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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.
111

Choosing the right Learning Management System : A requirements-based comparative study at a small consulting firm

Ekman, Therese, Soori, Celina January 2023 (has links)
There are several hundred Learning Management Systems (LMS) avaliable today. In order to decide which LMS is a good fit for a specific company, it is important to define a list of requirements for an LMS. The purpose of this thesis was to construct a list of requirements for a small consulting firm and test a selection of LMSs. An additional purpose was to evaluate the list of requirements against previous research on the area of digital learning and learning in LMSs. The thesis' result might help other companies to evaluate LMSs in comparison to their needs.  The requirements were found by conducting eleven interviews with employees at the consulting firm and their customers, and performing a thematic analysis on the interview data. The criteria for selecting LMSs was a free trial period and suitability according to the company's business requirements. The LMSs chosen for detailed testing were Techable, Thinkific, AddWisdom and Learnifier. The result showed that AddWisdom fulfilled all high priority level requirements. However, Techable and Thinkific fulfilled the majority of the company's functionality requirements. In the analysis, deficiencies in the list of requirements were found, which are important to take into account in the future. / Det finns fleera hundra digitala lärplattformar (eng. Learning Management Systems, LMS) tillgängliga idag. För att kunna avgöra vilken digital lärplattform som passar ett specifikt företag bäst är de viktigt att definiera en kravlista för en lärplatform. Syftet med detta examensarbete var att konstruera en kravlista för ett mindre konsultföretag och testa ett urval av lärplattformar. Ett ytterligare syfte var att utvärdera kravlistan mot tidigare forskning på området digitalt lärande och lärande i digitala lätplattformar. Resultatet av uppsatsen kan hjälpa andra företag att utvärdera plattformar i jämförelse med deras behov.  Kraven identifierades genom att genomföra elva intervjuer med anställda på konsultföretaget och deras kundföretag, och genomföra en tematisk analys på intevjudatan. Kriterierna för att välja en digital lärplattform var en gratid provperiod och lämplighet enligt företagets affärskrav. De plattformar som valdes för detaljerad testning var Teachable, Thinkific, AddWisdom och Learnifier.  Resultatet visade att AddWisdom uppfyllde alla högprioriterade krav. Dock uppfyllde Teachable och Thinkific majoriteten av företagets krav på funktionalitet. I analysen upptäcktes brister i kravlistan, som är viktiga att ta hänsyn till i framtiden.
112

The Longitudinal Impact of Technology Immersion Through a One-to-One Mobile Technology Program on Reading and Math Performance in a Rural Title I Public School District

Ice, Laura R. 08 1900 (has links)
In conjunction with the Texas Technology Immersion Pilot program (TIP), the State of Texas implemented a four-year annual evaluation called the Evaluation of the Texas Technology Immersion Pilot (eTxTiP). It focused on the technology immersion experience through one-to-one mobile technology of sixth grade students in 22 selected middle schools. Initial findings suggested academic growth, especially in math, increased rigor of student work, greater teacher collaboration, a more positive school environment, and transformation of instructional practices. This study focused on one of the original schools selected to participate in the TIP program, exploring the impact over time of one-to-one mobile technology on one group of students over an 8-year period beginning with their third grade year. The selected school’s demographic makeup reflected a large number of schools within the state, including its size, rural location and economically disadvantaged student population. Based on an interrupted time series design, state assessment data was analyzed using a piecewise growth model. The study revealed no statistically significant academic growth in reading and math performance among the participants.
113

智慧桌遊— 運用數據記錄與分析瞭解使用者體驗與學習歷程 / Intelligent Board Game : Applying Data Analysis in understanding User Experience and Learning Progress

