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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

Desenvolvimento de ambiente virtual de aprendizagem para a capacitação em parada cardiorrespiratória / Development of a virtual learning environment for cardiorespiratory arrest training

Anazilda Carvalho da Silva 16 October 2015 (has links)
Um dado de relevante importância nos países desenvolvidos e em desenvolvimento, como o Brasil, é a crescente incidência de mortes por doenças cardíacas, sendo a Parada Cardiorrespiratória (PCR) a situação mais temida pelos profissionais nos departamentos de emergência e em ambiente pré-hospitalar. O diagnóstico deve ser rápido e preciso, e as manobras de Ressuscitação Cardiopulmonar (RCP) devem ser iniciadas precocemente a fim de aumentar as chances de sobrevivência dos pacientes. Para um atendimento de qualidade são necessários conhecimentos técnicos e científicos, e programas de educação em RCP devem ser implantados. Considerando que a sobrecarga dos serviços de atendimento dificulta o acesso dos profissionais a capacitações, surge a necessidade da utilização de estratégias de ensino atrativas, sendo o computador uma alternativa eficaz, por facilitar a difusão de conhecimentos. Este estudo tem como objetivos desenvolver um Ambiente Virtual de Aprendizagem (AVA) para educação em Suporte Básico de Vida na PCR e avaliar a qualidade do seu conteúdo junto a especialistas na área de Urgência e Emergência. Trata-se de uma pesquisa aplicada, de produção tecnológica. Para tanto, a metodologia utilizada foi baseada no Modelo de Design Instrucional - ADDIE (em inglês: analysis, design, development, implementation and evaluation), que estrutura o planejamento de ensino- aprendizagem em estágios distintos: análise, desenho, desenvolvimento, implementação e avaliação. O AVA para Capacitação em RCP foi composto por textos elaborados a partir de pesquisa bibliográfica, links de domínio público, um vídeo construído a partir de um cenário de simulação em laboratório e questões para avaliar a fixação do conteúdo. O desenvolvimento dos conteúdos foi realizado em módulos, constituídos das seguintes estruturas: identificação do módulo, objetivos, conteúdo, links e referências. Para o desenvolvimento do AVA foi utilizada a linguagem HTML (Hyper Text Markup Language), que permite a interação com o conteúdo e pode ser acessada por meio de plataformas como celulares ou tablets. O AVA foi submetido à avaliação junto a oito juízes, com objetivo de avaliar se este corresponde à proposta educacional a que se destina, assim como se o acesso é eficaz e eficiente. Os especialistas avaliaram que os objetivos foram alcançados, sugerindo algumas modificações. As melhorias foram feitas e o AVA foi disponibilizado para acesso no endereço eletrônico: www2.eerp.usp.br/nepien/pcr. Com o desenvolvimento deste estudo, espera-se apresentar e disponibilizar para uso uma estratégia de ensino inovadora, que poderá aprimorar o aprendizado, colaborando com a qualidade da assistência prestada / Relevant information in developed and developing countries such as Brazil is the growing incidence of deaths caused by heart disease; cardiorespiratory arrest is the situation most feared by professionals in emergency rooms and in care administered prior to hospital admission. The diagnosis must be fast and precise and Cardiopulmonary Resuscitation (CPR) must promptly be initiated to increase a patient\'s chances of survival. Technical and scientific knowledge is necessary to provide quality care and CPR training programs should be implemented. Considering that the overload of services hinders the access of workers to training programs, there is a need to use attractive teaching strategies; computers are an efficacious alternative to facilitate the dissemination of knowledge. This study\'s objectives include developing a Virtual Learning Environment (VLE) to provide Basic Life Support in CPR training and assess the quality of its content with experts in the field of Emergency and Urgent Care. This is an applied study with technological matters. The methodology used was based on the instructional systems design ADDIE, which stands for analysis, design, development, implementation and evaluation, different stages to structure the teaching and learning planning. The VLE to provide CPR qualification was composed of texts based on bibliographic research, public domain websites, video with a laboratory simulation scenario and questions to assess the apprehension of context. Content was developed in modules composed of the following structures: module identification, objectives, content, links and references. Hyper Text Markup Language (HTML) was used, which enables interaction with content and can be accessed from platforms such as mobile phones or tablets. Eight judges assessed the VLE. Their objective was to verify whether the VLE corresponded to its educational proposal and whether access was efficacious and efficient. The experts assessed which objectives were achieved and suggested some improvements. Changes were implemented and the VLE was released for access on the website: www2.eerp.usp.br/nepien/pcr. The development of this study is expected to present and make available an innovative teaching strategy that can improve learning and facilitate the quality of care delivery
42

