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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.
31

Sala de aula invertida: uma abordagem colaborativa na aprendizagem de matemática

Honório, Hugo Luiz Gonzaga 16 March 2017 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2017-05-31T20:06:16Z No. of bitstreams: 1 hugoluizgonzagahonorio.pdf: 1281182 bytes, checksum: 5babe4133052512307af0f3e58bb9952 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-06-01T11:42:33Z (GMT) No. of bitstreams: 1 hugoluizgonzagahonorio.pdf: 1281182 bytes, checksum: 5babe4133052512307af0f3e58bb9952 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-06-01T11:45:24Z (GMT) No. of bitstreams: 1 hugoluizgonzagahonorio.pdf: 1281182 bytes, checksum: 5babe4133052512307af0f3e58bb9952 (MD5) / Made available in DSpace on 2017-06-01T11:45:24Z (GMT). No. of bitstreams: 1 hugoluizgonzagahonorio.pdf: 1281182 bytes, checksum: 5babe4133052512307af0f3e58bb9952 (MD5) Previous issue date: 2017-03-16 / A presente pesquisa tem como objetivo elaborar, aplicar e avaliar um Processo para a implementação da Metodologia Sala de Aula Invertida, propiciando suporte à aprendizagem colaborativa do Ensino de Matemática. Para a elaboração deste Processo, tomaram-se como bases teóricas os autores: Munhoz (2015), pesquisador do tema em questão e, Jhonatan Bergmann e Aaron Sams (2016), criadores da Metodologia Sala de Aula Invertida. Em relação ao tema colaboração, a pesquisa se embasou na teoria da Computer Supported Collaborative Learning (CSCL) e no Modelo de colaboração 3C (FUKS et al., 2002) e (ELLIS et al., 1991), modelo este norteado pela ideia de que para colaborar, um grupo deve exercer três atividades principais: comunicar, coordenar e cooperar. O Processo foi implementado em uma turma do 9° ano do Ensino Fundamental e utilizou-se a metodologia de estudo de caso para investigar e analisar o comportamento e as reações dos alunos. Com a efetivação do Processo, pode-se constatar que os alunos colaboraram nos momentos de interações online e presenciais, a partir da apropriação dos elementos de colaboração do Modelo 3C. Observou-se ainda, que as interações entre os membros dos grupos deixaram os alunos mais independentes do professor e que, nos momentos presenciais, os alunos compartilharam entre si as suas próprias maneiras de compreender o conteúdo estudado, o que contribuiu para a construção coletiva do conhecimento. No que diz respeito à metodologia Sala de Aula Invertida, os alunos relataram de forma positiva a experiência, pois a disponibilidade de rever às videoaulas em qualquer momento, bem como o fato destes terem um acompanhamento mais individualizado pelo professor nos momentos presenciais, potencializou o processo de ensino-aprendizagem. Assim, concluiu-se que, o Processo proposto com suporte à aprendizagem colaborativa na Sala de Aula Invertida pode potencializar a metodologia, permitindo que os alunos criem espaços para refletirem sobre os conteúdos matemáticos estudados, a partir de uma aprendizagem mais autônoma, além de motivá-los aos estudos prévios de modo a enriquecer os encontros presenciais. / The aims of this research are to elaborate, apply and evaluate a Process for the implementation of the Flipped Classroom Methodology, by giving support to the collaborative learning of Mathematics. As theoretical bases, the authors who were taken in consideration for the elaboration of this Process are Munhoz (2015), researcher of this subject matter; and Jhonatan Bergmann and Aaron Sams (2016), formers of the Inverted Classroom Methodology. Concerning the theme “Collaboration”, the research was based on the Computer Supported Collaborative Learning theory (CSCL) and on the 3C Collaboration Model (FUKS et al., 2002), which is based on the idea that, to collaborate, a group must carry out three main activities: Communicating, Coordinating and Cooperating. The process was implemented in a 9th grade elementary school class and the case study methodology was used to investigate and analyze students' behavior and reactions. Through the implementation of the Process, students collaborated during the moments of online and face-to-face interaction, from the appropriation of the 3C model collaboration elements. It was also observed that the interaction between the members of the groups led them to be more independent of the teacher and, in the face-to-face moments, the students shared their own ways to understand the studied content, which has contributed significantly to the construction of knowledge. Regarding the Inverted Classroom methodology, the students have reported as positive this experience, since the availability of reviewing the videotapes at any time, as well as the fact that they had a more individualized monitoring by the teacher in the face-to-face moments, by expanding the power of teaching and learning processes. Thus, it was concluded that the proposed Process supported by Collaborative Learning activities in the Inverted Classroom can enhance the methodology. It allows students to create spaces to think about studied mathematical contents, from a more autonomous learning way. Besides motivating them to previous studies, face-to-face meetings can be enriched.
32

