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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.
331

A phenomenological exploration of faculty experiences using lecture capture systems

Vande Voort, Pamela S. 12 August 2014 (has links)
<p> The purpose of this qualitative, phenomenological study was to describe the perceived experiences of faculty who use lecture capture systems in face-to-face class meetings at small and medium-sized, four-year, highly residential, undergraduate colleges and universities with enrollments between 1,000 and 9,999 students. Through audio-recorded semi-structured telephone interviews, 17 faculty shared their perceptions and experiences using lecture capture in their face-to-face classrooms. Analysis of interview transcript data provided answers to one primary research question and three central research questions. The following 10 themes emerged: Pedagogy and instructional content; Presentation style; Innovative uses; Technical support and technology capabilities; Institutional leadership and lecture capture adoption; Dynamics of class discussion; Understanding course content; Attendance; Educational benefit; and Instructional tool. The findings add to the current literature that lecture capture is an emerging technology being used successfully at higher educational institutions in the United States. The prevailing perception among interviewed participants was that lecture capture is easy to use, does not harm the face-to-face classroom experience, and offers significant benefits for many students. Data derived from this research study may be valuable to higher education leaders to determine if installation of lecture capture systems is warranted and advisable based on its effect on the instructional process. Further research regarding lecture capture systems may provide higher education leaders greater understanding of the effects of this new technology.</p>
332

Positive Technological Development for Young Children in the Context of Children's Mobile Apps

Chau, Clement L. 08 August 2014 (has links)
<p> This dissertation examines the extent to which children's tablet software applications, commonly called <i>apps,</i> are designed appropriately to promote the optimal development of preschool children aged three to five. This study extends previous research, particularly the theoretical frameworks of <i>developmentally appropriate practice</i> and Bers' <i> positive technological development.</i> The researcher argues that, for children's mobile apps to be developmentally meaningful, they need to satisfy three conditions: (1) apps must be designed appropriately to accommodate the developmental stages and needs of young children; (2) content must be designed to promote young children's development in the areas of cognition, academic skills, social-emotional skills, and physical development; and (3) digital interactions engage children in activities and behaviors that foster optimal developmental assets. The researcher devised three instruments to evaluate and examine the breadth, depth, and design quality of 100 children's apps from the Apple's App Store for iPad. Content analysis revealed that only a non-significant majority of apps (58%) were meaningfully designed for preschool children in terms of user interface, audio and visual design, and instructional support. The apps selected for this sample included games and learning activities, interactive eBooks, as well as creativity and utility apps. The content of these apps tended to cluster around school skills and they rarely engaged children in activities beyond academic drill-and-practice. These apps largely ignored the social, emotional, and physical aspects of children's development. Using numerous vignettes and examples as illustrations, the analysis highlights design techniques, content offering, and technological features that could be productive toward children's development, as well as those that distract from meaningful user experiences. This study underscores the need for developmentally meaningful children's mobile apps for preschool children.</p>
333

The evolution and impact of the massive open online course

Moe, Rolin 21 August 2014 (has links)
<p>An online learning phenomenon emanated 2&frac12; years ago from three courses taught at Stanford University, promising an opportunity for high-quality instruction from elite institutions and professors for no cost to the student. This phenomenon, which came to be known as the MOOC, catalyzed sweeping changes in both higher education&rsquo;s relationship with distance education, as well as the discussion of higher education in society, in a remarkably short period of time. </p><p> While people have questioned the effectiveness of MOOC learning and the potential negative consequences of adopting MOOC systems either in support of or to replace existing educational infrastructure, the MOOC movement has continued to grow at a rapid pace. This research study sought to define the characteristics of the MOOC on the terms of learning theory, pedagogy, history, society and policy through the use of an expert-based Delphi study, where participants engaged in a phenomenological dialogue about what constitutes a MOOC in practice, the present state of higher education in the wake of the MOOC movement, the effect the phenomenon has had on education both structurally as well as socially, and visions of the future of the institution of higher education as affected by the MOOC. </p><p> In summary, panelists focused their agreement on cognitive and pragmatic aspects of the MOOC debate, such as a hope for learning analytics to offer solutions to educational problems as well as the opportunity for the MOOC system to offer tier-based education services to consumers. The Delphi discussion showcased the importance of cognitive theory in MOOC design as well as the relationship between MOOCs and economics, and highlighted the difficulty education experts have in agreeing on how to define educational terminology. </p>
334

