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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.
71

Development of a school -based performance management framework for self-managing schools in South Africa

Booyse, Nicolaas Johannes 10 1900 (has links)
With education at the centre of the South African government’s National Development Plan for 2030, an effective schooling system is not negotiable. A review of the literature showed that public schools in South Africa are self-managing. The performance of most of these schools are unsatisfactory with specific reference to academic performance, infrastructure, finances and resources. The review further revealed severe shortcomings with the use of the Integrated Quality Management System (IQMS) for school-based performance management. This included that the IQMS is insufficient, that its application is ineffective and that it does not support school-based performance management. It is a compliance system and does not allow schools’ stakeholders the freedom to take part in designing their own strategy for the school. The researcher argues that self-managing schools link to the Participatory Democracy Theory that ensures the involvement of stakeholders. The IQMS however, links to Managerialism, rejecting stakeholders’ independence of self-management and decision-making. Therefore, this study aimed to develop a school-based performance management framework for public schools in South Africa. Specific attention was given to the Balanced Scorecard (BSC) as a theoretical framework for its flexibility to accommodate diverse organisations. The BSC was placed in the Evolutionist theories under the Resource-Based View (RBV) approach, focussing on the uniqueness of organisations’ tangible or intangible resources. The researcher argued that a combination of the IQMS and the BSC might close the theoretical gap and contribute to school-based performance management in self-managing public schools. A qualitative research paradigm, embedded in the interpretivism philosophy, guided this study. A Design-Based Research (DBR) method was followed to develop the framework. The first phase was to develop a preliminary framework, using the IQMS and BSC as existing theoretical frameworks. The second phase consisted of two iterative cycles of testing and refinement of the framework in practice. For both cycles, the researcher conducted semi-structured interviews with the school’s principal, one member of the school’s governing body and one member of the school’s management team of the four selected schools. The third phase was a reflection on the design process to enhance the application of the framework. / College of Accounting Sciences / D. Compt.
72

Design Guidelines for a Mobile-Enabled Language Learning System Supporting the Development of ESP Listening Skills

Palalas, Agnieszka 08 May 2012 (has links)
This dissertation presents, describes and discusses an interdisciplinary study which investigated the design and development of a language learning instructional solution to address the problem of inadequate aural skills acquisition for college ESP (English for Special Purposes) students. Specifically, it focused on the use of mobile technology to expand learning beyond the classroom. The eighteen-month process of data collection and analysis resulted in a conceptual model and design principles for a Mobile-Enabled Language Learning (MELL) solution. Mobile-Enabled Language Learning Eco-System was thus designed, developed and trialled in the real-life learning context. Through the iterative process of the design, development and evaluation of the MELL system and its components, design principles were also generated. These design recommendations were refined and reformulated in a cyclical fashion with the help of more than 100 students and ten experts. The resulting MELLES design framework encompasses guidelines addressing the essential characteristics of the desired MELL intervention as well as procedures recommended to operationalize those features. The study also resulted in a better understanding of the broader context of ESP learning using mobile devices and the role of elements of environment, ultimately contributing to real-life praxis of the Ecological Constructivist framework and the complementary approach of Design-Based Research (DBR) methodology. / 2012-06
73

Digital doorways and the analysis of software application usage in ‘unassisted learning’ environments in impoverished South African communities

Gush, Kim Lawrence 03 1900 (has links)
The Digital Doorway (DD) project provides computing infrastructure in impoverished communities in South Africa. DD terminals offer opportunities for unassisted- and peerassisted learning of basic computer skills, and varying computing activities ranging from entertainment, to independent research. This study addresses software application usage, and how it relates to user demographics (age and gender) and location, in order to better understand both the user base, and the nature and extent of DD interactions. A mixed-methods approach is employed, involving log-files, interviews, questionnaires, and naturalistic observation; to build up a holistic picture of application usage and user behaviour at selected sites. Important issues with respect to ICT for Education and Development in the DD context, are addressed. Analysis of the data indicates notable trends, and relationships between age, gender, location, and application usage. User behaviour and environmental effects on usage are discussed, and recommendations provided for future DDs and similar initiatives. / Computing / M. Tech. (Information Technology)
74

An evaluation framework for virtual reality safety training systems in the South African Mining Industry