Mediação pedagógica: uma relação de construção e descobertas no ambiente virtual de aprendizagem na modalidade semipresencial

Facuri, Marilena Estrella 16 May 2011 (has links)
Made available in DSpace on 2016-04-29T14:22:52Z (GMT). No. of bitstreams: 1 Marilena Estrella Facuri.pdf: 2879526 bytes, checksum: 081e9d72c47da479cf0bfc89f8c1061d (MD5) Previous issue date: 2011-05-16 / The world is undergoing transformation in pursuit of acquiring knowledge, this context has received several denominations: the knowledge society (Levy, 1999), information age (Oliver, 1999), the network society (Castells, 2000). Access to knowledge has never been so available through networks that circulate among millions of users these new social and economic goods. Their acquisition processes in based on information and communication technology platforms have become indispensable to the programs and projects for training and education. Without such insights and understandings about these devices, platforms, theoretical arrays and methodologies in the new relations of teaching and learning stagnate. The blended mode - in accordance with Portaria MEC nº. 4.059/2004 - is characterized as any teaching activities, modules or units of teaching and learning focused on self-learning under the tutelage of qualified teachers and with the mediation of learning resources organized in different information media using technologies of remote communication. This hybrid model (the classroom and the use of Virtual Learning Environment - VLE) has raised questions about how interaction and pedagogic mediation between teachers and students could occur in VLE. This research aims to understand the process of pedagogical interaction and mediation of the teacher who uses the Virtual Learning Environment Aluno on-Line of Centro Universitário de Rio Preto - UNIRP and student learning. Methodologically the research will be realized by the method of case study that will seek also to study how meaningful learning and knowledge construction mediated by Virtual Learning Environment occur. Data collection will be performed by direct analysis of the records of the interfaces of VLE. Contemporary theories of learning closer to this study are: Jean Piaget's constructivism, the social constructivist interactionist or sociointeractionists of Vygotsky and meaningful learning of Ausebel. Although these theories were not originally designed to examine the cognitive development of adult students, they adapt to our discussions for presenting the cognitive characteristics that emphasize the concepts of interaction and mediation as well as the influence that the environment and context have to a constructed and meaningful learning / O mundo está em processo de transformação na busca pela aquisição de conhecimento, esse contexto tem recebido diversas denominações: sociedade do conhecimento (LÉVY, 1999), era da informação (OLIVER, 1999), sociedade em rede (CASTELLS, 2000). O acesso ao conhecimento jamais esteve tão disponível por meio de redes que fazem circular entre milhões de usuários essa nova mercadoria social e econômica. Seus processos de aquisição em plataformas baseadas nas tecnologias da informação e da comunicação tornaram-se imprescindíveis para os programas e projetos de formação e de educação. Sem tais percepções e compreensões acerca destes dispositivos, as plataformas, as matrizes teóricas e metodologias nas novas relações de ensino e aprendizagem ficam estagnados. A modalidade semipresencial - de acordo com a Portaria MEC nº. 4.059/2004 - é caracterizada como quaisquer atividades didáticas, módulos ou unidades de ensino-aprendizagem centrados na auto-aprendizagem, sob a tutoria de docentes qualificados e com a mediação de recursos didáticos organizados em diferentes suportes de informação que utilizem tecnologias de comunicação remota. Este modelo híbrido (sala de aula e o uso do Ambiente Virtual de Aprendizagem - AVA) suscitou questionamentos a respeito de como poderia ocorrer interação e mediação pedagógica entre docente/discente no AVA. Esta pesquisa pretende compreender o processo de interação e mediação pedagógica do professor que utiliza o Ambiente Virtual de Aprendizagem Aluno On-Line do Centro Universitário de Rio Preto - UNIRP e a aprendizagem do aluno. Metodologicamente a pesquisa irá se concretizar pelo método de estudo de caso que buscará estudar como se processa a aprendizagem significativa e a construção do conhecimento mediada pelo Ambiente Virtual de Aprendizagem AVA. A coleta de dados será realizada por meio de análise direta dos registros das interfaces do AVA. As teorias contemporâneas de aprendizagem que mais se aproximam deste estudo são: o construtivismo de Jean Piaget, a socioconstrutivista interacionista ou sociointeracionismo de Vygotsky e a aprendizagem significativa de Ausebel. Embora essas teorias não tenham sido originalmente criadas para analisar o desenvolvimento cognitivo de alunos adultos, elas se adaptam às nossas discussões por apresentarem características cognitivas que enfatizam os conceitos de interação e mediação, bem como a influência que o meio e o contexto têm para um aprendizado construído e significativo
43

