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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

Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons

Eliasson, Johan January 2013 (has links)
Mobile technologies are increasingly being used to support students in outdoor learning activities. For instance, in a growing number of research projects, smartphones and positioning technologies are being used to support students in exploring the natural environment. However, previous research has identified challenges with the introduction of mobile technology into outdoor lessons. One fundamental challenge is that interaction with mobile technology in outdoor lessons may distract students from interacting with the physical environment. In this thesis this challenge is approached from the perspective of human-computer interaction, guided by the following research question: How can we design, evaluate, and reflect on mobile technology for interacting with the physical environment in outdoor lessons? The thesis presents four design cases on outdoor geometry and biology lessons, which act as probes for developing conceptual design tools. The design cases were developed through a concept-driven design approach and evaluated on field tests with primary school students. Future workshop and Interaction analysis were the main methods used. The results of the field tests suggest that mobile technology needs to be designed to orientate students in their interaction with the physical environment. In line with the concept-driven design approach, the thesis proposes three design tools. The design tools proposed are: Design guidelines that are specific enough for guiding the design of mobile technology for outdoor lessons, a Design model for designing and evaluating mobile technology for outdoor lessons, and Design concepts for reflecting on the placement of mobile technology in outdoor lessons. The design tools are proposed as tools for researchers and designers to take the challenge of distraction into account in designing mobile technology for outdoor lessons. / Mobilteknologi används allt oftare för att stödja elever i läraktiviteter utomhus. Till exempel, i ett växande antal forskningsprojekt, används mobiltelefoner och teknik för positionsbestämning som stöd för skolelever i att utforska naturen. Tidigare forskning har dock identifierat utmaningar med införandet av mobilteknologi i utomhuslektioner. En av de huvudsakliga utmaningarna är att interaktion med mobilteknologi i utomhuslektioner kan distrahera eleverna från att interagera med den fysiska omgivningen. Den här avhandlingen angriper den utmaningen ur ett människa-datorinteraktionsperspektiv, vägledd av följande frågeställning: Hur kan vi designa, utvärdera och reflektera över mobilteknologi för att interagera med den fysiska omgivningen i utomhuslektioner? I avhandlingen presenteras fyra designinterventioner bestående av utomhuslektioner i geometri och biologi, som låg till grund för att utveckla konceptuella designverktyg. Designverktygen utvecklades genom en koncept-driven designstrategi och utvärderades i fälttester med skolelever. Framtidsverkstad och Interaktionsanalys var de huvudsakliga metoder som användes. Resultaten från fälttesterna visar att mobilteknologin behöver utformas så att den kan orientera eleverna i interaktionen med den fysiska omgivningen. I linje med den koncept-drivna designstrategin, bidrar avhandlingen med tre designverktyg. De föreslagna designverktygen är: Designriktlinjer som är specifika nog för att vägleda utformningen av mobilteknologi för utomhuslektioner, en Designmodell för att utforma och utvärdera mobilteknologi för utomhuslektioner, och Designkoncept för att reflektera över hur mobilteknologi placeras och används i utomhuslektioner. Designverktygen föreslås som verktyg för att forskare och designers, som vill designa mobilteknologi för utomhuslektioner, ska kunna möta utmaningen i att mobilteknologin kan distrahera eleverna från att interagera med den fysiska omgivningen.
42

Designing Online Courses for Individual and Collaborative Learning : A study of a virtual learning environment based in Sri Lanka

Weerasinghe, Thushani January 2015 (has links)
Online courses of distance learning programmes at universities are designed considering the characteristics and needs of their adult learners. Basically, there are two types of learners in an online course: individual learners and collaborative learners. Designing for learner satisfaction and learning effectiveness for both types of learners is challenging. In fact, previous research has noted that many online courses fail due to poor design. As a solution, researchers have identified instructional design principles that can guide the design of successful online courses. However, these principles lack detailed information to apply them in contexts different from where they had been identified. This consideration raises a question: how does one adapt the existing design principles to design online courses that promote both individual and collaborative learning, particularly in contexts where online courses are supposed to be conducted with minimal teacher support? In the present research, this question is addressed via two sub-research questions: (1) which course components and their design features can promote learners’ satisfaction, perceived learning, and learning effectiveness, and (2) which course components and their design features can stimulate inquiry-based learning and peer-teaching? The research was carried out in the field of educational design research with sets of students and instructional designers of a virtual learning environment prepared for a university-level degree programme in Sri Lanka. Referring to the findings of this research, the thesis discusses how to design online courses that promote both individual and collaborative learning. Further, based on the findings, the thesis presents a set of design principles and guidelines to promote both individual and collaborative learning in online courses that are on information technology related subjects and prepared for distance learning programmes. / SIDA Funded National e-Learning Centre Project at the University of Colombo School of Computing, Sri Lanka
43

合作式翻譯學習任務設計研究 / Design-based research on developing cooperative translation tasks