Van Wyk, Etienne Anton 02 1900 (has links)
The mining industry in South Africa contributes significantly to the national economy. Despite stringent safety legislation, mining accidents cause numerous fatalities and injuries. Inadequate or insufficient training is often cited as a root cause of accidents. Conventional class-based safety training has not reduced the incidence of accidents significantly. By contrast, virtual reality training tools can provide simulated exposure to real-world working conditions without the associated risks. This study describes the application of design-based research (DBR) in the design and development of two desktop virtual reality (VR) systems for safety training in the South African mining industry. The results of a usability context analysis were applied in the design of a VR prototype on generic hazards recognition and rectification, which was used and evaluated at South Africa‘s largest platinum mine site. A case study was conducted to investigate the causes and occurrences of falls of ground, which resulted in the design and development of a second VR prototype focusing on identifying and addressing underground geological conditions. DBR was also used in the generation of an evaluation framework for evaluating VR training systems, namely the Desktop VR Evaluation Framework (DEVREF), which is the major deliverable of the research. DEVREF can make a major contribution to the domain of e-training in mines and is transferable and customisable beyond its initial application. The process flow of the research thus moved beyond merely providing a solution to a complex real-world problem and became a classic DBR study with dual outcomes, namely a practical real-world solution in the form of two VR training systems and a theoretical contribution in the form of the DEVREF evaluation framework. DEVREF evaluates the design of desktop VR training systems in the categories of instructional design, usability, VR systems design, and context-specific criteria for mining. The use of DEVREF is demonstrated by reporting the application of its criteria in evaluating the two VR training systems. Heuristic evaluation, end-user surveys, and interviews were used as evaluation methods. A third contribution is methodological, in that this work proposes a new DBR process model and an interaction design lifecycle model suitable for VR training systems. / Computing / D. Phil. (Information Systems)
75

Enhancing comprehension in open distance learning computer programming education with visualization

Schoeman, Martha Anna 10 1900 (has links)
This thesis describes a research project aimed at improving the tracing skills of first-year programming students enrolled for an introductory C++ course at an open distance learning institution by means of a tutorial in the form of a program visualization tool to teach the students to draw variable diagrams. The research was based on the findings from the BRACElet project (Clear, Whalley, Robbins, Philpott, Eckerdal, Laakso & Lister, 2011). A design-based research methodology was followed. To guide the process of developing the tutorial, a framework of 26 guidelines for developing and using visualization tools to teach programming was synthesized from the literature on computing education research CER, educational psychology and computer graphics. Guidelines were supplemented with reasons or explanations for their recommendation and considerations to be taken into account when using a guideline. The framework was enhanced by lessons learnt during the development and testing of the tutorial. The tutorial was tested and refined during two implementation cycles. Both cycles included quantitative and qualitative investigations. All students registered for the introductory module received the tool with their study material. For the quantitative investigations, students completed a questionnaire after using the tutorial. Through the questionnaire biographical data was acquired, the manner in which students used the tutorial and how they experienced using it. The responses to the questionnaires were statistically analysed in combination with respondents’ final marks. The statistical modelling indicated that the students’ biographical properties (a combination of level of programming experience, marks obtained for Mathematics and English in matric and first-time registration for COS1511 or not), had the biggest impact on their final marks by far. During the qualitative investigations students were eye tracked in a Human-Computer Interaction laboratory. The gaze replays in both cycles revealed that students’ reading skills impacted largely on their success, connecting with the findings from the quantitative investigations. Reflections on why the tutorial did not achieve its purpose; and why poor reading skills may have such a strong effect on learning to program, contribute some theoretical understanding as to how novices learn to program. / Computer Science / D. Phil. (Computer Science)
76

Evaluation of usability and user experience of an m-learning environment, custom-designed for a tertiary educational context

Harpur, Patricia-Ann 02 1900 (has links)
Undergraduate software engineering learners demonstrate a lack of motivation with face-to-face classroom education. Limited access to the Internet via PCs and laptops, hinders effective communication and collaboration. However, the majority of learners enrolled for studies in tertiary education, have cellphones and are proficient in the use of digital technology. A technology-enhanced m-learning solution is indicated. This research project evaluates the usability and user experience of an m-learning environment, custom-designed for a tertiary educational context and delivered by mobile handheld devices, features a synthesized framework of categories and criteria, and determines the nature and scope of an emergent digital divide. A design-based research model suited to the context of the study is implemented, gathering quantitative and qualitative data from experts and learners by survey questionnaires. Analysis of data highlights usability and UX problems, provides insight into an emergent digital divide and suggests guidelines specific to the design of m-learning implementations. / Educational Studies / M. Sc. (Information Systems)
77

