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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.
31

Testing Assumptions about Laboratory Protocol Fidelity

Simpson, Tess A, Dixon, Wallace E, Jr., Guyer, Albany 25 April 2023 (has links) (PDF)
A recent focus of our Program for the Study of Infancy is the extent to which lab assistants retain fidelity when implementing experimental protocols. Dixon et al. showed that experimenters’ implementations of some aspects of standardized protocols can be influenced by infants’ temperaments. Ellefson and Oppenheimer further found that procedural deviations reduce effect sizes and lead to heterogeneity of findings. In this project, we evaluated archival videos involving experimenters’ implementations of two elicited imitation tasks, “Feed Bear” and “Make a Rattle.” In both tasks, experimenters were assumed to adhere to a narrative script and procedure, which included familiarizing infants with experimental stimuli for 60 seconds prior to infants engaging the tasks. Experimenters were also expected to adhere to a standardized narrative script that accompanied the modeling of “feeding the bear” or “making a rattle.” In this study we explored whether they did so, independent of infants' temperament characteristics. Ten experimenters guided sixty-one 15-month-olds through the experimental procedure. We examined two types of dependent measures reflecting 1) whether experimenters adhered to the 60 second familiarization time protocol, and 2) whether experimenters adhered to the standardized scripts. We also tracked experimenter infant-directed speech (IDS) before the model (prologue IDS) and after the model (epilogue IDS), to see if experimenters’ speech was potentially influenced by infant temperament. Infant temperament was measured by parent-report using the Early Childhood Behavior Questionnaire (ECBQ). For familiarization times in the Feed Bear task, experimenters granted significantly longer times to the infants than they were supposed to [M = 68.72, SD = 17.14; t(28) = 2.74, p = .011]. But there were no differences among the experimenters in familiarization time. For Make a Rattle, experimenters were on-target with their familiarization times (M = 67.64, SD = 21.38). Infant temperament was not associated with familiarization times in either task. In terms of IDS, experimenters used more words in the standardized narratives of both tasks than they were supposed to [M = 123.90, SD = 18.03; t(28) = 7.73, p M = 109.00, SD = 9.52; t(27) = 15.01, p < .001] respectively. There was no association between IDS during the narrative phase and infant temperament. However, there were associations between infant temperament and IDS during the prologue and epilogue phases; namely for effortful control (prologue r = .29, p p < .05), impulsivity (prologue r = .23, p p
32

Adherence to the Risk, Need, and Fidelity Principles: Examining the Impact of Dosage in Correctional Programming

Bechtel, Kristin 13 September 2016 (has links)
No description available.
33

Learning : a major factor influencing preferences for high fidelity reproducing systems /

Kirk, Roger E. January 1955 (has links)
No description available.
34

A high fidelity global positioning system receiver simulation

Seitz, Andrew C. January 2000 (has links)
No description available.
35

School Characteristics and Their Relationship to Intervention Fidelity and Student Outcomes in Autism Support Classrooms

Dodge, Jessica January 2014 (has links)
Given the rising prevalence of children diagnosed with autism and the emergence of evidence-based autism interventions, schools are now faced with the challenge of delivering high quality instruction to this unique population. Comprehensive packaged curricula have been developed to address this growing need and to allow educators to transport research-based instruction into their classroom settings. However, there is a dearth of research examining the factors associated with intervention effectiveness with children with autism in public schools. The purpose of this study is to examine the associations between school level factors, the fidelity of interventions, and student outcomes within autism support classrooms. Data were gathered from 171 students with autism spectrum disorders in kindergarten-through-second grade classrooms across 40 schools in the Philadelphia School District. Correlational analyses and linear regression with random effects analyses indicated that school level factors were not associated with and were not moderators of intervention fidelity and student outcomes. The findings suggest that autism support classrooms are like islands within the school building, such that the practices and outcomes within these classrooms were unrelated to the school context. This study indicates that when transporting an evidence-based practice into a public school classroom, it may be more necessary to focus on the classroom context rather than the school building. Future research is needed to fully delineate these relationships between school building level factors and the dissemination and implementation of evidence-based practices for children with autism within a classroom setting. / School Psychology
36