王慧娟, Wang, Hui Chuan Unknown Date (has links)
過去十年,翻譯學習已成為外文系大學生學習的重點之一,但是許多研究發現教師仍使用傳統的翻譯教學法。在傳統的教室,學生過度依賴以教師為中心的學習,教師本身亦接受或間接鼓勵被動的學習方式。學生只想聽取教師的建議,而鮮少了解自己的翻譯過程、翻譯風格及自我解決問題的方法。 本研究的目的在設計一個翻譯學習活動:「合作式翻譯任務」。此設計經過三個階段:(一) 初步設計;(二) 施實「合作式翻譯任務」的二個原型;(三) 完成合作式翻譯任務的設計。本研究採用設計本位研究方法 (Design-based research method),並試圖對真實學習情境作深入地了解。在原型(一)共有五個活動:活動一為書面同儕回饋、活動二為組內討論及翻譯者研討會、活動三為口頭同儕回饋、活動四為口頭教師回饋、活動五為最終校正。 研究的參與者為科技大學的外語系學生,在第一循環共有56位學生參加,在第二循環有25位學生參加,另有二位翻譯教師參與此研究。本研究採用三角測量研究法 (triangulation) 來收集資料,包含影片、訪談及學生的翻譯文本等。研究分析的工具為「活動理論」,並從社群、分工、媒介三方面進行分析,以尋求可能解決設計問題的方法。 經過二個原型的實施,本研究設計出「合作式的翻譯任務」。活動一為訓練學生描述及解釋翻譯錯誤的能力。活動二為個人的書面同儕回饋,學生需使用文書處理軟體中的「新增註解」功能給予回饋。活動三為學生研討會及教師研討會。每位學生需記錄自己在研討會的討論結果。教師研討會的時間較短,以便讓與會的學生回學生研討桌分享研討的結果。活動四為學生翻譯員上台分享在學生研討會中得到的回饋及達成的共識。活動五為二個教師給予口頭回饋。活動六為學生使用「新增註解」註明所收集到的回饋、是否接受建議及理由。每組需交出一份校正後的翻譯,及附有註解的檔案。 研究發現學生較相信教師的評語,但是對同儕評語的不信任卻增加學習自主性。學生經分析同儕建議的翻譯、重組或修改後才採用。影響學生互動的因素為問答的溝通模式、同儕間的熟悉度及對同儕回饋的信念。學生的回饋方式傾向於找出有問題的翻譯、提供建議的翻譯及給予讚許。但他們很少給予針對自己的評語作解釋。 本研究提供理論上及實務教學的建議。在理論方面,本研究提出三種理論:領域理論、設計框架、及設計實施方法。在實務教學方法,合作式翻譯任務提供翻譯教師另一種教學模式,以期達到最佳的教學成效。 / For the past decade, translation learning has been one of the main foci for university language learners, but a number of studies have found that many translation teachers still utilize traditional translation teaching methods (Chang, Yu, Li & Peng, 1993; Dai, 2003; Mu, 1992). In traditional classrooms, students tend to depend heavily on teacher-centered instruction, and teachers accept or encourage the students’ passive learning attitudes (Kiraly, 1995). As a result, students only follow the teachers’ suggestions and rarely reflect up their own translating process, translation styles, and problem-solving approaches. The goal of this study was to design a translation learning task called the Cooperative Translation Task (CoTT). It was achieved in three phases: (a) the initial design of the CoTT; (b) the implementations of two prototypes of the CoTT and (c) the finalized CoTT. The current study followed a design-based research (DBR) framework to clarify the complicated interactions in an authentic learning environment. In total, there were five sessions in Prototype I:Session 1: Written Peer Response; Session 2: Within-group Discussion & Translator Seminar; Session 3: Oral Peer Response; Session 4: Oral Teacher Response; and Session 5: Final Revisions. The student participants in both cycles were technological university students, including 56 students in Cycle I and 25 in Cycle II. Two translation teachers participated in the study. For data collection, triangulation data were collected, including videos, interviews, and student documents. The data was put into the framework of Activity theory to diagnose implementation problems in terms of community, division of labor, and mediating artifacts, and innovations with solutions were provided. Following the second prototype, the latest version of the CoTT has been constructed. In Session 1, training in describing and explaining errors is conducted. In Session 2, a peer group gives written responses for the translator group to make revisions. To encourage students to give explanations to their own peers, individual accountability is included. The peer group uses the Comment function in the word-processing software to identify, describe, and explain the agreeable and disagreeable translations. In Session 3, a student seminar and a teacher seminar are conducted simultaneously. To help students take organized notes on the results of their discussions, and to prevent students from not accepting responsibility in the discussions, an individual seminar sheet is given to each student. The teacher seminar finishes earlier than the student seminar so that the members can return to the original seminar and share the teachers’ suggestions with the group. In Session 4, the translator group needs to present the comments from each seminar. In Session 5, the two teachers can use multiple criteria for error analysis. In Session 6, translator members use the Comment function in the word-processing software to insert collected comments, their acceptance level, and the reasons why they accept or reject each suggestion. Each group needs to turn in the final product, one copy with and one without the comments, to the instructor. The present study has found that students have a tendency to trust and use the teachers’ comments. However, this distrust of peers’ review increased students’ autonomy. Students underwent a process of analysis of the suggested translations and reformation of the translation. The influential factors in student-student interaction are an Asking and Answering communication mode and Acquaintance (2A), and students’ values in peer response. When giving a linguistic-level evaluation, students provided the most comments on mechanics, then comments vocabulary and sentences. As for the types of responses, they focused mainly on the identification of translations, provision of suggested translations, and some compliments on agreeable translations. They seldom gave explanations for either agreeable or disagreeable translations. The present study has both its theoretical and practical implications. This design-based study offers three kinds of theories: domain theories, a design framework, and design methodologies. The CoTT and its six sessions provide translation teachers an alternative way to teach, especially for teachers trained in other professions.
44