Évaluation de la collection d’albums provenant d’une didacthèque en fonction des besoins liés à la didactique du français des étudiants au BEPEP : une recherche de développement

DeRoy-Ringuette, Rachel 08 1900 (has links)
L’objectif général de cette recherche de développement vise à évaluer à l’aide d’une grille de critères didactiques développée si les albums disponibles dans la collection de la didacthèque de l’Université de Montréal répondent aux besoins liés à la didactique du français des étudiants au baccalauréat en enseignement primaire et éducation préscolaire. Puisque la poursuite de cet objectif général se fait par l’entremise d’un objet développé, soit une grille d’évaluation des albums composés de critères didactiques, afin de suivre les quatre phases de développement d’un objet, trois objectifs spécifiques sont déployés. Le premier objectif spécifique sert à dégager les critères propres à la didactique du français à considérer pour évaluer les albums dans les didacthèques. Des entrevues semi-dirigées avec des enseignantes expertes dans l’utilisation des livres jeunesse (n=7) et des chargées de cours en didactique du français (n=5) ont permis d’analyser les besoins pour le développement de la grille d’évaluation, ce qui correspond à la première phase d’une recherche de développement. Le deuxième objectif spécifique vise à élaborer la grille d’évaluation des albums basée sur des critères propres à la didactique du français. Cela est effectué dans un mouvement itératif, entre les deuxième et troisième phases de la recherche de développement, soit celle qui concerne la conception de l’objet et celle qui en permet l’évaluation. Par conséquent, six grilles sont passées par différentes phases d’évaluation et de conception, dans un mouvement de va-et-vient. La sixième version, mise à l’essai sur la collection d’albums de la didacthèque de l’Université de Montréal, correspond à la quatrième phase d’une recherche de développement. Elle est en accord avec le troisième objectif spécifique qui est de mettre à l’essai la grille d’évaluation développée basée sur des critères didactiques sur une collection d’albums d’une didacthèque. Les résultats de notre mise à l’essai et les résultats obtenus par notre grille nous amènent à constater avec nuance l’adéquation entre les albums disponibles et la communauté servie par la didacthèque, et plus précisément les étudiants au baccalauréat en enseignement primaire et éducation préscolaire. Cependant, il semble que la désuétude observée des titres de l’échantillon peut avoir une incidence sur d’autres critères évalués. / The main purpose of this designed-based research (DBR) is to assess with a developed criteria grid whether the picturebooks available in the collection of the Université de Montréal Curriculum materials center (CMC) meet the needs related to the teaching and learning of French of undergraduate students in Preschool and Elementary Education program. Since the pursuit of this general purpose is done through an object developed in a DBR, which is an evaluation grid for picturebooks composed of criteria useful for teaching and learning of French, the three specific purposes follow the four phases of that type of research. The first purpose serves to identify convenient criteria to the teaching and learning of French to be considered in order to assess the picturebooks in a CMC. Semi-structured interviews with primary teachers who are experts in the use of children’s books (n=7) and instructors in teaching and learning of French (n=5) made it possible to analyze the needs for the development of the evaluation grid, which corresponds to the first phase of a DBR. The second specific purpose is to develop the picturebooks evaluation grid based on criteria relating to the teaching and learning of French. This is done in a iterative movement, between the second and the third phases of a DBR. Those phases are related to the design of the object and his evaluation. As a result, six grids went through those different phases of design and evaluation, back and forth. The sixth version, tested on the picturebooks collection of the Université de Montréal CMC, corresponds to the fourth phase of a DBR. This phase is consistent with the third specific purpose, which is to use the developed criteria grid to assess a picturebooks collection of a CMC (n=175) using the evaluation grid based on criteria useful for teaching and learning of French. The results obtained by our grid lead us to note with nuance the adequacy between the available picturebooks and the community served by the CMC, and more specifically undergraduate students in Preschool and Elementary Education program. However, it appears that the observed obsolescence of the sample may have an impact on other observed criteria.
78

Diseño de un entorno interactivo para la enseñanza bilingüe en la primera infancia