Virtual Learning Environments' Impact on Adult Learners' Motivation in the Workplace

Bashshar, Clarence Eugene 01 January 2017 (has links)
Virtual learning environments have become prevalent in the workplace to improve talent development. However, because there are so many different types of design options, not all learners are finding success in the virtual learning environment. This mismatch can negatively impact employees' motivation and learning outcomes. The purpose of this study was to explore how design features of a virtual learning environment impacted adult learners' motivation in the workplace. Constructivist and self-determination theories were used as theoretical frameworks. The research question in this study explored how social and external contextual factors influence an adult learner's motivation to learn in a virtual learning environment. A qualitative case study was used to explore the data collected from 8 federal employees who used a virtual learning environment for professional development. Data were collected from interviews, surveys, and direct observations and analyzed using inductive coding to determined patterns and themes for study. The results from the study indicated the participants viewed visual learning, learner control, ease of use, technical competence, instructor support, and technical support as critical factors that must be addressed when using a virtual learning environment to improve talent development. The findings from the study can provide insights that could be used by training developers for how to design virtual learning environments to provide a positive environment. The social change impact will be to improve the virtual learning environments for the federal workforce to improve motivation and create a culture of talent development for individual growth and organizational capabilities.
44

The Experiences of Military Parents Homeschooling Using Online Teaching Resources

Watters, Georgia George 01 January 2015 (has links)
U.S. military members and their families relocate from one duty station to another on average once every 3 years. Children in military families change schools often, introducing potential problems such as struggling to make new friends, having trouble adjusting to new teaching styles, and losing academic credits due to the transition from one school to the next. Homeschooling that incorporates online resources can provide instructional continuity, social interaction opportunities, and submission of required periodic assessments. The primary purpose of this phenomenological study was to examine the experiences of military parents involved in homeschooling their children using online resources. The research questions were designed to explore these experiences and to create recommendations for other military families. A conceptual framework based on a constructivist learning approach and change theory informed this study. Data were collected from 9 parents with many years of experience homeschooling. The parents were interviewed via phone, e-mail, and Skype. Data were analyzed using open coding, axial coding, and hierarchical coding. Parent participants chose homeschooling due to dissatisfaction with available schools, family location, and flexibility. Online resources were described as making it easier and more engaging for students to learn and as simplifying the parents' instructional and management tasks. These alternative methods replaced or augmented traditional educational methods. Parent participants encouraged other parents to reach out and seek help early in the process. This study promotes positive social change by providing resources for alternative ways children can be educated while one or more military parent is serving and defending the United States of America.
45