Design Patterns und CSCL-Scripts für hypervideo-basierte Lernumgebungen

Seidel, Niels 10 October 2014 (has links)
Gegenstand des Promotionsvorhabens ist die Anwendung der Mustertheorie als systemtheoretische Methode zur Beschreibung verbreiteter Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung videobasierter Lernumgebungen. Diese sogenannten Design Patterns beschreiben dabei abstrakte, generische Lösungen bezüglich des Wissensmanagements, der sozialen Interaktion und der Anreicherung von Inhalten in hypervideo-basierten Lernumgebungen. Um neben rezeptiven und selbstgesteuerten auch kollaborative Lernszenarien in solchen Lernumgebungen zu ermöglichen, werden Materialien, Aufgaben sowie Gruppenzusammensetzungen mit Hilfe von CSCL-Scripts strukturiert. Auf Grundlage der entwickelten Design Patterns und Scripts wurden ein Software-Framework sowie mehrere Lernumgebungen implementiert und in Feldstudien evaluiert.
33

Konzeption von Virtual Collaborative Learning Projekten: Ein Vorgehen zur systematischen Entscheidungsfindung

Balazs, Ildiko Erzsebet 18 February 2005 (has links)
Virtual Collaborative Learning (VCL) beschäftigt sich mit einer Möglichkeit, Lernenden eine virtuelle Lernumgebung zu bieten, in der sie die Vorteile von E-Learning, wie zeitliche Flexibilität oder Ortsunabhängigkeit, mit den Vorteilen einer kollaborativen Zusammenarbeit kombinieren können. Hierbei steht die systematisch vorbereitete, tutoriell begleitete, unter Projektbedingungen (klare Zielvorgabe, offener Lösungsweg, begrenzte personelle und zeitliche Ressourcen) realisierte und mit Hilfe von Informations- und Kommunikationstechnologie hauptsächlich in virtueller Umgebung stattfindende, selbstorganisierte Kleingruppenarbeit an authentischen Problemstellungen im Mittelpunkt. Das Ziel der vorliegenden Arbeit ist die Unterstützung eines Entscheidungsträgers beim Treffen von VCL-bezogenen Planungsentscheidungen und somit die Erhöhung der Wahrscheinlichkeit eines erfolgreichen Einsatzes dieser Lehrform. Hierfür wurden basierend auf den Erfahrungen und Daten, die innerhalb von sieben VCL Projekten zwischen 2001 und 2003 am Lehrstuhl für Wirtschaftsinformatik, insb. Informationsmanagement, der Technischen Universität Dresden gesammelt und ausgewertet wurden, die Besonderheiten eines VCL Einsatzes systematisiert und ein Vorgehensmodell zur Unterstützung des Entscheidungsträgers abstrahiert. Die im Teil A der Arbeit vorgestellten Informationen ermöglichen dem Leser, Virtual Collaborative Learning in die Vielzahl unterschiedlicher Lehrformen der virtuellen Gruppenarbeit einzuordnen, eine präzise Vorstellung über die mit VCL erreichbaren Ziele zu gewinnen und VCL im Detail kennen zu lernen. Dieses Wissen ist notwendig, um das im Teil B vorgestellte Vorgehensmodell erfolgversprechend nutzen zu können. Das Vorgehensmodell teilt den gesamten Entscheidungsprozess in einzelne Phasen, die Phasen in mehrere Schritte und die Ermittlung möglicher Alternativen in mehrere aufeinander aufbauende Module auf. Zu den einzelnen Vorgehensschritten stehen dem Entscheidungsträger im Anhang unterstützende Informationen, abgeleiteten Empfehlungen, Checklisten und abstrahierte Regeln zur Verfügung.
34