Knowledge construction of 3D geometry in virtual reality microworlds

Yeh, Andy Ju-Chih January 2007 (has links)
The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research study. The research methodology employed was design experiments or design-based research. Informed by this methodology, the research design consisted of iterative cycles of developing/revising a conceptual framework, designing/prototyping a VRLE, enacting/evaluating the VRLE, and reflecting/redesigning the research. An initial conceptual framework was generated through extensive literature review to inform the design and evaluation of a VRLE. Based on the conceptual framework, a prototype VRLE named VRMath was then designed and implemented. The enactment and evaluation of VRMath consisted of two iterations. Iteration 1 (six hours/sessions with two students of Year 5 and 6) was conducted using the prototype VRMath (Yeh & Nason, 2004). Based on the findings from Iteration 1, nine learning activities were developed and research protocols (e.g., observation and interview) were revised for Iteration 2. Iteration 2 involved six primary school students (Year 4-5) for eight weeks (two hours/sessions per week). Findings from Iteration 2 confirmed and identified some usability issues of VRMath system and many new ways of thinking and doing 3D geometry when students interacted with VRMath. These have implications on the design of VRMath and the teaching and learning of 3D geometry within the VRMath environment. Justifications about the conceptual framework and students' learning within VRMath were made after the two iterations of enactment and evaluation. The learning activities and VRMath were also revised and redesigned for the preparation of future iterations. After a full cycle of the design-experiments, this research study concluded with a proto-theory (semiotic framework) for the design of and learning within VRLEs, and visions for using VRLEs in mathematic and technology education.
45

Výuka informatiky na gymnáziích / Computer Science Education at Grammar Schools

Lessner, Daniel January 2018 (has links)
Title: Computer Science Education at Grammar Schools Author: Daniel Lessner Department: Department of Software and Computer Science Education Supervisor: RNDr. Tomáš Holan, Ph.D., Department of Software and Computer Science Education Abstract: Computer science is not a required component of general education in Czechia. The lack of published local experience impedes the search for general agreement in basic questions, such as: Is computer science in general education possible? Is it beneficial? What educational goals should it have, what topics should it cover? The goal of this thesis is to offer empirically verified answers to these questions, considering grammar school level (students 15-18 years old) in Czechia. A set of fundamental ideas of computer science has been identified and used to develop an introductory course. The course was repeatedly tested, evaluated and improved, following the design-based research methodology. The level of students' achieve- ments as well as their own view of the novel approach to teach "informatics" was tracked. Contrary to the widely held belief (in Czechia), it turned out that computer science in general secondary education is possible and beneficial for the students, as long as the level of difficulty and specific goals are chosen appro- priately. The course is...
46

Estrutura didática baseada em fluxo: relatividade restrita para o ensino médio / Didactical structure based on Flow: Special Relativity for High School

Jorge Luiz Nicolau Júnior 03 October 2014 (has links)
O presente trabalho conceitualiza e aplica da noção de \"fluxo\" como a parte da intenção didática relacionada com a qualidade das transições entre atividades de uma sequência didática. O fluxo foi empregado como protoprincípio central no desenvolvimento de um curso sobre Relatividade Restrita para o Ensino Médio com base na metodologia Design-Based Research (DBR). A dinâmica de trabalho contou com a participação de pesquisadores e professores da Rede Pública do Estado de São Paulo. Reuniões de discussão, produção e aplicações da sequência didática foram organizadas conjuntamente pelo Núcleo de Pesquisas em Inovação Curricular (NuPIC) e pelo, então formado, Grupo de Atualização da Física Escolar (GrAFiE). Como resultado da pesquisa foi apresentada a comparação entre o fluxo pretendido e a fluência observada pelos alunos. Uma pesquisa auxiliar sobre a compreensão do conceito de evento também é construída e complementa os resultados obtidos. Com vistas na generalização proposta pelos pesquisadores nessa área, são apresentados o protoprincípio de fluxo como potencial motor para o desenvolvimento de sequências didáticas, o diagrama de fluxo como representação prática das intenções dos desenvolvedores e o instrumento de fluxo como método para a produção de dados. Esses elementos foram testados em um ciclo de pesquisas e são destinados ao emprego em outras sequências didáticas. / The present work conceptualizes and applies the concept of \"flow\" as part of the didactic intention related to the quality of transitions between activities of a design experiment. The flow was used as the central protoprinciple in the developiment of a course on Special Relativity for high school based on a Design-Based Research (DBR) methodology. The work has involved the participation of researchers and public school teachers of the State of Sao Paulo, Brazil. Meetings, production and didactic interventions were collectively organized. The comparison between the desired flow and fluency observed by the students was analyzed as a result of the research. An auxiliary research on the understanding on the concept of event is also constructed and complements the research. Looking forward the generalization proposed by researchers in this area, the protoprinciple of the flow was presented as a potential idea for the development of didactic sequences. The flow\'s diagram was presented as a practical representation of the intentions of the developers and the flow instrument has shown as a method for producing data. These elements were tested in a cycle of research and are intended for use in other design experiments.
47