The role of micro blogs in workplace learning| The #lrnchat phenomenon

Ritchie, Christina A. 28 June 2014 (has links)
<p> This study investigated the role of the social media niche of micro blogs in workplace learning. Micro blogs consist of messages containing fewer than 140 characters that are sent to a broad audience. Using the #lrnchat group as a case study, a mixed method study was designed. Through a survey followed by in depth interviews, the researcher sought to understand how micro blogs are being used currently to support workplace learning and whether the micro blog group functioned as a community of practice. Once participants discovered #lrnchat, they had a high level of engagement with the group. The information shared in the group is of value in the workplace to participants and is used on a weekly basis. When compared to other sources of professional development, the #lrnchat group ranked high in terms of the timeliness of responses received and the quality of information provided by the group. During the interview, participants were asked about best practices in participating in a micro blog group for the purpose of learning. The responses included being selective on who they follow on the micro blog and avoiding trying to read everything that comes through on the feed. When determining whom to follow on a micro blog, a user is determining what kind and quality of information to add to their individual feed. For this reason it is important to be selective on what streams one chooses to follow. Also, when consuming information from the feed, it is important to take in what is possible and not try to read everything as it becomes overwhelming and loses value. The final finding was that measurements of open communication, shared vocabulary, recalling previous lessons, and learning from one another all indicated at some level that the #lrnchat group functions as a community of practice.</p>
335

Designing an Exploratory Text Analysis Tool for Humanities and Social Sciences Research

Shrikumar, Aditi 28 May 2014 (has links)
<p> This dissertation presents a new tool for exploratory text analysis that attempts to improve the experience of navigating and exploring text and its metadata. The design of the tool was motivated by the unmet need for text analysis tools in the humanities and social sciences. In these fields, it is common for scholars to have hundreds or thousands of text-based source documents of interest from which they extract evidence for complex arguments about society and culture. These collections are difficult to make sense of and navigate. Unlike numerical data, text cannot be condensed, overviewed, and summarized in an automated fashion without losing significant information. And the metadata that accompanies the documents &ndash; often from library records &ndash; does not capture the varied content of the text within. </p><p> Furthermore, adoption of computational tools remains low among these scholars despite such tools having existed for decades. A recent study found that the main culprits were poor user interfaces and lack of communication between tool builders and tool users. We therefore took an iterative, user-centered approach to the development of the tool. From reports of classroom usage, and interviews with scholars, we developed a descriptive model of the text analysis process, and extracted design guidelines for text analysis systems. These guidelines recommend showing overviews of both the content and metadata of a collection, allowing users to separate and compare subsets of data according to combinations of searches and metadata filters, allowing users to collect phrases, sentences, and documents into custom groups for analysis, making the usage context of words easy to see without interrupting the current activity, and making it easy to switch between different visualizations of the same data. </p><p> WordSeer, the system we implemented, supports highly flexible slicing and dicing, as well as easier transitions than in other tool between visual analyses, drill-downs, lateral explorations and overviews of slices in a text collection. The tool uses techniques from computational linguistics, information retrieval and data visualization. </p><p> The contributions of this dissertation are the following. First, the design and source code of WordSeer Version 3, an exploratory text analysis system. Unlike other current systems for this audience, WordSeer 3 supports collecting evidence, isolating and analyzing sub-sets of a collection, making comparisons based on collected items, and exploring a new idea without interrupting the current task. Second, we give a descriptive model of how humanities and social science scholars undertake exploratory text analysis during the course of their work. We also identify pain points in their current workflows and give suggestions on how systems can address these problems. Third, we describe a set of design principles for text analysis systems aimed at addressing these pain points. For validation, we contribute a set of three real-world examples of scholars using WordSeer 3, which was designed according to those principles. As a measure of success, we show how the scholars were able to conduct analyses yielding otherwise inaccessible results useful to their research.</p>
336