Learner engagement in computer-supported collaborative learning environments : a mixed-methods study in postgraduate education

Piki, Andriani January 2012 (has links)
The thesis draws on a mixed-methods study which empirically and theoretically investigates the ways in which postgraduate students engage in collaborative learning activities facilitated by technology. The research is both significant and distinct in its approach towards understanding how learners engage in real-life computer-supported collaborative learning (CSCL) settings; what enables or hinders learner engagement; and how engagement shapes the learning outcomes. The ensuing findings indicate that learner engagement is embodied in human behaviour, emotions, and reflection and therefore it is described as a multi-dimensional concept. Learner engagement also appears to be a socially distributed phenomenon – rather than a stable student characteristic – influenced by various personal, group-level, and other situational factors, the most prominent of which are captured by the Hierarchical Model of Enablers and Barriers. The study also reveals that learner engagement presupposes purposeful interaction which is presented as an integrative theme capturing the impact of pedagogical design on engagement. Another observation is that particular combinations of student actions, perspectives, and characteristics tend to resurface and therefore may be considered as strong predictors of potential engagement (or disengagement). This finding led to the development of the WISE Taxonomy of Learner Engagement Archetypes which portrays the most universal engagement approaches that emerged within the studied context. Finally, findings seem to suggest that the way students envisage their learning outcomes is driven by the engagement approach each student adopts, and vice-versa. When combined, the proposed model, taxonomy, and conceptualisation of learner engagement collectively define a holistic analytical framework labelled Distributed Engagement Theory. The purpose of this mixed-methods study is to explore, understand, and subsequently explain learner engagement aiming at making an original contribution to existing CSCL literature as well as informing the design of pedagogical models for enhancing learner engagement in CSCL environments within postgraduate education.
35

Design av CSCW-system för att stimulera till ökad social interaktion och samarbete inom lantbruket : Från passiva läsare till aktiva bidragare av innehåll i användarportaler / Design of a CSCW-system to influence increasingsocial interaction and collaboration with agriculture : From passive to active contributors of content in farming communities

Seitzberg, Linda January 2015 (has links)
Farming is considered as an important area for a sustainable society, and the need for proper information and knowledge exchange among farmers through various forms of social learning processes has been addressed. Beside learning from each other face to face and sharing personal experiences of farming practices, Information and Communication Technology (ICT) in the form of Computer Supported Collaborative Work (CSCW) systems provides another possibility to share and exchange information and knowledge with other farmers. This work demonstrates the necessary functions needed for a future CSCW system for farmers, as a tool for social interaction and communication in agriculture, through which social learning is fostered. The purpose is to stimulate social learning among farmers so they will develop from passive readers to active contributors of information content in the proposed CSCW system, which in the long run may have a positive impact on the overall purpose of farming – increasing harvests. The main aim of this work is to stimulate social learning in agriculture, where farmers’ social online learning processes is stimulated via a CSCW system that has been developed and designed as a high-fi prototype, providing various functions that make it possible to communicate among farmers and other stakeholders. In order to o stimulate so-called reading farmers into actively contributing farmers in the proposed CSCW-system this work also provides some identified lessons learned. These lessons learned provide both design guidelines as well as suggested behavioral changes of farmers and farming organisations in order to foster the use of CSW systems a social interaction and social learning tools in farming practices. Keywords; Agriculture, social learning, communication, CSCL, CSCW, ICT, contribute to content.
36