Virtual Learning Environments in Higher Education : A Study of User Acceptance

Keller, Christina January 2007 (has links)
The aim of the thesis was to create knowledge about factors influencing acceptance of virtual learning environments among academic staff and students in blended learning environments. The aim was operationalised by four research questions. To answer the research questions, several studies were performed applying the methods of survey study, conceptual-analytical research, a qualitative meta-analysis combined with a single case study and a comparative, explanatory case study. The empirical studies were performed at five universities in Sweden, Norway and Lithuania. In the thesis, a technology acceptance perspective extended with the perspectives of organisational learning and diffusion of innovations was used. The findings indicated that the contextual factor of culture was powerful in influencing acceptance of virtual learning environments, positively as well as negatively. High degrees of performance expectancy, results demonstrability and social influence affected acceptance of virtual learning environments positively. The degree of social influence was hypothesised to be mediated by the contextual factor of culture. The organisational culture of universities, expressed as shared values of what is good quality teaching and learning, were found to partly oppose values inherent in the virtual learning environments. The factor of students’ learning styles did not have any impact on acceptance of virtual learning environments. The original version of the technology acceptance model was found to be insufficient in explaining differences in acceptance of virtual learning environments. In the conclusions of the thesis, a descriptive and explanatory model of virtual learning environments acceptance among academic staff and students in blended learning environments is presented applying the combined perspectives of organisational learning, technology acceptance and diffusion of innovations. Implications for practice are put forward, emphasizing culture as an important factor to consider in the implementation of virtual learning environments.
46

Martian Boneyards: Sustained Scientific Inquiry in a Social Digital Game

Asbell-Clarke, Jordis Jodi 05 January 2012 (has links)
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players’ time was spent in scientific inquiry activities and about 30% of the players’ in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players’ activity, and players’ progress.
47

Martian Boneyards: Sustained Scientific Inquiry in a Social Digital Game

Asbell-Clarke, Jordis Jodi 05 January 2012 (has links)
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players’ time was spent in scientific inquiry activities and about 30% of the players’ in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players’ activity, and players’ progress.
48

A Distributed Online Curriculum And Courseware Development Model

Onay Durdu, Pinar 01 November 2007 (has links) (PDF)
A distributed online curriculum and courseware (DONC2) development model is proposed in this study. Collaborative courseware development teams which may work in distributed academic or private institutions who need to develop higher quality, reduced cost, on time products are the users of DONC2 development model. The related features from the disciplines of instructional design and software engineering were combined and concepts like usability, especially in terms of formative and summative evaluation, interoperability and reusability were integrated into the model. The research is conducted as a collective case study, including four cases with distinctive characteristics to reveal the several practices in online curriculum and courseware development work. The DONC2 development model was proposed using the results gathered from the investigated cases and a literature survey. The model uses the iterative incremental and agile software development approaches in order to overcome the disadvantages of other linear system development approaches. This enables building releasable products in short time periods with increased quality. Furthermore, continuous communication, evaluation and feedback as well as good project management and readiness to adapt to changes are integrated as the essential characteristics. DONC2 development model is different than previous linear and non-adaptive models in all of these aspects.
49

