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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.
191

Latinos, libraries and electronic resources

Mestre, Lori S 01 January 2000 (has links)
Responsiveness to a diverse population is a pressing issue for higher education today. The need to develop more connections with users from all areas is of growing importance in college and university libraries, especially in areas of computer access and skills. In an attempt to learn of the attitudes and experiences of Latino college students toward learning and using computer applications in an academic library, a two year, primarily qualitative study was conducted with Latinos as participants at one university. As a precursor to this research, a pilot study was conducted using in-depth phenomenological interviewing to learn what it was like for Latinos to use an academic library. Following the analysis of the pilot study, further research was conducted and data were gathered from field notes, observations, group discussions and e-mail journal responses from Latinos enrolled in two courses: an introductory course, Internet for Latino Studies, taught by a Latino professor, and an introductory Essentials of Library Research course, which I taught. Supporting data were gathered through 14 interviews and a survey questionnaire. Out of 137 questionnaires distributed to classes with a high concentration of Latino students, 129 were returned completed. The data were analyzed according to themes and findings are discussed in terms of their implications for librarians and educators. Findings include the following: (1) Social class and cultural capital were found to be more significant than ethnicity or language dominance in library use, comfort in the library, and asking for assistance from library personnel. (2) Latinos, in general, reported performing better and being more motivated when there was a supportive environment with a caring teacher/librarian who treated them as “a friend.” (3) Latinos reported the need for information to be presented in a way that was personally or culturally relevant to them. (4) Latinos were found to use nonverbal communication as an important means for transmitting and interpreting messages. Included in the final chapter of this study are implications and suggestions for improving library instruction to better accommodate differences in computer experience, learning styles, classroom environment and communication.
192

Conception et évaluation d'Evasion, un logiciel éducatif d'entraînement des capacités d'attention visuelle impliquées en lecture / Design and evaluation of Evasion, an educational software to train the visual attention skills involved in reading

Meyer, Svetlana 22 January 2019 (has links)
Apprendre à lire est une activité complexe qui s'appuie sur différentes capacités cognitives, dont l'attention visuelle. Absente des programmes scolaires, le rôle de l'attention visuelle pour l'apprentissage de la lecture est pourtant largement documenté dans la littérature scientifique. Dans cette thèse, nous avons donc conçu un logiciel éducatif original d'entraînement de l'attention visuelle, Evasion, et évalué l'impact de son utilisation au sein de la classe.Pour ce faire, une revue de littérature a été menée pour identifier plus précisément quelles sont les dimensions de l'attention visuelle impliquées en lecture et comment les entraîner au mieux. Un cadre conceptuel théorique que nous avons développé permet d'interpréter ces éléments et suggère que les dimensions à cibler sont la quantité totale d'attention visuelle et sa dispersion dans l'espace. Ces deux dimensions semblent particulièrement bien entraînées par les jeux vidéo d'action, dont l'effet sur l'attention visuelle a été lui aussi expliqué dans le cadre de notre modèle.Pour les entraîner au mieux au sein d'Evasion, nous avons mêlé les tâches, dont l'effet sur ces dimensions a été validé, avec les propriétés des jeux vidéo d'action. Notre logiciel prend la forme de quatre mini-jeux, dont les propriétés s'ajustent au niveau de l'élève grâce à un algorithme d'adaptation de la difficulté développé par notre équipe. Evasion devait être utilisé en classe pendant 10~h au total, à raison de 3 sessions hebdomadaires de 20 minutes. L'expérimentation a porté sur 730 élèves de CP répartis en deux groupes d’entraînement. Les deux groupes étaient appariés quant à leurs compétences cognitives avant entraînement. En post-entraînement, les performances du groupe Evasion ont été comparées à celles du groupe contrôle, qui recevait un entraînement de la compréhension orale en anglais.Les résultats de cette expérience écologique montrent que les capacités d'attention visuelle et de lecture ne progressent pas davantage suite à l'utilisation d'Evasion que suite à l'utilisation d'un entraînement contrôle. Des analyses supplémentaires révèlent que le protocole a été peu suivi en classe, et que le temps d'entraînement est un facteur expliquant l'amplitude de l'amélioration des dimensions attentionnelles ciblées. Par ailleurs, il semblerait que les entraînements proposés aient été trop faciles. Ces résultats ouvrent de nouvelles perspectives sur les améliorations à apporter à notre logiciel et, plus généralement, sur les conditions de mise en oeuvre d'expériences écologiques dont les besoins sont spécifiques. / Learning to read is a complex activity that relies on different cognitive abilities, including visual attention. The role of visual attention in learning to read is widely documented in the scientific literature but absent from school curricula. In this thesis work, we designed an original educational software, called Evasion, for visual attention training in the classroom and we evaluated its impact on beginning readers' performance.A literature review was first conducted to identify the dimensions of visual attention that are involved in reading and how best to train them. We then propose a conceptual framework which allows us to interpret these results. We conclude that the dimensions to be targeted are the total amount of visual attention resources and attention spatial dispersion. These two facets of attention seem to be particularly well driven by action video games, whose effect on visual attention has also been characterized in our model.To train visual attention resources and dispersion as well as possible within Evasion, we have mixed the tasks known to improve these attentional dimensions with the properties of action video games. Our software includes four training mini-games and an adaptive difficulty algorithm developed by our team to adjust the game properties online to the child needs. The training program was provided in classroom over a period of ten weeks at a rate of three 20-minute sessions a week. It was proposed to a large sample of 730 beggining readers for reading difficulty prevention.The impact of Evasion was assessed before and after training as compared to a control group that used an intervention program conceived to improve oral comprehension in English. The results of this ecological experiment show that visual attention and reading did not improve more following Evasion than control training. Additional analyses revealed that training time was poorly respected while this factor relates to the magnitude of improvement in the attentional dimensions we targeted. The analyses further suggest a problem in the level of difficulty of the mini-games. Overall, our work opens up new perspectives on the improvements to be made to our software and, above all, on the conditions for successful implementation of ecological experiments.
193