AVID Implementation and Program Fidelity: One District's Case

Sims, Jeanene Evette 27 October 2021 (has links)
The purpose of the study was to examine how four different high schools within one school district implemented the AVID program. The researcher used a comparative case study model to examine the different sites' programs and how the program and program implementation varied by site. The research questions answered how the AVID program was implemented by site, whether the program was implemented with fidelity, and if there were factors that impacted program implementation. The AVID district coordinator, site administrators and site coordinators were surveyed to gauge the understanding of the AVID program, program implementation, and how AVID implementation impacts the program fidelity by site. AVID research suggests that the program works to address the needs of students from underserved populations and aims to help them access advanced academic classes and achieve more success within those college prep courses and school overall. This study may help school districts, school administation and AVID personnel better understand how site implementation impacts overall program success and to see how barriers impact the implemenation process at school sites. Findings included, some school-based administrators and site coordinators did not feel they implemented the AVID program with fidelity, site administrators' involvement with the AVID implementation was inconsistent, most site administrators knew nothing about the specific rating of the AVID Coaching and Certification Instrument (CCI) or the measurement overall. Other findings were AVID site coordinators completed the AVID CCI and coordinated all aspects of the process and AVID implementation at the sites, site coordinators perceived that they implemented the AVID program with the most fidelity possible within their respective "means" but not with fidelity. Further, schools implemented the AVID Domains with varied degrees of fidelity according to the AVID CCI and each site had a unique implementation of the AVID program. / Doctor of Education / Advancement Via Individual Determination (AVID) is an educational program that aims to help underserved students learn how to successfully access classes that helps prepare them for college. The AVID program is offered in some schools to aid students in the academic middle through instruction, tutoring, and structures to learn how to be successful in honors courses within the middle and high school levels. School leaders need to understand how well AVID programs are being implemented within their school to ensure that the program can be the most successful to reach the students well. This research study looked at four AVID schools to see how well they implemented the AVID program in comparison to how it should be done, the role school administration had in the implementation, and how implementation differed at schools. The study used information from the AVID Coaching and Certification Instrument (the AVID report card), to see how the school scored and each AVID site administrator (building principal) and AVID site coordinator (the person who runs the AVID program at the school) were interviewed and asked several questions to better understand the program at each school, the role the site administrator and site coordinator played in running the program and how well the AVID staff understood how well the school did with the program at their school. The study found that schools implemented their programs differently, that the AVID principals did not feel they ran the program as it should be, and that most of the AVID principals did not know what the AVID CCI was or how their school scored. The AVID site coordinator was responsible for running AVID at the school, they ran the AVID program as well as they could but not as it should be.
37

How Does Interaction Fidelity Influence User Experience in VR Locomotion?

Nabiyouni, Mahdi 06 February 2017 (has links)
It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiveness of the interface. Moreover, the designer's intent can influence the effectiveness of an interface and needs to be considered in the design. Semi-natural locomotion interfaces can be difficult to use at first, due to a lack of interaction fidelity, and effective training would help users understand the forces they were feeling and better control their movements. Another method to improve locomotion interaction is to develop a more effective interface or improve the existing techniques. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for VR. We conducted four user studies and performed a meta-analysis on the literature to have a more in-depth understanding of the effects of interaction fidelity on effectiveness. We found that for the measures dependent on proprioceptive sensory information, such as orientation estimation, cognitive load, and sense of presence, the level of effectiveness increases with increasing levels of interaction fidelity. Other measures which depend more on the ease of learning and ease of use, such as completion time, movement accuracy, and subjective evaluation, form a u-shape uncanny valley. For such measures, moderate-fidelity interfaces are often outperformed by low- and high-fidelity interfaces. In our third user study, we further investigated the effects of components of interaction fidelity, biomechanics and transfer function, as well as designers' intent. We learned that the biomechanics of walking are more sensitive to changes and that the effects of these changes were mostly negative for hyper-natural techniques. Changes in the transfer function component were easier for the user to learn and to adapt to. Suitable transfer functions were able to improve some locomotion features but at the cost of accuracy. To improve the level of effectiveness in moderate-fidelity locomotion interfaces we employed an effective training method. We learned that providing a visual cue during the acclimation phase can help users better understand their walking in moderate-fidelity interfaces and improve their effectiveness. To develop a design space and classification of locomotion techniques, we designed a taxonomy for walking- based locomotion techniques. With this taxonomy, we extract and discuss various characteristics of locomotion interaction. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, they can analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the presented organization. As an example of using this taxonomy, we developed a novel locomotion interface by choosing a new combination of characteristics from the taxonomy. / Ph. D.
38