Technology-enhanced statistics learning experiment:a case study at upper secondary level

Oikarinen, J. (Juho) 31 October 2016 (has links)
Abstract The aim of this study was to examine and develop statistics education by implementing computer supported collaborative learning (CSCL). This study has been influenced by design-based research, and it focuses on describing the statistical learning of upper secondary school students (N=138) in a CSCL environment, both quantitative and qualitative methods have been utilised. The present study is filling a gaping void in classroom study and disseminates new knowledge with a novel approach in combining CSCL, mathematics education at secondary level and statistical literacy. First, the students’ starting level in statistical literacy was assessed in the pre-test in which students’ perceptions and knowledge of statistics was evaluated. The results showed that students had a severe lack of understanding of basic statistical concepts. Second, CSCL supports students in collaborating asynchronously in different small-groups by using technology. Results suggest that studying in a group fostered their learning and the electronic and interactive material clarified learned topics which was designed by integrating the principles of cognitive theory of multimedia learning. Third, the shift from traditional didactic instruction towards student-centred CSCL learning was challenging for students. According to the results, students had only a few earlier experiences in learning CSCL environments. The quality of the students’ conversational acts varied considerably. It seems that learning how to collaborate productively needs practice. According to the results, the articulation and quality of mathematical discussion increased as students’ acquaintance with their teammates improved. Students’ collaboration in small groups was examined by using video analyses and content analyses. Contact summary sheet -instrument used in analyses facilitated observation of the magnitude and quality in student’s inter-subjective phenomena in collaborative learning. Fourth, students in the treatment group had better learning outcomes than students in the control group. The results suggest a statistically significant difference between treatment and control groups only in the delayed post-test and the effect size indicates a medium effect. The interactive material and CSCL seemed to foster and facilitate the development of statistical literacy. Nevertheless, students were critical of studying in the CSCL environment. / Tiivistelmä Tutkimuksen tarkoituksena oli tutkia ja kehittää tilastojen opetusta hyödyntäen tietokoneavusteista yhteisöllistä oppimista (CSCL). Tutkimus on saanut vaikutteita design-perustaisesta tutkimuksesta ja se keskittyy kuvaamaan lukio-opiskelijoiden (N=138) tilastojen oppimista CSCL-ympäristössä ja tutkimuksessa on hyödynnetty kvantitatiivisia ja kvalitatiivisia menetelmiä. Tämä tutkimus lisää tietämystä luokkahuonetutkimuksesta ja yhdistää CSCL:n ja tilastollisen lukutaidon opetuksen toisella asteella. Ensimmäiseksi oppilaiden tilastollisen lukutaidon lähtötaso mitattiin alkutestissä, missä arvioitiin heidän ennakkokäsityksiä ja tietoa tilastoista. Tutkimustulokset osoittivat, että oppilailla oli suuria vaikeuksia ymmärtää tilastollisia peruskäsitteitä. Toiseksi CSCL-teknologia tukee asynkronisesti pienryhmätyöskentelyä. Tulosten mukaan opiskelu ryhmissä tuki opiskelijoiden oppimista ja sähköinen ja interaktiivinen oppimateriaali selkiytti opeteltavia asioita, joka oli suunniteltu kognitiivisen multimedia oppimisteorian periaatteiden mukaisesti. Kolmanneksi opiskelijat kokivat haasteellisuutta siirryttäessä perinteisestä opettajajohtoisesta opetusmenetelmästä oppijakeskeiseen CSCL-oppimismenetelmään. Tulosten mukaan opiskelijoilla on ollut vain vähän aikaisempia kokemuksia oppimisesta CSCL-ympäristöissä. Opiskelijoiden funktionaalisten roolien laadut vaihtelivat huomattavasti. Näyttää ilmeiseltä, että produktiivisen yhteistoiminnallisuuden oppimiseen tarvitaan harjoittelua. Tutkimustulosten mukaan artikulaatio ja laatu matemaattisissa keskusteluissa lisääntyivät oppimistilanteissa, kun opiskelijoiden ryhmätyöskentelytaidot kehittyivät. Opiskelijoiden pienryhmätyöskentelyä tutkittiin video- ja sisällönanalyysin avulla. Analysoinnissa käytetty contact summary sheet -instrumentti auttoi havainnoimaan opiskelijoiden intersubjektiivista yhteistoiminnallisen oppimisen laatua ja määrää. Neljänneksi opetuskokeiluun osallistuneilla oli parempia oppimistuloksia verrattaessa kontrolliryhmän oppilaisiin. Tutkimustulosten mukaan tilastollisesti merkittävä ero oli havaittavissa opetuskokeilu- ja kontrolliryhmän välillä ainoastaan viivästetyssä lopputestissä ja vaikutuksen suuruus on keskivoimakasta. Interaktiivinen opetusmateriaali ja CSCL näyttäisivät edistävän tilastollisen lukutaidon kehittymistä. Tästä huolimatta, opiskelijat suhtautuivat kriittisesti opiskeluun CSCL-ympäristössä.
48