Using high fidelity simulation to enhance understanding of pediatric immunizations and parent education in baccalaureate nursing students

Harris, Josey M. 03 June 2014 (has links)
<p>The use of high fidelity simulation to educate health care professionals is becoming more common, especially in nursing education. This innovative teaching method bridges the knowledge gaps that are often present in nursing students related to limited clinical experiences and the transition of healthcare to the community setting. In addition, there are limited opportunities to practice in specialty clinical experiences such as pediatrics. This is particularly the case with pediatric immunizations. However, accrediting boards for colleges and future employers expect students to be able to function in these specialty roles despite the lack of clinical opportunities. Therefore, a pediatric immunization and parent education simulation was designed to address this knowledge gap and evaluate student anxiety, knowledge acquisition, satisfaction, and self-confidence with this innovative teaching method. The sample consisted of 21 senior nursing students enrolled in a community health nursing course in a rural baccalaureate nursing program in Illinois. The study design was a one-group, pre-test, post-test repeated measures design guided by Jeffries&rsquo; Nursing Education Simulation Framework. Participants completed a researcher designed demographic questionnaire, the State-Trait Anxiety Inventory Scale for Adults (STAI), a researcher-designed knowledge test, and the Student Satisfaction and Self-Confidence in Learning scale. Results were analyzed with SPSS, Version 20 using descriptive statistics, paired <i>t-tests</i>, and Pearson&rsquo;s Correlation Coefficient. The study results demonstrated that high fidelity simulation was an effective teaching modality that decreased students&rsquo; anxiety, enhanced their knowledge, and increased their self-confidence with administering pediatric immunizations and providing parent education. </p>
337

Massively multiplayer online games as a sandbox for leadership| The relationship between in and out of game leadership behaviors

Mendoza, Sean Henry Veloria 19 June 2014 (has links)
<p> Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create highly complex ecosystems that can mimic some of the largest out of game organizations. In game they can potentially gain valuable insights, which can later be applied to the workplace. This study explores Leadership characteristics appearing in and out of game. A combination of identity theories and leadership characteristics provide a greater understanding of possible relationships that may be occurring between leaders and followers; and in and out of multiplayer video game environments. Using transformational leadership as a framework, 6 leaders were interviewed, and assessed with the Multifactor Leadership Questionnaire (MLQ). Also, their guild communities were examined for evidence of leadership behaviors. The results found relationships between a leader's in and out of game characteristics with values and contexts in the workplace between leader, community, and follower. These relationships create and shape the lived experiences of leaders providing them the insights to create connections between relevant contexts in game with their workplace environment. This study identifies leadership stories, that can been employed in the workplace for the benefit of the organization; and the use group play spaces as a place to practice leadership operations of a business. Through these narratives, leaders can better understand the values that shape their identity; the relevant contexts that enabled the appearance of leadership characteristics in and out of game; and an opportunity to connect with a community aligned to teach leaders how to be.</p>
338

Student perceptions of a mobile augmented reality game and willingness to communicate in Japanese