The impact of blended learning on female student-teachers in Kuwait

Ghaith, Omar January 2013 (has links)
This study aims to identify the effect of using the blended learning method on students' academic achievement and satisfaction level in a university course for female student teachers who follow the General Teaching Method Course (304) at the College of Basic Education in Kuwait. The content of the course (304) was based on the five stages of the ADDIE instructional design model, comprising five phases: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The research questions of the study can be summarised in two main questions: 1. What is the effect of using the method of blended learning in the General Teaching Method Course (304) on students’ academic achievement, compared to using face–to–face approaches to learning alone? 2. What is the effect of using the method of blended learning in the General Teaching Method Course (304) on students’ satisfaction, compared to using face–to-face approaches to learning alone? The researcher answered these questions through a mixed method research approach using the Explanatory Sequential Design, in order to determine the nature and objectives of the study. In this, the researcher started with the collection and analysis of quantitative data (using a quasi-experimental approach), which has priority for addressing the two research questions, and then followed this with the collection and analysis of qualitative data (using group interviews) to help explain the quantitative results. The researcher identified the study sample as 96 female students’ teachers at the College of Basic Education in Kuwait. The sample consisted of a first experimental group (n= 39)who followed the General Teaching Method Course (304) by blended learning using virtual learning environment (VLE) of Blackboard, a second experimental group (n=31) who followed the course (304) by blended learning using personal learning environment (PLE) of Facebook, and the control group (n= 26) who followed the course (304) using face-to-face approaches to learning alone. The dependent variables were academic achievement (as assessed in the course’s midterm, final and practical exams) and students’ satisfaction (as assessed by the questionnaire, giving a total mark and 3 sub-marks in reference to the students’ satisfaction about the teaching method of the course, the content of the course, and the instructor's support during the course). When answering the first question of the research, the study found that there was a significant difference in both mid-term and final tests between the first experimental group (studying through the blended learning method using VLE of Blackboard) and the control group (studying through face-to-face learning alone). However, there was no significant difference in both mid-term and final tests between the second experimental group (studying through the blended learning method using PLE of Facebook) and the control group. And there was also no significant difference in the practical test between the two experimental groups (each separately) and the control group. When answering the second question of the research, the study found that there was a significant difference in the teaching method dimension of the satisfaction questionnaire between the two experimental groups (each separately) and the control group. And there was also a significant difference in the instructor’s support dimension of the satisfaction questionnaire between the first experimental group and the control group, but no significant difference was found between the second experimental group and the control group. There was also no significant difference in the course content dimension of the satisfaction questionnaire between the two experimental groups (each separately) and the control group.
50

Žinių vertinimo priemonių nuotolinėje mokymo aplinkoje integravimas ir tyrimas / Knowledge Testing Tools Integration and Research in Distance Learning Environment

Ramanauskaitė, Simona 25 September 2008 (has links)
Šio darbo tikslas – sukurti naują žinių vertinimo įrankį, skirtą matematinių žinių vertinimui ir jį integruoti į vieną iš populiariausių nuotolinių mokymo aplinkų. Darbe aptariami žinių vertinimo lygiai ir pateikiama keletos virtualių mokymo ir savarankiškų testavimo sistemų teikiami klausimų tipai žinių vertinimui, kiekvienam įvertinant galimą maksimalų žinių įvertinimo lygį. Siekiant sukurti kuo aukštesnio lygio matematinių žinių vertinimo įrankį, aptarta, kokiomis savybėmis jis turi pasižymėti, kokiomis technologijomis jį geriausia realizuoti ir kokiu būdu integruoti į pasirinktą virtualią mokymo sistemą. Darbe taip pat aprašomos problemos, su kuriomis susidurta kuriant naują klausimų tipą „Moodle“ virtualiai mokymo aplinkai, pateikiamas sukurto klausimų tipo veikimo testavimas ir jo naudojimo žinių vertinimui ir panašios paskirties klausimų tipo lyginamasis tyrimas. / The aim of this work is to create a new knowledge testing tool, which would be meant to estimate mathematical knowledge and to be integrated into “Moodle” learning environment. This work describes knowledge levels and shows how high different question types can represent students’ knowledge in virtual learning and independent testing systems. To create a new knowledge testing tool, there are described what functionality it should have, which technology is the most suitable for it and how it should be integrated in virtual learning systems. There is a list of problems which were solved to create the new knowledge testing tool. Also this work represents the results of this tool integration and usage testing. This and analogical tool in “Moodle” comparison research results are represented too.

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