ENABLING UNTRAINED TEACHERS TO BE ENGINEERING FACILITATORS: A DESIGN-BASED RESEARCH STUDY OF TEACHER PROFESSIONAL DEVELOPMENT IN FRAGILE CONTEXTS

Dhinesh Radhakrishnan (9192680) 03 August 2020 (has links)
Estimates of “Street Youth” (SY) (those who live/work on the streets) show 150 million around the world, with approximately 50,000 in Kenya alone as of 2018. Challenges these youth face remain a significant barrier to national governments achieving Sustainable Development Goal 4 (Quality Education) targets, as formal schools limit access or fail to provide meaningful and supported learning experiences for SY. However, informal learning spaces that empower youth to solve problems themselves may provide them with the knowledge and skills they are denied by formal schools. SY rescue, rehabilitation, and reintegration centers all around the world emphasize and place education at the center of their operations. Recommendations for educational services for SY include providing flexible, alternative education and skills training for youth unable or unwilling to return to school. However, the lack of skilled professionals working with the SY population is one of the most critical challenges.<div>To meet the learning needs of vast numbers of SY, teachers already connected to this population must be trained in teaching more empowering, skill-based courses such as engineering, which are typically complex. Such innovative, problem-centered curricula demand skilled teachers who are prepared to facilitate a more student-centered classroom. However, sub-Saharan Africa faces a shortage of 17 million formally qualified teachers, even for its formal public schools. Therefore, connecting with the teachers in the context and training them in engineering teaching is crucial. Researchers have long argued the need for teacher professional development to be continuous and long-term. Through this dissertation, I present a Design-Based Research (DBR) study of untrained Teacher Professional Development (TPD) in collaboration with three aspiring engineering teachers at an alternative school for SY in western Kenya. I draw on the theoretical framework of Situated Learning and Communities of Practice (CoP) to discuss the outcomes of a three-phase professional development program. Each phase was designed using the recommendation from McKenney et al. (2006) to include three iterative micro-cycles of analysis, design, and evaluation leading to a meso-cycle. In total, three meso-cycles were completed to arrive at DBR’s final phase of reflection and generation of design principles.<br></div><div>In the first phase, teachers in this study adopted reflective practice strategies to increase their awareness of the practice. Analysis from the study showed that the teachers individually and collectively showed resilience to challenging and complex experiences by establishing a strong foundation for the community of practice. In the second phase, teachers engaged in action research to improve both teaching and learning outcomes. Results demonstrated increased active participation of the teachers in their teaching practice, and developed new understandings of engineering teaching. However, the first two studies also showed the challenges limiting the teachers from constructing an engineering teacher identity and unresolved questions about the sustainability of the TPD. Therefore, in the last phase, the teachers adopted mentoring new teachers as a strategy to develop their identities and sustain the engineering TPD.<br></div><div>The findings from the three phases resulted in generation of design outcomes that include a situated understanding of the theory in this fragile context and design principles that are transferable in comparable settings. Implications of this work suggest a sustainable teacher professional development model for untrained engineering teachers in fragile contexts and present relevant design principles for the CoP.<br></div>
49