Harris Bonet, Paola Margarita 09 December 2023 (has links)
[ES] Este trabajo tiene como objetivo principal establecer un método que permita y facilite el diseño y desarrollo de entornos interactivos para la enseñanza de una segunda lengua en la primera infancia. Para ello, a lo largo de la investigación, se estableció un análisis que desarrolló el estudio a través de cuatro pilares: el contexto educativo, los fundamentos teóricos, los sujetos de estudio y la tecnología. El análisis de las facetas concernientes al ámbito educativo varía según el contexto que se estudie. En esta investigación se tuvo como foco de estudio Colombia, donde se tuvieron en cuenta diversos aspectos relacionados con las condiciones educativas del país, los planes de gobierno, los recursos y capacitaciones docentes, así como las condiciones socioeconómicas, todo lo cual determinó los resultados de los estudios que se realizaron. Los fundamentos teóricos que se tuvieron en consideración, además de girar en torno a los factores asociados al aprendizaje y la enseñanza, se enmarcaron más concretamente en el aprendizaje del inglés como segunda lengua, para alinear este proyecto investigativo con el fortalecimiento de los focos estratégicos contemplados en la propuesta política CONPES 16-25, que busca hacer de Colombia un país más desarrollado y competitivo en el marco de varios retos, uno de los cuales es el uso de las nuevas TIC en contextos educativos que generen valor agregado. De esta forma, nuestro aporte podrá ayudar a mitigar la brecha social y económica que denota el monolingüismo, aumentando las posibilidades de tener mayores y mejores oportunidades sociales, académicas y profesionales, representando en consecuencia una importante ventaja competitiva en la estructura económica y social del país. En lo que respecta a los sujetos de estudio, se incluyó a docentes de inglés en educación preescolar y a niños de 4 a 6 años. Esta es una etapa etaria clave en la intervención dentro de la denominada "primera Infancia", en la que está comprobado que los efectos educativos de calidad que se dan en esta fase incrementan y fortalecen el desarrollo individual y social de los niños, llegando a impactar, incluso, en los sectores económicos de un país. Finalmente, el objeto de estudio reflejado a lo largo de la investigación giró en torno a la tecnología, su uso, sus tendencias y su apropiación en los entornos educativos. Con ella se han gestado múltiples cambios a nivel académico. La demanda de creación de contenidos curriculares de base tecnológica y de calidad ha aumentado y, al mismo tiempo, ha supuesto un esfuerzo por parte de docentes, investigadores, diseñadores y demás profesionales interesados en proporcionar mejores herramientas de trabajo para fortalecer el proceso de enseñanza-aprendizaje. Estos profesionales utilizan metodologías efectivas que, estudiadas en conjunto, dieron lugar a la creación de un modelo que fusionó componentes y lenguaje propio de cada profesión vinculada al proceso de creación de contenidos académicos con base tecnológica. Un resultado de la investigación fue la integración de metodologías que permitieron el diseño de una plataforma web que facilita el proceso de creación de contenidos educativos de calidad basados en la tecnología. Las metodologías que, después de un amplio estudio, se seleccionaron para diseñar el instrumento web fueron el DBR, como enfoque metodológico del diseño instruccional, el Design Thinking, como metodología que facilita el desarrollo de diseño centrado en el usuario y, por último, la metodología para la creación de Juegos Serios, cuya base pedagógica facilita la creación de recursos didácticos y educativos adecuados para los sujetos de estudio de esta investigación. El uso de esta plataforma web permitió generar los requerimientos clave para el diseño de una aplicación interactiva como propuesta tecnológica innovadora que facilita el proceso de aprendizaje de inglés como segunda lengua en la primera infancia. / [CA] Aquest treball té com a objectiu principal establir un mètode que permeta i facilite el disseny i el desenvolupament d'entorns interactius per a l'ensenyament d'una segona llengua en la primera infància. Per a això, al llarg de la investigació, es va establir una anàlisi que va vertebrar l'estudi a través de quatre pilars: el context educatiu, els fonaments teòrics, els subjectes d'estudi i la tecnologia. L'anàlisi de les facetes relatives a l'àmbit educatiu varia segons el context que s'estudie. En aquesta investigació es va tenir com a focus d'estudi Colòmbia, on es van tenir en compte diversos aspectes relacionats amb les condicions educatives del país, els plans de govern, els recursos i les capacitacions docents, així com les condicions socioeconòmiques, aspectes que van determinar els resultats dels estudis que es van realitzar. Els fonaments teòrics que es van tenir en consideració, a més de girar entorn dels factors associats a l'aprenentatge i l'ensenyament, es van emmarcar més concretament en l'aprenentatge de l'anglès com a segona llengua, per a alinear aquest projecte investigatiu amb l'enfortiment de les línies estratègiques contemplades en la proposta política CONPES 16-25, que té l'objectiu de fer de Colòmbia un país més desenvolupat i competitiu en el marc de diversos reptes, un dels quals és l'ús de les noves TIC en contextos educatius que generen valor agregat. D'aquesta forma, la nostra aportació podrà ajudar a mitigar la bretxa social i econòmica que denota el monolingüisme, i augmentaran així les possibilitats de tenir majors i millors oportunitats socials, acadèmiques i professionals, el que representarà, en conseqüència, un important avantatge competitiu en l'estructura econòmica i social del país. Pel que fa als subjectes d'estudi, es van incloure docents d'anglès en educació preescolar i xiquets i xiquetes de 4 a 6 anys. Aquesta és una etapa clau en la intervenció dins de la denominada primera Infància, en la qual està comprovat que els