宋如泰, Soong, Ru Tai Unknown Date (has links)
桌上遊戲從休閒娛樂逐漸融入到學校教育,運用巧妙設計的遊戲機制引發學生遊玩意願,進而在愉悅中學習。數位桌遊,一個透過結合數位科技的優勢輔助學習與娛樂的概念隨著教育型桌遊而崛起;然而從產業、學習、娛樂等角度來思考,數位桌遊究竟應具何特性?其體驗是否良好?學習是否有效?透過這些問題,本研究旨在(1)瞭解桌遊產業與玩家對數位桌遊的需求,(2)設計一款體驗供需法則的數位桌遊,(3)評估數位桌遊的遊戲性與學習效益。 首先,本研究運用體驗式學習圈與建構主義等學習理論設計出桌遊《寶島建設》,接著透過訪談桌遊產業各利害關係人了解產業對數位桌遊的想像與需求,透過彙整訪談內容建立數位桌遊的設計指標,最後本研究投入研發數位桌遊與數據分析系統,用以分析學習者的學習歷程與經驗。 本研究共有32位參與者,在進行遊戲期間會採集參與者的操作行為和遊戲資料作為分析,遊戲後會填寫含有心流經驗和遊戲接受度的問卷,並接受遊戲性與學習內容相關的訪談。實驗結果顯示,參與者普遍對《寶島建設》感到滿意,從競標的數據上顯示參與者逐漸掌握資源的價格區間;所開發的數據分析系統亦能發現參與者未達表現的原因,進而對學習者提出有效建議。 總結,本研究成果為(1)透過訪談瞭解桌遊產業對數位桌遊的需求與想像。(2)設計出能體驗與學習供需法則的數位桌遊《寶島建設》,並獲得遊戲參與者們對遊戲體驗正向的回饋。(3)數據分析系統能透過歷程分析了解學習者的困難與障礙,從數據分析圖表裡也可發現學習者逐漸掌握價格區間,這顯示透過數位桌遊《寶島建設》的競標機制能有效學習掌握需求與價格的關係。 / Board games in Taiwan has risen from leisure and entertainment towards teachings in schools, by introducing fascinating game mechanism and theme to enhance student motivation makes learning more fun. Digital board games, a concept combining the advantages of digital technologies to enhance learning and entertaining arose with the rise of educational board games; however, from the aspect of industry, learning and entertainment, what characteristic should digital board game have? Does it create good experience? Is learning effective? Through these question, this research aims to (1) Understand the visions and needs of industry towards digital board game, (2) Design a digital board game to learn the law of supply & demand, (3) Evaluate the learning effectiveness and gameplay. First, the research uses the experiential cycle and constructism learning theory to design the board game Formosa Construction Ltd, then interview several industrial stakeholders to understand the needs and visions of digital board game, through the interviews concluded a design guidelines, finally the digital version of Formosa Consturction Ltd was built along with the data analysis program use to evaluate user experience and learning portfolio in game. Experiments was conducted with 32 participants, gameplay data are collected during gameplay, participants was asked to fill in a questionnaire with flow experience and acceptance, an interview session regarding gameplay and learning will be held after the questionnaire. Results indicate that participants are satisfy with the game, and data collected from auction showed that participants were progressively mastering the price range; The data analysis program was able to find reasons for participants that did not perform well, having chance to provide advice to learners. In conclusion, the research results are (1) Understand the needs and visions of digital board game through interviewing The Taiwan Board Game Industry. (2) Design Formosa Construction Ltd and obtain positive feedback. (3) The data analysis program showed the obstacles learners met through portfolio analysis, auction data analysis also showed participants was progressively mastering the price range, showing that Formosa Contruction Ltd is effective in learning the relation between needs and price.
114

Analýza vzdělávacích portálů na trhu České republiky. / Analysis of educational portals on the Czech market

Šejtka, Ondřej January 2010 (has links)
The thesis inquires into the area of electronic education in the form of educational portals. It aims to carry out a research of educational portals on the Czech market and subsequent analysis of the portals, which offer users the services for the support of education and schooling. The theoretical part of the thesis focuses on defining the terms of formal and non-formal education, describes examples of their usage. Furthermore, it deals with electronic education in the form of e-learning, defines e-learning from different points of view, and describes its historical development, forms and instruments. The work then analyses 17 portals, two of them in detail -- they represent both formal and non-formal education. The analysis offers information about portals' administrators, range of offered services as well as business models, used by the portals.
115

Avaliação de material didático digital na formação continuada de professores do ensino fundamental: uma pesquisa baseada em design

