exploratório e prático, propõe-se a utilização de uma diretriz para planejar materiais instrucionais, tendo como objetivo o efetivo desenvolvimento cognitivo, realizado por meio da estimulação e motivação para aquisição de novos conhecimentos, de competências, de habilidades, e direcionando para uma mudança de atitude em relação ao saber adquirido. / With the significant increase in Distance Education (DE) there is a significant and different concern about the quality related to all activities that are directly or indirectly related to it. Whereas the quality of the whole is achieved by the quality of its parts; at distance education this is achieved through the summation of the quality of different activities such as mentoring, tutoring, educational management, among others, as well as the instruments used as instructional subject matter (ISM), learning manager systems (LMS), which should be integrated not only to the educational context to which they belong, but also to a flexible and dynamic reality imposed by the modality. The focus of this work is at the quality of the process of planning ISM as it has been considered the instrument that integrates staffs, technology and learning/teaching strategies. Based on the bibliographical revision about distance education, learning and teaching styles, medias and taxonomy of educational objectives a framework for planning ISB was designed and it was submitted to specialists\' critiques, suggestions and considerations to verify its consistency and applicability toward the effectiveness cognitive development achieved by means of stimulation and motivation for new knowledge, skills, ability the acquisition and consequently to a change of attitude towards the of what has been perceived, discovered, or learned.
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Is there a difference between teacher perceptions about computer lab use in developing higher order thinking skills and actual computer lab practices?Gonzalez, Eduardo David 01 January 2003 (has links)
This study surveyed 15 teachers from an elementary school in Southern California regarding their perceptions of their use of the computer lab as an educational tool to develop student higher order level thinking skills, and compared the results to the actual computer lab activities they assigned. Data regarding actual computer lab practices was collected over a period of one school year. This data was analyzed and categorized by using Bloom's Taxonomy descriptors. Each computer lab activity was scaled and given a value using these descriptors of higher order thinking skills. Results indicated a difference between teacher's perceptions and skills targetted in assigned computer activities.
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Método trifásico de ensino-aprendizagem baseado na taxionomia de objetivos educacionais de Bloom: uma aplicação no ensino de programação de computadoresFaria, Eustáquio São José de 13 August 2010 (has links)
The Teaching and learning computer-programming process as been the target of scientific
research since the early days of computing. Although several strategies have been and are still
being tested, its application in computer-based courses has been difficult, since it requires
some commitment from educators to search, study and evaluate them. Although not looking
for a miraculous cure for all problems in this area (reported in the literature), and believing in
the pedagogical potential of the socio-cognitive conflict theory, it has been decided to develop
a teaching method of programming based on Bloom's taxonomy of educational objectives to
be applied using the pair-programming technique. This method is being used to produce a
book of Algorithms and Programming Techniques intending to be acknowledged by the
Academy. Experiments with such method has been carried out at a private University and
there has been a significant increase of motivation by the students that underwent the
experiments. / O ensino-aprendizagem de programação de computadores tem sido alvo de investigações
cientificas desde os primórdios da computação. Embora diversas estratégias foram e ainda
têm sido experimentadas, sua aplicação em cursos de computação e afins se mostra difícil,
uma vez que exige algum empenho de educadores em buscá-las, estudá-las e avaliá-las. Não
procurando a cura milagrosa para todos os problemas nessa área (relatados na literatura), e
acreditando no potencial pedagógico da teoria do conflito sócio-cognitivo, decidiu-se
construir um método de ensino de programação baseado na taxionomia de objetivos
educacionais de Bloom a ser aplicado através da técnica de Programação em Duplas. O
método está sendo utilizado na produção de um livro de Algoritmos e Técnicas de
Programação no intuito de difundi-lo na Academia. Foram realizados experimentos com o
método em uma Universidade da iniciativa privada e constatou-se um expressivo aumento de
motivação dos aprendizes que a ele foram submetidos. / Doutor em Ciências
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