efectes educatius de qualitat que es donen en aquesta fase incrementen i enforteixen el desenvolupament individual i social dels infants, i arriben a impactar, fins i tot, en els sectors econòmics d'un país. Finalment, l'objecte d'estudi reflectit al llarg de la investigació va girar entorn de la tecnologia, el seu ús, les seues tendències i la seua apropiació en els entorns educatius. Amb aquesta s'han gestat múltiples canvis a nivell acadèmic. La demanda de creació de continguts curriculars de base tecnològica i de qualitat ha augmentat i, al mateix temps, ha suposat un esforç per part de docents, investigadors, dissenyadors i altres professionals interessats a proporcionar millors eines de treball per a enfortir el procés d'ensenyament-aprenentatge. Aquests professionals utilitzen metodologies efectives que, estudiades en conjunt, van donar lloc a la creació d'un model que va fusionar components i llenguatge propi de cada professió vinculada al procés de creació de continguts acadèmics amb base tecnològica. Un resultat de la investigació va ser la integració de metodologies que van permetre el disseny d'una plataforma web que facilita el procés de creació de continguts educatius de qualitat basats en la tecnologia. Les metodologies que, després d'un ampli estudi, es van seleccionar per a dissenyar l'instrument web van ser el DBR, com a enfocament metodològic del disseny instructiu, el Design Thinking, com a metodologia que facilita el desenvolupament de disseny centrat en l'usuari i, finalment, la metodologia per a la creació de Jocs Seriosos, la base pedagògica dels quals facilita la creació de recursos didàctics i educatius adequats per als subjectes d'estudi d'aquesta investigació. L'ús d'aquesta plataforma web va permetre generar els requeriments clau per al disseny d'una aplicació interactiva que va incorporar la Realitat Augmentada, com a proposta tecnològica innovadora que que facilita el procés d’aprenentatge d’anglès com a segona llengua en la primera infància. / [EN] The main objective of this research work is to establish a method that allows and facilitates the design and development of interactive environments for the teaching of a second language in early childhood. In order to meet this aim, throughout the research, an analysis was established that developed the study around four bases: the educational context, the theoretical foundations, the study subjects and technology. The analysis of the facets concerning the educational field varies according to the context being studied. In this research, the focus of the study was on Colombia, where several aspects were taken into account related to the country's educational features, government plans, teaching resources and teacher training, as well as socioeconomic conditions, all of which determined the results of the studies that were carried out. The theoretical foundations that were taken into consideration, in addition to focusing on the factors associated with learning and teaching, were framed more specifically in the learning of English as a second language, to align this research project with the strengthening of the strategic targets contemplated in the policy proposal CONPES 16-25, which aims at making Colombia a more developed and competitive country within the framework of several challenges , one of which is the use of new ICT in educational contexts that generate added value. In this way, our contribution can help mitigate the social and economic gap denoted by monolingualism, thus increasing the chances of having greater and better social, academic and professional opportunities, as well as representing an important competitive advantage in the economic and social structure of the country. Regarding the study subjects, English teachers in preschool education and children from 4 to 6 years old were included. This is a key age stage of intervention within the so-called "early childhood", in which it is proven that the quality educational effects that occur in this phase increase and strengthen the individual and social development of children, even impacting on the economic sectors of a country. Finally, the object of study reflected throughout the research revolved around technology, its use, its trends and its appropriation in educational environments. It has brought about multiple changes at the academic level. The demand for the development of technology-based and quality curricular content has increased and, at the same time, it has involved an effort on the part of teachers, researchers, designers and other professionals interested in providing better tools to strengthen the teaching-learning process. These professionals use effective methodologies that, studied together, led to the creation of a model which merged components and language from each profession linked to the process of creating technology-based academic content. One result of the research was the integration of methodologies that resulted in the design of a web platform that facilitates the process of creating quality educational content based on technology. The methodologies that were selected, after a comprehensive study, to design the web resource were DBR, a methodological approach to instructional design, "Design Thinking", a methodology that facilitates the development of user-centered design and, finally, the methodology for the creation of Serious Games, whose pedagogical basis enables the design of didactic and educational resources suitable for the subjects involved in this research. The use of this web platform allowed us to generate the key requirements for the design of an interactive application that incorporated Augmented Reality, as an innovative technological proposal that facilitates the process of learning English as a second language in early childhood. / Harris Bonet, PM. (2021). Diseño de un entorno interactivo para la enseñanza bilingüe en la primera infancia [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/179558
79