Silva, Katia Alexandra de Godoi e 10 September 2013 (has links)
Made available in DSpace on 2016-04-27T14:31:12Z (GMT). No. of bitstreams: 1 Katia Alexandra de Godoi e Silva.pdf: 7821134 bytes, checksum: e42b30778ef140e7689bcbde703d6804 (MD5) Previous issue date: 2013-09-10 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This research analyzes pedagogical interventions in continuing education, in order to promote the choice and evaluation of digital learning materials, aiming to understand the elementary school teachers processes of reflection. The theoretical framework that guides this study comes from the texture of the digital learning material concepts, tools for choosing and assessing these materials, and references that guide the teacher to use ICDT and raise the matter of evaluation of materials in digital format, as well as approaches to teacher training for the use of ICDT in Education. The methodology is focused on four steps of Design-based Research. The first one is about the educational problem. The second lies in the choice of pedagogical artifact. The third is about the interventions in educational context. Finally, the fourth step provides guidelines for building design principles. In order to support the third step, the context and design of educational interventions are described, since it is not possible to understand the pedagogical design alone without taking the context in which it operates into account. The organization and identification of intervention categories was conducted with the aid of webQDA software, and the relational analysis of these interventions in educational context has been performed by using CHIC software, indicating that, in general, teachers participating in the research developed an autonomously reflexive critical posture in the context of choice, use and evaluation of digital learning materials in their teaching / Esta pesquisa analisa as intervenções pedagógicas na formação continuada para favorecer a escolha e a avaliação de materiais didáticos digitais, visando compreender os processos de reflexão dos professores do ensino fundamental. A fundamentação teórica que pauta este estudo provém da tessitura dos conceitos sobre materiais didáticos digitais, dos instrumentos para escolha e avaliação desses materiais e dos referenciais que orientam o professor para a utilização das TDIC e suscitam a questão da avaliação dos materiais no formato digital, assim como as abordagens de formação de professores para a utilização das TDIC na Educação. A metodologia está centrada nas quatro etapas da Pesquisa baseada em Design. A primeira recai sobre o problema educativo. A segunda reside na escolha do artefato pedagógico. A terceira constitui as intervenções em contexto pedagógico. Já a quarta etapa apresenta orientações para a construção de princípios de design. Para dar suporte à terceira etapa, o contexto e o design das intervenções pedagógicas são descritos, já que não é possível compreender apenas o design pedagógico sem levar em conta o contexto em que se insere. A organização e identificação das categorias das intervenções foi realizada com o auxílio do software webQDA, e a análise relacional dessas intervenções em contexto pedagógico foi concretizada por meio do software CHIC, indicando que, de modo geral, os professores participantes da pesquisa desenvolveram uma postura autônoma, crítica e reflexiva no contexto de escolha, utilização e avaliação dos materiais didáticos digitais em suas práticas pedagógicas
116

Faculty Senate Minutes December 1, 2014

University of Arizona Faculty Senate 28 January 2015 (has links)
This item contains the agenda, minutes, and attachments for the Faculty Senate meeting on this date. There may be additional materials from the meeting available at the Faculty Center.
117

Le nuove tecnologie come valore aggiunto del CLIL / Adding Value to CLIL through the New Technology

LEONE, VINCENZA 31 March 2011 (has links)
Questa tesi è il risultato di uno studio sul CLIL e le nuove tecnologie per la didattica nato da un insieme di fattori: il desiderio di investigare l’uso delle nuove tecnologie a scuola, considerando le possibili implicazioni, e il bisogno di migliorare la qualità dell’apprendimento linguistico attraverso la creazione di nuovi stimoli per gli studenti. Tale studio è costituito da una parte teorica e una pratica di ricerca sul campo in cui si sono presi in considerazione diversi gradi di scuola e anche corsi universitari. La ricerca ha dimostrato l’influenza positiva delle nuove tecnologie come valore aggiunto al CLIL e ha riconosciuto il ruolo chiave dell’insegnante in questo tipo di approccio bifocale. / This thesis is the result of a research study in CLIL and Technologies that arose from the combination of different factors: the desire of investigate the implementation of new technologies at school, considering the possible implication, and the need to improve the quality of language learning giving new stimuli to the students. It is based on a theoretical study and an action research which investigated different school levels and university courses. The research proved the positive stimulus of new technologies as value-added to CLIL and recognised the key role of the teacher in such a double-focus approach.
118

Espaço de aprendizagem digital da matemática : o aprender a aprender por cooperação