Content Adaption and Design In Mobile Learning of Wind Instruments

Priyadarshani, Neha January 2021 (has links)
No description available.
194

A Constructivist Instructional DesignIntroducing visual programming to professional designers

Qiu, Xinyu 04 November 2020 (has links)
No description available.
195

Understanding the Impact of Virtual Reality Upon Instruction of TCP/IP Subnetting

Bowie, Douglas R. 05 June 2023 (has links)
No description available.
196

Examining Mathematical Modeling of Fifth Grade Students Using InteractiveSimulations

Sanjari Pirmahaleh, Seyedeh Azin 30 September 2019 (has links)
No description available.
197

Veteran teachers, innovation and change: A study of veteran teachers in a beginning technology staff development program

Schultz, Randolph Kevin 01 January 2002 (has links) (PDF)
This study was designed to examine the responses of four veteran teachers with 15 or more years of teaching experience as they moved through a beginning technology staff development program. The purpose of the study was to examine what factors have caused some teachers to wait until mid-career to take a beginning course in computer technology, determine what veteran teachers feel are successful computer technology professional development strategies, and to examine the resulting changes that a veteran teacher makes in classroom computer use. The study followed teachers from pre-instruction to instruction to one month after the staff development using interviews, journals and e-mail questionnaires. Taking as a starting point change theory literature, a grounded theory of the Five Universes that influence veteran teachers was defined. The study concluded with eight recommendations for future technology staff development programs for veteran teachers.
198

Actividades interactivas con Jclic-Hot Potatoes para lograr la competencia resuelve problemas de movimiento, forma y localización

Sanchez Julca, Edgard Guillermo, Santamaria Muro, Jose del Carmen January 2023 (has links)
La presente investigación denominada “Actividades interactivas con Jclic-Hot potatoes para lograr la competencia resuelve problemas de movimiento, forma y localización”, de enfoque cuantitativo, y tipo cuasi experimental, tuvo el objetivo de determinar en qué medida influyen las actividades interactivas ut supra, en el logro de la competencia matemática mencionada, en alumnas de 4° “B” de Educación Secundaria de la Institución Educativa Sara Antonieta Bullón Lamadrid de la ciudad de Lambayeque, en el año 2019, aplicando el modelo de diseño instruccional ADDIE El estudio consideró una muestra estadística conformada por los grupos experimental y control con 30 discentes de cuarto grado, pertenecientes a una población de 210 alumnas. Se aplicó el instrumento ficha de registro y la data obtenida fue procesada mediante el estadístico T Student, interpretándose y discutiéndose, a la luz del marco teórico. Finalmente, se demostró la hipótesis que Las actividades interactivas con Jclic-Hot Potatoes influyen en el logro de la competencia Resuelve Problemas de Movimiento, Forma y Localización en estudiantes de 4° “B” de educación secundaria de la entidad educativa Sara Antonieta Bullón Lamadrid de la ciudad de Lambayeque, en el año 2019; concluyéndose con la pertinencia del empleo de los softwares educativos mencionados. / The present investigation called "Interactive activities with Jclic-Hot potatoes to achieve competence solves problems of movement, shape and location", of a quantitative approach, and quasi-experimental type, had the objective of determining to what extent the activities influence interactive ut supra, in the achievement of the aforementioned mathematical competence, in students of 4th "B" of Secondary Education of the Sara Antonieta Bullón Lamadrid Educational Institution of the city of Lambayeque, in the year 2019, applying the ADDIE instructional design model The study considered a statistical sample made up of the experimental and control groups with 30 fourth grade students, belonging to a population of 210 female students. The registration form instrument was applied and the data obtained was processed using the T Student statistic, interpreting and discussing it, in light of the theoretical framework. Finally, the hypothesis was demonstrated that the interactive activities with JclicHot Potatoes influence the achievement of the competence Solve Problems of Movement, Shape and Location in students of 4th "B" of secondary education of the educational entity Sara Antonieta Bullón Lamadrid de the city of Lambayeque, in the year 2019; concluding with the relevance of the use of the mentioned educational software.
199

The Effectiveness of Implementing Classroom Response Systems in the Corporate Environment

Heiss, Brandon M. 02 May 2009 (has links)
No description available.
200

Fast ForWord: An Investigation of the Effectiveness of Computer-assisted Reading Intervention

Soboleski, Penny K. 23 March 2011 (has links)
No description available.

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