Computer-supported collaboration using Pick-and-Drop interaction on handheld computers

Gelius, Henrik January 2003 (has links)
<p>This study investigates a new interaction technique for collaboration on handheld computers called Pick-and-Drop. The technique is an extension of the popular Drag-and-Drop method used in many graphical interfaces today, but with Pick-and-Drop on-screen objects can be picked from one screen with a pen and dropped onto another. </p><p>The aim of the study is to answer whether Pick-and-Drop promote collaboration among children by letting them focus more on other users and the task at hand than on the computer interaction. The study also investigates in what way collaborative situations can benefit from Pick-and-Drop. </p><p>A prototype Pick-and-Drop system was implemented on four customized handheld computers equipped with wireless network communication. The prototype allowed spontaneous collaboration using ad-hoc networks and peer-to-peer communication. Radio Frequency Identification (RFID) tags were used to identify the pens when picking and dropping objects from the screen. </p><p>Ten children aged 6-7 years old participated in the study at an after- school recreational centre. They tried Pick-and-Drop by playing a collaborative game of buying and selling apples using golden coins represented as icons on the screen. The test was video filmed for later analysis. </p><p>The study showed that Pick-and-Drop offers effective collaborative interaction based on a mix of turn taking and concurrent interaction. Users do not have to switch focus when using an application or sharing data as the interaction style stays the same. There was an interesting difference in control over the interaction when users shared objects by “giving” or by “taking”. Users stayed in better control when they shared objects through giving.</p>
37

Diseño de un entorno colaborativo y su aplicación a plataformas de aprendizaje

Martínez Carreras, María Antonia 13 July 2005 (has links)
Los entornos colaborativos educacionales, así como las herramientas educacionales están tomando grandes repercusiones en nuestra sociedad, llevándose a cabo en la actualidad numerosos proyectos de investigación acerca de su construcción y su uso en comunidades educacionales. Las investigaciones llevadas a cabo durante estos años han estado basadas en la creación de entornos colaborativos y su aplicación en entornos educacionales, a través de las cuales se han realizado una serie de estudios sobre las ventajas y desventajas que proporcionan dichos entornos, tanto a nivel de arquitectura como a nivel de herramientas.Con lo cual uno de los objetivos de nuestro trabajo de investigación es ofrecer una plataforma colaborativa genérica que puede ser aplicada a cualquier ámbito colaborativo incluyendo el aprendizaje por descubrimiento. Para ello se han estudiado las principales tecnologías y las distintas plataformas existentes obteniendo a partir de ello los elementos necesarios para la creación de un entorno colaborativo genérico. Con el fin de consolidar dichos elementos mostramos como se han aplicado al desarrollo de aplicaciones y plataformas dentro del ámbito de dos proyectos europeos, ITCOLE y COLAB. / Earning collaborative environments as well as learning tools have taken a prominent relevance in society, producing a growth of research projects regarding the building and the use of this system in education area. During the last years the research in this area has been focused on the building of different kinds of collaborative platforms and its usage in the educational arena, providing different kinds of studies which indicate the advantages and disadvantages of the use of them. These studies have covered the architecture of these systems and the use of them. Therefore, the aim of this research is to provide a generic collaborative environment which can be applied to any area, including discovery learning. For that reason, we have studied the main technologies and platforms for obtaining the elements needed in the building of a generic collaborative environment. Moreover, we have included these elements in the development regarding two European projects, ITCOLE and COLAB.
38

The Role of Chatrooms in Facilitating Learning Behaviors in Small Group Discussions