Bona, Aline Silva de January 2012 (has links)
Esta pesquisa tem como questão central analisar e compreender o processo de aprendizagem cooperativa dos conceitos de Matemática no espaço de aprendizagem digital. Define-se espaço de aprendizagem digital no contexto da cultura digital e no processo cooperativo de aprendizagem apoiando-se nas teorias de Peters, Papert, Piaget, Freire e D'Ambrósio. O trabalho de campo foi realizado no IFRS – Campus Osório, nas aulas de Matemática presenciais e no espaço de aprendizagem digital da Matemática, com estudantes do Ensino Médio Técnico Integrado em Informática em 2011 e 2012. A metodologia da pesquisa é a pesquisa-ação conforme definida por Barbier; e a análise dos dados foi realizada à luz da Teoria de Piaget, particularmente a partir dos conceitos de abstração reflexionante, colaboração e cooperação. Os dados analisados são as ações dos estudantes registradas de forma escrita na rede social Facebook, tanto em comentários nos chats quanto no perfil do grupo, e as anotações da professora-pesquisadora. A pesquisa evidencia que as tecnologias digitais em rede são recursos que possibilitam aprender a aprender por meio de cooperação e em qualquer lugar e tempo, além de viabilizar um processo de aprendizagem que valoriza a ação do estudante. A aprendizagem dos conceitos de matemática, fruto do trabalho cooperativo e da compreensão do próprio processo de aprendizagem dos estudantes, é um dos resultados desta pesquisa. A pesquisa também apresenta uma metodologia que torna possível aprender a aprender Matemática em qualquer espaço digital e contribui para a ressignificação da prática docente da professora-pesquisadora. / The main goal of this research is to analyze and comprehend the cooperative learning process of Mathematics concepts in a digital learning space. Digital learning space is a concept defined in the digital culture context and in the cooperative learning process, based on the theories of Peters, Papert, Piaget, Freire and D’Ambrósio. Data collection took place at IFRS – Campus Osório during present Mathematics classes with students from the 2nd High School integrated with Computing Technician course in 2011 and 2012. The study methodology is action-research, as defined by Barbier; and data analyses were accomplished considering Piaget’s Theory, concerning specifically the concepts of reflective abstraction, collaboration and cooperation. Data analyzed consist in the actions of the students, written registered at Facebook social network, concerning both comments on the chats and in the group’s profile as well as the teacher-researcher’s notes. The research points out that network digital technologies are resources which enable a learning how to learn through cooperation anywhere, at anytime, and they also give the means to a learning process that enriches the student’s action. Learning Mathematics concepts, as a result from a cooperative work and from the students’ comprehension of their own learning process is one of the results of this research. The study also presents a methodology which potentiate learning how to learn Mathematics in any digital space and it also contributes to the re-signification of the teacherresearcher’s teaching practice. / Esta investigación tiene como cuestión central analizar y comprender el proceso de aprendizaje cooperativo de los conceptos de Matemáticas en el espacio de aprendizaje digital. Se define espacio de aprendizaje digital en el contexto de la cultura digital y en el proceso cooperativo de aprendizaje apoyándose en las teorías de Peters, Papert, Piaget, Freire y D'Ambrósio. El trabajo de campo fue realizado en el IFRS – Campus Osório, en las clases de Matemáticas presenciales y en el espacio de aprendizaje digital de Matemáticas con estudiantes del Ensino Médio Técnico Integrado en Informática en 2011 y 2012. La metodología de la investigación es la investigación-acción conforme definida por Barbier y el análisis de los datos fue realizado basado en la Teoría de Piaget, particularmente desde los conceptos de abstracción reflexionante, colaboración y cooperación. Los datos analizados son las acciones de los estudiantes registradas de forma escrita en la red social Facebook, tanto en comentarios en los chats, como en el perfil del grupo, y las anotaciones de la profesorainvestigadora. La investigación señala que las tecnologías digitales en red son recursos que posibilitan aprender a aprender por medio de cooperación y en cualquier lugar y tiempo, además de viabilizar un proceso de aprendizaje que valora la acción del estudiante. El aprendizaje de los conceptos de matemáticas, fruto del trabajo cooperativo y de la comprensión del propio proceso de aprendizaje de los estudiantes, es uno de los resultados de esta investigación. La investigación también presenta una metodología que hace posible aprender a aprender Matemáticas en cualquier espacio digital y contribuye para la resignificación de la práctica docente de la profesora-investigadora.
119

Investigating the effectiveness of using MOOCs and webinars in enhancing teaching and learning in a Teaching English as a Foreign Language (TEFLA) course in a distance education environment : a case study of a Short Learning Programme