Utilizing Technology to Facilitate the Transition from Secondary- to Tertiary Level Linear Algebra

Donevska-Todorova, Ana 21 November 2017 (has links)
Es ist eine weit verbreitete Wahrnehmung, dass der Übergang zwischen der Mathematik der gymnasialen Oberstufe und der Mathematik an der Universität für Studierende problematisch sein kann. Besondere Verständnisschwierigkeiten in Bereich der lineare Algebra (lA) bereiten den Studierenden die verschiedenen Herangehensweisen auf diesen beiden Ebenen. Dies lässt sich auf die strukturell-axiomatischer Herangehensweisen an die lA an der Universität, im Gegensatz zu ihrer arithmetisch-geometrischen Darstellung in der Schule, zurückführen. Dies bedingt ebenfalls Unterschiede im prozeduralen und konzeptuellen Verständnis. Ziel dieser Arbeit ist es, zu untersuchen, wie Schüler konzeptuelles Verständnis, Bezug nehmend auf die Theorien von concept definition/image in Verbindung mit multiplen Modi der Beschreibung und des Denkens von Konzepten wie Bilinearität z.B. Skalarprodukt und Multilinearität z.B. Determinanten gewinnen können. Um dies zu erreichen wurde eine substanzielle Lehr-Lernumgebung unter Verwendung einer dynamischen Geometriesoftware (DGS) entwickelt. Die Lerneinheit wurde an einem Berliner Gymnasium eingesetzt und dabei ein vollständiger design-based research Zyklus durchlaufen und eine multiple-level Datenanalyse durchgeführt. Die Ergebnisse der Untersuchung zeigen nicht nur, dass eine Erweiterung der Vorstellungen der Schüler, eine Entwicklung multipler Denkmodi und ein Gewinn tieferen konzeptuellen Verständnisses in der lA erfolgreich vermittelt werden können, sondern geben auch Einblicke in ein mögliches theoretisches Modell, mit dessen Hilfe sich diese Prozesse weiter untersuchen lassen. Weiterhin werden die interaktiven Lehr-Lernmaterialien für die weitere Verwendung im Rahmen von Lehre und Forschung zur Verfügung gestellt. Es öffnen sich neue Forschungsfragen hinsichtlich lokalen Axiomatisierens in der lA der gymnasialen Oberstufe, welches auf einer Integration geometrischer, algebraischer und axiomatischer Denkmodi, unterstützt durch DGS, basieren könnte. / A common perception among researchers in mathematics education is that the transition between secondary- and tertiary level of mathematics may be problematic for the students. In particular, the exact and abstract nature of the theory of Linear algebra versus its arithmetic-geometric presentation in school appears to be difficult for the novice students. The application of properties for defining concepts at university in contrast to their usage for describing concepts in school points out a possible occurrence of obstacles for learning and discrepancies in procedural and conceptual understanding. The aim of this study is to examine how could upper-high school students develop a conceptual understanding based on concept definition and concept image in connection to multiple modes of description and thinking about concepts such as bi-linearity exemplified by the dot product of vectors and multi-linearity exemplified by determinants. In order to achieve this, I have created a specific teaching/ learning sequence in a dynamic geometry environment (DGE), then implemented it and evaluated it in a high school in Berlin, following a complete cycle of design-based research and conducting a multiple-level data analysis. The findings of the study show not only that widening students' concept images, developing multiple modes of thinking and gaining deeper conceptual understanding can successfully be mediated by dynamic geometries, but also give insights into an eventual theoretical model of how can they be further examined. Moreover, the study promotes authorized open-source interactive teaching/ learning materials for further sustainable practice and research. It opens new research questions about revisiting axiomatic approaches on local levels in upper high-school Linear algebra which may base on the integration of all three modes of description and thinking geometric, algebraic and abstract possibly facilitated by DGE. / Честа перцепција кај многумина истражувачи во областа на математичкото образование е дека транзицијата помеѓу средното и високото образование по математика може да биде проблематична за студентите. Егзакноста и апстрактноста на теоријата по Линеарна алгебра наспроти нејзината аритметичко-геометриска презентација во средното гимназиско образование се покажува како особено тешка за студентите. Примена на својствата на математичките поими за нивно дефинирање на универзитетско ниво наспроти нивното употреба за опишување на претходно дефинирани поими на училишно ниво, укажува на можна појава на тешкотии при нивното изучување и несовпаѓање на процедуралното и концептуалното разбирање на истите. Целта на оваа студија е да истражи како средношколците би можеле да развијат концептуално разбирање на поимите врз основа на концепт дефиниција и концепт слика во врска со мулти-моди на мислење, конкретно за поими како билинеарност, пр. скаларен производ на вектори, и мултилинеарност, пр. детерминанти. За да ја постигнам оваа цел, креирав наставна содржина поддржана од еден динамичен геометриски систем (ДГС) и следејќи целосен циклус на т.н. design-based research и спрoведувајќи мулти-анализа на податоци, истата ја имплементирав и евалуирав во едно средно училиште во Берлин. Резултатите од студијата укажуваат не само на фактот дека проширувањето на концепт сликите на учениците, развојот на мулти-моди на мислење и стекнувањето на длабоко концептуално разбирање на поимите можат да бидат успешно посредувани од ДГС туку овозможија и увид во еден теоретски модел за тоа коко тие можат понатаму да се истражуваат. Уште повеќе, студијата промовира авторизирани open-source интерактивни материјали за предавање и учење на содржините кои може да служат за понатамошни одржливи истражувања и развој. Студијата отвора нови истражувачки прашања за средношколската Линеарна алгебра која може да се базира на интеграција на сите три моди на мислење, геометриски, алгебарски и апстрактен, поддржан од ДГС.
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Designing and implementing mobile-based interventions for enhancing English vocabulary in ODL