Shea, Andrea Misao 19 June 2014 (has links)
<p> Communication is a key component in learning a second language (L2). As important as the <i>ability</i> to communicate in the L2 is the <i> willingness</i> to use the L2 or, what has been identified in the literature as <i>Willingness to Communicate</i> (WTC). Language is best learned when situated in, and based on, real-life experiences. Technological tools such as virtual worlds, mobile devices, and augmented reality (AR) are increasingly used to take language learning outside of the classroom. The affordances (e.g., portability, engagement, context-sensitivity) of these tools may have an impact on the following WTC antecedents: perceived competence, reduced L2 anxiety, security, excitement, and responsibility. The nature of this impact suggests that an AR mobile game may positively affect students' WTC. The purpose of this case study was to examine student perceptions regarding the use and design qualities of an AR mobile game in the language learning process and the effect of these qualities on student perceptions of their WTC. Nine students in a second-year Japanese language class at an institute of higher education in California participated in the study by playing an AR mobile game for three weeks. Data were collected through a demographic survey, game-play observations, game artifacts in the form of images and audio, game log data, and interviews. Findings suggest that AR mobile games can provide a viable means to take language learning outside the classroom and into self-selected spaces to affect positively students' WTC. From this investigation, it is evident that AR mobile language learning games can: (a) extend learning outside the classroom, (b) reduce L2 anxiety, and (c) promote personalized learning.</p>
339

Transforming literacy instruction| Exploring pre-service teachers' integration of tablet technology in reading, comprehension, and writing

Juarez, Lucinda Marie 19 June 2014 (has links)
<p> The purpose of the study was to explore pre-service teachers' integration of tablet technology in reading, comprehension and writing instruction. As global technological use continues to soar, a large absence in the availability of tablet technology in the public schools continues, and reflects a glaring disparity between the technological uses inside and outside of education. </p><p> Within a qualitative paradigm, two theoretical frameworks guided this study -- phenomenology and transformative learning (TL) theory. The researcher conducted three sets of interviews of 14 pre-service teachers. This study was guided by four research questions regarding pre-service teachers' descriptions of using technology integration in delivering reading, comprehension, and writing instruction using tutorials. The study explored the extent to which pre-service teachers employed tablet technology during learning activities. Data collected included an interview of the interpretive researcher, tutoring lesson plans, cadre conferencing blogs, and final case study reflections. Data was analyzed using Saldana's (2013) holistic coding methods and Giorgi's (1994) four-step analysis process. </p><p> From the four research questions, ten essential themes emerged from pre-service teachers' lived experiences of integration of tablet technology: (a) generational learning shift, (b) cognitive disassociation with learning, (c) paradox of gaming, (d) technological disinclination, (e) critical thinking and problem solving, (f) self-generated learning, (g) collective brain and partnership, (h) collaborative creativity, (i) reluctance in integration of technology with writing, and (j) academic and recreational convenience. These themes revealed both positive shifts in the processing of innovative technology and literacy instruction, and challenges that must be overcome if pre-service teachers are to help students reach their full potential in the 21st century. An analysis of transformative learning theory (Mezirow, 1978, 1991, 2000), revealed five pre-service teachers who experienced the ten stages while another nine who experienced partial transformative learning stages. </p><p> The findings have implications for the restructuring of teacher education programs. Pre-service teachers require continued increases of their technological, pedagogical and content knowledge (TPACK), as well as greater development of their writing skills. An increase in the transformation of pre-service teachers' skillsets and mindsets can be facilitated with explicit technological integration of literacy instruction to prepare them to improve student learning outcomes.</p>
340

Virtualizing the word| Expanding Walter Ong's theory of orality and literacy through a culture of virtuality

Dempsey, Jennifer Camille 12 June 2014 (has links)
<p> This dissertation seeks to create a vision for virtuality culture through a theoretical expansion of Walter Ong's literacy and orality culture model. It investigates the ubiquitous and multimodal nature of the virtuality cultural phenomenon that is mediated by contemporary technology and not explained by pre-existing cultural conventions. Through examining the theoretical underpinnings of orality and literacy culture, the dissertation explores the cultural shift that is just beginning to restructure human consciousness through the ways that society is connecting, exploring and communicating. Further, this dissertation examines the contrasts between virtuality culture features and those related to traditional literacy and orality types, including the gap between the theory of secondary orality and virtuality culture. This dissertation also proposes three ways that contemporary technology creates human presence related to virtuality culture. Finally, this dissertation describes the broad implications for the evolution of virtuality culture in areas such as education, technology, literacy, philosophy, politics, linguistics, ethics, history, the arts and cultural studies.</p>

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