Theorie und Praxis des Flipped Classrooms - Modell, Design und Evaluation

Lerche, Jenny 11 February 2021 (has links)
Kontext und Motivation: Im Lehr-Lern-Format „Flipped Classroom“ eignen sich Lernende selbstständig Inhalte mit Materialien in der Vorbereitungsphase an und vertiefen sie anschließend in der Präsenzphase. Aktuell fehlen ein theoretisches Modell zur Beschreibung des Flipped Classrooms sowie ein ausführlich beschriebenes Flipped Classroom-Design. Weiterhin berichten Lehrende von der Überforderung Studierender bei der selbstständigen Erarbeitung in der Vorbereitungsphase. Dies kann auf den mangelnden Einsatz von Lernstrategien zurückzuführen sein. Lernstrategien können durch Gestaltungsmaßnahmen adressiert und ihr Einsatz dadurch gefördert werden. Gestaltungsmaßnahmen initiieren Handlungen bei Lernenden durch Interaktionen mit dem Lehrenden und Materialien bzw. Aufgaben. Welche Gestaltungsmaßnahmen zur Adressierung von Lernstrategien in der Vorbereitungsphase geeignet sind, untersuchen bisherige Studien nicht. Darüber hinaus werden Gestaltungsempfehlungen oder Redesign-Ansätze für die Weiterentwicklung eines Flipped Classroom-Designs selten systematisch abgeleitet. Zielstellung der Arbeit: Folgende Ziele werden abgeleitet: Erstes Ziel ist die Entwicklung eines Flipped Classroom-Modells. Als Proof of Concept soll dieses Modell die Einordnung der weiteren Arbeit ermöglichen. Zweites Ziel ist ein Flipped Classroom-Design und dessen Implementierung in einem Flipped Classroom-Pilotkurs. Drittes Forschungsziel ist die Evaluation der Lernstrategieadressierung durch Gestaltungsmaßnahmen in der Vorbereitungsphase. Es sollen Gestaltungsempfehlungen und Redesign-Ansätze abgeleitet werden. Vorgehensweise: Für das Flipped Classroom-Modell werden durch eine systematische Literatur-, quantitative und qualitative Inhaltsanalyse Schlüsselwerke und Merkmale zum Flipped Classroom analysiert. Sie werden mit einschlägiger Modelltheorie zusammengeführt. Teile des Modells werden in einem Hochschul-Pilotkurs an der Technischen Universität Dresden implementiert. Das zu Grunde liegende Flipped Classroom-Design wird anhand literaturbasierter und eigener Kriterien systematisch dargelegt. Die Evaluation der Gestaltungsmaßnahmen in der Vorbereitungsphase erfolgt mit einer quantitativen Inhaltsanalyse adressierter Lernstrategien und einer qualitativen Inhaltsanalyse von Interviewaussagen. Ergebnisse und Schlussfolgerungen: Das Flipped Classroom-Modell zeigt Merkmale in den Ebenen „Grundannahmen“, „Lernziele“, „Lernformen“ sowie „Methoden und Umsetzung“. Für die Darlegung des Flipped Classroom-Designs werden Kern- (z. B. Vorlesungsaufzeichnung) und flankierende Gestaltungsmaßnahmen (z. B. Quizzes) systematisch und ausführlich beschrieben. In der quantitativen Evaluation werden Ergebnisse in Form der Breite und Effektivität adressierter Lernstrategien vorgelegt. Aufgrund der hohen Werte beider Indikatoren werden die Gestaltungsmaßnahmen „Vorlesungsaufzeichnung“, „Concept Map in Partnerarbeit“, „Quizzes“ und ein transparenter, strukturierter „Zeitplan“ als Gestaltungsempfehlungen abgeleitet. Aus der qualitativen Inhaltsanalyse lassen sich allgemeine Redesign-Ansätze formulieren, wie die Bedeutung des Zusammenspiels von Kern- und flankierenden Gestaltungsmaßnahmen in der Vorbereitungsphase. Ein spezifischer Redesign-Ansatz ist die Aufgabenstellung der kollaborativen Erstellung einer Concept Map. Implikationen und weiteres Forschungspotenzial: Das Flipped Classroom-Modell ermöglicht eine Abgrenzung zu anderen innovativen Lehr-Lern-Formaten sowie die Einordnung zukünftiger Forschung. Eine kritische Auseinandersetzung mit enthaltenen Begriffen und Zusammenhängen kann zur theoretischen Untersetzung und einem konsensuellen Verständnis zum Flipped Classroom beitragen. Die Systematik der Beschreibung des Flipped Classroom- Designs vereinfacht die Implementierung der Gestaltungsmaßnahmen in anderen Hochschulkontexten. In erneuten Design-Zyklen können Redesign-Ansätze und