Hudson, James M. 13 January 2006 (has links)
Primary and secondary school students (Setzer, Lewis, and Greene, 2005), college students (I. E. Allen and Seaman, 2003, 2004), and corporate employees (Galvin, 2002) are all engaging more and more in some form of online or blended online/face-to-face education. Given the large number of pedagogical and design choices that we must make, however, where do we begin when designing new environments? I argue that its important for us to consider how technological design choices interact with pedagogical choices and cognitive states to affect learning behaviors. To illustrate this, I examine the impact of synchronous chat media on educational discussions. Specifically, I ask two questions: (1) Since research has often reported that chat environments promote conversational equity (e.g., Warschauer, 1997), which features of synchronous text-based chat seem to help create conversational equity? and (2) how does this change impact the content of small group discussions? Using ethnographic-style observations and quasi-experimental studies, I show how changing conversational media influences (or doesnt) the resulting discussion among students. I present three results: * Certain properties of the chat medium seem to discourage conversational dominance by any one individual through (a) denying that individual mechanisms to control the conversational floor and (b) reducing the inhibition felt by shy or otherwise disempowered students. * The choice of medium does not seem to affect the quality of discussion content nearly as much as other variables. * Efficiency is diminished in chatrooms; achieving quality discussions online requires significantly more time because (a) typing is slower than speaking and (b) students are able to do other, parallel activities while engaging in a chat discussion. In the conclusion, I examine the broader implications of these findings for the design of conversational environments, whether for educational or business use.
39

Towards a Collaborative Learning Platform: The Use of GitHub in Computer Science and Software Engineering Courses

Feliciano, Joseph 31 August 2015 (has links)
Technical fields such as computer science and software engineering have placed an emphasis on collaboration and teamwork, and training students entering these fields is a challenge that educators and researchers have attempted to tackle. To develop students’ skills for these technical fields, some educators have integrated learning activities where students collaborate heavily and make contributions to each other’s learning, emulating the type of work students will perform in industry. Consequently, the learning tools that instructors use for their courses need to support these collaborative and contributive activities. GitHub is a social coding tool that has seen rapid adoption in the software development field because of the open, collaborative workflow it encourages. This thesis explores the use of GitHub as a collaborative platform for computer science and software engineering education. GitHub provides users with opportunities to contribute to each other’s work through its transparency features, supports integrated discussions, and provides support for reusing and remixing work—opportunities which may be extended to education. In this thesis, I investigate how GitHub’s unique features, such as ‘pull requests’ and commit histories, can be used to support learning and teaching. This work also explores the benefits and challenges that emerge from using GitHub in this context from both the instructor’s and the student’s perspectives. We found that GitHub afforded instructors with opportunities to encourage student participation by contributing to the course materials through the use of ‘pull requests’ and provided instructors with ways to reuse and share their course materials. As well, students gained experience with a tool and a workflow they expected to encounter in industry, and were provided ways to further engage in their learning by giving feedback to or further developing other students’ work. However, we found that instructors and students were challenged by GitHub’s lack of educational focus, as well as the implications of using GitHub’s open workflow on the public availability of student work. Findings from this work determine the viability of GitHub as a tool for supporting computer science and software engineering education, and contribute to our understanding of what activities and benefits GitHub provides beyond traditional learning tools. The contributions of this work include a set of recommendations for instructors wishing to use GitHub to augment their courses, utilizing GitHub’s features to support educational activities such as student contributions to course materials and providing continuous feedback to students. / Graduate / 0984 / 0710 / noelf@uvic.ca
40

Educational innovation with CSCL building better schools for 21st century learners

Kim, Do Hun 22 July 2011 (has links)
Social interaction is a powerful medium in education. In this report, I discuss how computer supported collaborative learning (CSCL) helps K-12 students to enhance learning. I discussed why socio-constructivism in CSCL is a promising learning method. In addition I suggest that CSCL enhances students’ self-driven learning, motivation, and critical thinking. I also examine how CSCL can be successfully implemented in K-12 schools. In this context, the report identifies the challenges posed by technology implementation and changing teachers’ beliefs in introducing this innovation into schools, and how those challenges can be met. Finally, based on perspectives in support of CSCL, the paper does a critical analysis of the Korean e-learning project, which created a national online leaning network for K-12 students, called Cyber Home Learning System (CHLS), and suggests ways that CSCL may enhance this program. / text

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