Shandu-Phetla, Thulile Pearl 06 1900 (has links)
Students in Open Distance Learning (ODL) face a myriad of challenges including a low proficiency in English. While research has identified vocabulary as important in improving language proficiency and the pertinent role of interaction in vocabulary development, there remains a dearth of research on how to enhance vocabulary in ODL, a context which is characterised by the distance between students and the institution. In searching for an intervention that would support vocabulary development, including interaction, while taking cognisance of the distance between students and lecturers, this study explored the use of mobile learning (mlearning). Because mlearning technologies offer ubiquitous flexibility and accessibility, they were deemed fit for purpose for ODL which is established on the principles of openness, flexibility and student‐centredness. Using the design‐based research (DBR) method within a pragmatic paradigm, this study designed, implemented and evaluated mobile‐based interventions for vocabulary development. The first phase of the study involved the analysis of the problem through a literature review. The literature and theoretical framework were used to ground the second phase of DBR, which included the development of the intervention prototype in the form of a mobile‐based vocabulary development app called VocUp. The intervention was implemented, tested and refined in three iteration stages, which formed the third phase of DBR. The iterations included a VocUp only stage, followed by a WhatsApp only stage, and ended with a VocUp plus WhatsApp stage. The last phase of DBR involved a reflection and a production of artefacts and guidelines for practice in ODL. Data were collected through interviews and WhatsApp chats from students registered for a first‐year English module. The results were 1) that vocabulary should be explicitly taught, allow for rehearsal opportunities and contain assessment while acknowledging the instrumental role of interaction; 2) mobile interventions should balance the pedagogic benefits with the technological qualities; and 3) the advantages and challenges of using WhatsApp and VocUp can be successfully combined into a hybrid model of both platforms. This study’s contribution to the body to knowledge includes the newly‐designed VocUp as an artefact; a revised model of the CoI theoretical framework called MODeL as well as principles guiding the application of the MODeL in authentic ODL contexts. / English Studies / D. Litt. et Phil. (English)

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