Gestaltungsempfehlungen dieser Evaluation einfließen und zum Etablieren mehrfach bewährter Design-Guidelines führen.:1. EINLEITUNG 1.1. RELEVANZ UND FORSCHUNGSSTAND ZUM FLIPPED CLASSROOM 1.2. PROBLEM- UND ZIELSTELLUNG 1.3. VORGEHEN UND AUFBAU 1.4. FORSCHUNGSPARADIGMA 2. THEORETISCHE GRUNDLAGEN: FLIPPED CLASSROOM 2.1. BEGRIFFLICHE ABGRENZUNG UND DEFINITION 2.1.1. Begriffliche Abgrenzung 2.1.2. Literature Review zur Definition 2.1.3. Arbeitsdefinition zum Flipped Classroom 2.2. INTEGRIERTE KONZEPTE 2.2.1. Lerntaxonomie nach Bloom 2.2.2. Selbstgesteuertes Lernen 2.2.3. Priming und Pre-Training 2.2.4. Peer Assisted Learning, Peer Instruction und Peer Tutoring 2.2.5. Aktives Lernen 2.2.6. Lerner- und lehrerzentriertes Lernen 2.2.7. Problembasiertes Lernen 2.2.8. Kollaboration und Kooperation 2.3. LERNTHEORIEN ALS ÜBERGEORDNETE KONZEPTE 2.3.1. Behaviourismus 2.3.2. Kognitivismus 2.3.3. Instruktion und Instructional Design 2.3.4. Konstruktivismus 2.4. E-LEARNING UND BLENDED LEARNING ALS ÜBERGEORDNETE KONZEPTE 2.4.1. E-Learning 2.4.2. Blended Learning 3. METHODISCHE GRUNDLAGEN 3.1. SYSTEMATISCHE LITERATURANALYSE 3.2. QUANTITATIVE INHALTSANALYSE 3.3. QUALITATIVE INHALTSANALYSE 4. MODELL ZUM FLIPPED CLASSROOM 4.1. EINLEITUNG: SCHLÜSSELWERKE UND ENTWICKLUNG EINES DESKRIPTIVEN MODELLS 4.2. FORSCHUNGSSTAND: MODELLE ZUM FLIPPED CLASSROOM 4.3. THEORETISCHE GRUNDLAGEN: MODELLTHEORIE 4.3.1. Definition von Modellen 4.3.2. Abbildungs,- Verkürzungs,- und pragmatisches Merkmal von Modellen 4.4. ERGEBNISSE: SCHLÜSSELWERKE ZUM FLIPPED CLASSROOM 4.4.1. Vorgehen 4.4.2. Schlüsselwerke Flipped Classroom 4.5. ERGEBNISSE: BESCHREIBUNG DES FLIPPED CLASSROOMS 4.5.1. Vorgehen 4.5.2. Beschreibung Definition und Grundannahmen 4.5.3. Beschreibung Vorbereitungsphase 4.5.4. Beschreibung Präsenzphase und Lernformen beider Phasen 4.6. ERGEBNISSE: MODELL ZUM FLIPPED CLASSROOM 4.6.1. Vorgehen: Modell 4.6.2. Flipped Classroom-Modell und Abbildungsmerkmal 4.6.3. Verkürzungs- und pragmatisches Merkmal 4.7. LIMITATION UND AUSBLICK 5. DESIGN EINES FLIPPED CLASSROOM-PILOTKURSES 5.1. EINLEITUNG: DESIGN UND SYSTEMATISIERUNG EINES FLIPPED CLASSROOM-PILOTKURSES 5.2. FORSCHUNGSSTAND: DESIGN BASED RESEARCH ZUM FLIPPED CLASSROOM 5.3. THEORETISCHE GRUNDLAGEN: INTEGRIERTE DIDAKTISCHE METHODEN UND ANSÄTZE IN DER THEORIE 5.3.1. Concept Maps 5.3.2. Gamification 5.4. VORGEHEN: SYSTEMATISIERUNG DES FLIPPED CLASSROOM-DESIGNS 5.5. RAHMENBEDINGUNGEN DES FLIPPED CLASSROOM-DESIGNS 5.5.1. Modulbeschreibung 5.5.2. Aufbau, Ablauf und Inhalte 3. METHODISCHE GRUNDLAGEN 3.1. SYSTEMATISCHE LITERATURANALYSE 3.2. QUANTITATIVE INHALTSANALYSE 3.3. QUALITATIVE INHALTSANALYSE 4. MODELL ZUM FLIPPED CLASSROOM 4.1. EINLEITUNG: SCHLÜSSELWERKE UND ENTWICKLUNG EINES DESKRIPTIVEN MODELLS 4.2. FORSCHUNGSSTAND: MODELLE ZUM FLIPPED CLASSROOM 4.3. THEORETISCHE GRUNDLAGEN: MODELLTHEORIE 4.3.1. Definition von Modellen 4.3.2. Abbildungs,- Verkürzungs,- und pragmatisches Merkmal von Modellen 4.4. ERGEBNISSE: SCHLÜSSELWERKE ZUM FLIPPED CLASSROOM 4.4.1. Vorgehen 4.4.2. Schlüsselwerke Flipped Classroom 4.5. ERGEBNISSE: BESCHREIBUNG DES FLIPPED CLASSROOMS 4.5.1. Vorgehen 4.5.2. Beschreibung Definition und Grundannahmen 4.5.3. Beschreibung Vorbereitungsphase 4.5.4. Beschreibung Präsenzphase und Lernformen beider Phasen 4.6. ERGEBNISSE: MODELL ZUM FLIPPED CLASSROOM 4.6.1. Vorgehen: Modell 4.6.2. Flipped Classroom-Modell und Abbildungsmerkmal 4.6.3. Verkürzungs- und pragmatisches Merkmal 4.7. LIMITATION UND AUSBLICK 5. DESIGN EINES FLIPPED CLASSROOM-PILOTKURSES 5.1. EINLEITUNG: DESIGN UND SYSTEMATISIERUNG EINES FLIPPED CLASSROOM-PILOTKURSES 5.2. FORSCHUNGSSTAND: DESIGN BASED RESEARCH ZUM FLIPPED CLASSROOM 5.3. THEORETISCHE GRUNDLAGEN: INTEGRIERTE DIDAKTISCHE METHODEN UND ANSÄTZE IN DER THEORIE 5.3.1. Concept Maps 5.3.2. Gamification 5.4. VORGEHEN: SYSTEMATISIERUNG DES FLIPPED CLASSROOM-DESIGNS 5.5. RAHMENBEDINGUNGEN DES FLIPPED CLASSROOM-DESIGNS 5.5.1. Modulbeschreibung 5.5.2. Aufbau, Ablauf und Inhalte 5.6. ERGEBNISSE: DESIGN DER VORBEREITUNGSPHASE – GESTALTUNGSMAßNAHMEN UND -ASPEKTE 5.6.1. Vorlesungsaufzeichnungen 5.6.2. Zusatzmaterial 5.6.3. Quizzes 5.6.4. Concept Maps und Mini Peer Review 5.6.5. Wettbewerbe 5.6.6. Design der Vorbereitungsphase im Flipped Classroom-Modell 5.7. ERGEBNISSE: DESIGN DER PRÄSENZPHASEN – GESTALTUNGSMAßNAHMEN UND -ASPEKTE 5.7.1. Einführungsveranstaltung und erste Präsenzphase: Debatte 5.7.2. Zweite Präsenzphase: Projekt 5.7.3. Dritte Präsenzphase: Fallstudie 5.7.4. Vierte Präsenzphase: Fragen und Diskussion 5.7.5. Design der Präsenzphase im Flipped Classroom-Modell 5.8. ZUSAMMENFASSUNG UND FAZIT 6. VORBEREITUNGSPHASE DES FLIPPED CLASSROOMS – EVALUATION UND REDESIGN 6.1. EINLEITUNG: LERNSTRATEGIEN, WAHRNEHMUNG UND REDESIGN-ANSÄTZE 6.2. THEORETISCHE GRUNDLAGEN: LERNSTRATEGIEN 6.2.1. Definition Lernstrategien 6.2.2. Lernstrategieformen und Einflussfaktoren auf den Einsatz von Lernstrategien 6.2.3. Förderung von Lernstrategien und Zusammenhang zum Lernerfolg 6.2.4. Methoden zur Erfassung von Lernstrategien 6.3. VORGEHEN: DATENERHEBUNG 6.3.1. Einsatz leitfadengestützter Interviews und Leitfadenaufbau 6.3.2. Erhebungszeitraum, Probanden und Transkription 6.4. VORGEHEN: DATENAUSWERTUNG 6.4.1. Qualitative Inhaltsanalyse 6.4.2. Quantitative Inhaltsanalyse 6.5. ERGEBNISSE: QUANTITATIVE EVALUATION ADRESSIERTER LERNSTRATEGIEN 6.6. ERGEBNISSE: QUALITATIVE EVALUATION DER VORLESUNGSAUFZEICHNUNGEN 6.6.1. Lernstrategien und Redesign-Ansätze 6.6.2. Wahrnehmung und Redesign-Ansätze 6.7. ERGEBNISSE: QUALITATIVE EVALUATION DER CONCEPT MAP 6.7.1. Lernaktivitäten und Redesign-Ansätze 6.7.2. Wahrnehmung und Redesign-Ansätze 6.8. ERGEBNISSE: QUALITATIVE EVALUATION DES MINI PEER REVIEWS 6.8.1. Lernaktivitäten und Redesign-Ansätze 6.8.2. Wahrnehmung und Redesign-Ansätze 6.9. ERGEBNISSE: QUALITATIVE EVALUATION DER QUIZZES 6.9.1. Lernaktivitäten und Redesign-Ansätze 6.9.2. Wahrnehmung und Redesign-Ansätze 6.10. ERGEBNISSE: QUALITATIVE EVALUATION DES ZUSATZMATERIALS 6.10.1. Lernaktivitäten und Redesign-Ansätze 6.10.2. Wahrnehmung und Redesign-Ansätze 6.11. ERGEBNISSE: QUALITATIVE EVALUATION DES ZEITPLANS 6.11.1. Lernaktivitäten und Redesign-Ansätze 6.11.2. Wahrnehmung und Redesign-Ansätze 6.12. ERGEBNISSE: QUALITATIVE EVALUATION DER WETTBEWERBE 6.12.1. Lernaktivitäten, Wahrnehmung und Redesign-Ansätze von Quizstar 6.12.2. Lernaktivitäten, Wahrnehmung und Redesign-Ansätze von Virtual Vitals 6.13. ERGEBNISSE: QUALITATIVE EVALUATION SONSTIGER GESTALTUNGSMAßNAHMEN 6.13.1. Lernaktivitäten und Redesign-Ansätze der gesamten Vorbereitungsphase 6.13.2. Wahrnehmung und Redesign-Ansätze der Kommunikation 6.14. ABSCHLUSSBETRACHTUNG 6.14.1. Zusammenfassung und Implikationen 6.14.2. Limitation 7. GESAMTZUSAMMENFASSUNG UND AUSBLICK
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Offline Viewer : En digital lösning för förbättring av användbarhet i offline-arbete

Löfquist, Karl January 2020 (has links)
Ett antal kundföretag till Combitech upplever i nuläget suboptimala lösningar för arbete offline. I detta arbete kommer en potentiell Offline Viewer-klient att undersökas i förhållande till tidigare offline-lösningar som tillhandahållits av Combitech. En Offline Viewer-klient är tänkt att installeras på en digital enhet som fördelaktligen är bärbar. Klienten förväntas ha två huvudfördelar som detta arbete fokuserat på. Fördelarna är automatiskt uppdaterad information när klienten är uppkopplad till internet samt möjlighet till synkronisering av innehåll som användaren själv väljer för tillgänglighet offline. För att testa hur dessa fördelar skulle kunna implementeras i en framtida klient har ett iterativt prototyparbete genomförts tillsammans med användartester för varje prototyp. Studiens slutresultat indikerar att en Offline Viewer har potential att vara väsentligt mer användbar i jämförelse med tidigare lösningar. En del nackdelar och konsekvenser kunde till viss del identifieras men i det stora hela visade undersökningen att fördelarna väger upp för nackdelarna.

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