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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.
1

The global village playground a qualitative case study of designing an ARG as a capstone learning experience /

Dondlinger, Mary Jo. Warren, Scott J. January 2009 (has links)
Thesis (Ph. D.)--University of North Texas, May, 2009. / Title from title page display. Includes bibliographical references.
2

An overview of progress towards RBM objectives and MDGs concerning malaria in the Americas a comparative analysis of data from the years 2000 and 2005 /

Ahmad, Sardar. January 2007 (has links)
Thesis (M.P.H.)--Georgia State University, 2007. / Title from file title page. Derek G. Shendell, committee chair; Michael P. Eriksen, Ike S. Okosun, committee members. Electronic text (84 p. : ill. (some col.), col. maps) : digital, PDF file. Description based on contents viewed May 20, 2008. Includes bibliographical references (p. 80-82).
3

Using Sport as a Tool for Development

Crawford, Jack Edward 01 October 2010 (has links)
No description available.
4

The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

Dondlinger, Mary Jo 05 1900 (has links)
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build consensus and then develop an overarching game concept, the tension between guided and directed instruction, and the need to foster greater interdependence among students while encouraging them to become more self-directed.

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