Marx, Rona 12 1900 (has links)
Distance education is, by its very nature, a response to the development of communications technology in the Industrial Era, coupled with the societal changes initiated by these developments (Garrison and Cleveland-Innes, 2010: 14). The current distance learning landscape is thus shaped by changing social needs brought about by the impact of advancements in technology. This case study investigates the effectiveness of new aspects of digital learning tools as additional resources in the TEFLA course, a Short Learning Programme (SLP), offered by UNISA. These aspects of digital course delivery introduce e-learning by incorporating synchronous and asynchronous digital teaching and learning tools, in the shape of MOOCs (asynchronous learning), as well as webinars (synchronous learning). This study reviews the effectiveness of these online tools in enhancing the learning experience of TEFLA students. The theoretical framework that informs this study is based on the connectivism and socio-cultural theories of knowledge acquisition. / English Studies / M.A. (English)
120

Objetos virtuais de aprendizagem aplicados ao ensino de física: uma sequência didática desenvolvida e implementada nos conteúdos programáticos de física ondulatória, em turmas regulares do nível médio de escolarização que utilizam um sistema apostilado

Miranda, Márcio Santos 11 September 2013 (has links)
Made available in DSpace on 2016-06-02T20:02:53Z (GMT). No. of bitstreams: 1 5679.pdf: 4162918 bytes, checksum: ac6b2b355a8fab7b17251dc590282ffb (MD5) Previous issue date: 2013-09-11 / The use of digital learning objects (DLO) in the classroom has become more relevant and frequent. Therefore, reflecting on pupils and teacher s attitude, in real-class situations about the insertion of new educational technologies has proved pertinent and up to date. This paperwork presents a didactic sequence about Physics of Waves using mainly PhET Interactive Simulations. The methodological approach is based on the Meaningful Learning Theory by Ausubel and coworkers and the Face-to-Face Collaborative Method developed by Moreira. The sequence was applied in two Physics classes of two different Brazilian High Schools which use a Teaching Structured System. All the activities are designed in the form of a preliminary, Interaction with the DLO, and outcome and planned for double 45-minute classes. The continuous use of Maps of Concepts in order to follow the evolution of concepts understanding of the student has allowed to conclude that there have been effective learning gains in the process of hierarchical organization and relationship between the concepts involved in the Physics of Waves. The work described here has shown that it is possible successfully insert DLO in the regular classrooms of a traditional private school. However, the most important result from this work has been the change in the attitudes of students and teacher and their behavior in the classroom. After this practice, the teacher has planned the classes more carefully, introducing new teaching initiatives, and the students have experienced a more active and protagonist role in the process of knowledge building. / O uso dos Objetos Virtuais de Aprendizagem (OA) em sala de aula tem se tornado mais relevante e frequente. Portanto, refletir sobre a atitude de alunos e professores, em situações reais de sala de aula e considerando a inserção de novas tecnologias educacionais, torna-se pertinente e atual. Esse trabalho apresenta uma sequência didática sobre Física Ondulatória, construída a partir das simulações disponibilizadas pela Universidade do Colorado (PhET Physics Interactive Simulations). A abordagem metodológica se baseia na Aprendizagem Significativa de Ausubel e no Método Colaborativo Presencial de Moreira. A sequência foi aplicada em aulas de física de duas distintas turmas do Ensino Médio que utilizam como material didático as apostilas do Sistema Anglo de Ensino. Todas as atividades foram construídas apoiadas em três momentos distintos: preliminar, interação e desfecho planejadas para aulas duplas de 45 minutos cada. Foi fundamental, para avaliação da compreensão dos alunos, o uso contínuo de mapas de conceitos. Ademais, pudemos concluir o que de fato eles haviam aprendido quanto à hierarquização e relação entre os conceitos da Física Ondulatória. O trabalho descrito aqui permite evidenciar a possibilidade de inserção de OA em salas de aula regulares de um ensino médio privado. E o resultado mais importante desse trabalho é, enfim, a mudança nas atitudes, tanto de professor, quanto de alunos, em relação ao comportamento em sala de aula. Depois dessa prática, o professor passou a planejar mais cuidadosamente a aula, tornando o processo autoral e os alunos experimentaram uma posição mais ativa e protagonista no processo de construção do conhecimento.

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