Mobilapplikationen som uppmuntrar barn till fysisk aktivitet : Framtagning av en konceptuell mobilapplikation som ska användas med aktivitetsarmbandet Lifee

Åhrén, Emma January 2016 (has links)
Detta examensarbete har bestått av utvecklingen av en konceptuell mobilapplikation som ska uppmuntra barn till fysiskt aktiv lek. Arbetets involverade frågeställningar bestod av hur en mobilapplikation kan utformas för att uppmuntra barn till fysisk aktivitet, samt hur en mobilapplikation kan samverka med ett aktivitetsarmband för att förhöja användarupplevelsen. Utvecklingsarbetet har bestått av en produktutvecklingsprocess tidiga del, och har gått från förundersökning fram till skapandet av en high fidelity prototyp med tillhörande användartester. Produktutvecklingen har inkluderat human-centered design vilket har inneburit ett flertal tillfällen där barn, mellan 6 och 10 år gamla, har inkluderats i arbetet. Detta har påverkat de involverade metoderna samt resultatet. Arbetet resulterade i en konceptuell mobilapplikation där användaren kan ta hand om en figur med hjälp av poäng som samlats med fysisk aktivitet. Konceptet innehåller flera olika funktioner så som en affär där insamlade aktivitetspoäng kan spenderas, en garderob med ägda accessoarer, minispel i form av exergames och statistik över utförd fysisk ansträngning. För att förhöja användarens upplevelse av aktivitetsarmbandet skapades ett samband mellan detta och den konceptuella mobilapplikationen. Detta samband innebar att konceptets poäng samlas in med hjälp av armbandet för att sedan överföras till spelet med en synkroniseringsfunktion.
39

Examining the Relationship Between Fidelity of Implementation and Student Outcomes Within a Schoolwide Reading Model

Jankowski, Elizabeth 18 August 2015 (has links)
The purpose of this study was to make use of indicators of level of implementation collected during the enactment of Oregon Reading First in order to examine whether variation of implementation of the components of the Schoolwide Reading Program predicted better outcomes for students and schools. In particular, the aim of this study was to determine the extent to which each of three different types of measures of implementation fidelity, as well as a combined index of these measures, explained school-level variance in student improvement in 34 schools participating in the Reading First program. Hierarchical linear modeling was utilized to predict reading performance and growth on oral reading fluency and overall measures of reading performance. Mixed results, at best, were found when analyzing this association. In both second and third grades, one of three implementation indices and a composite total of all three measures were statistically significant but small predictors of oral reading fluency growth. However, this relationship was offset with the removal of one outlier school. Implementation threshold effects are discussed as a possible cause of nullification. No statistically significant relationships were found between implementation fidelity measures and overall reading outcomes directed at reading comprehension. Although not a focus of the study, school-level demographic characteristics including special education status and limited English proficiency appeared to explain significant differences between schools despite the use of evidence-based practices and strong support for implementation of these practices.
40

A proposal of design guidelines for immersive serious games

Menin, Aline January 2016 (has links)
Esta dissertação investiga os efeitos da imersão física em jogos sérios com propósitos de aprendizado perceptivo. O principal objetivo é identificar um conjunto de orientações de design para ajudar desenvolvedores a escolher o nível apropriado de imersão a ser usado em jogos sérios a fim de assegurar que o jogo seja efetivo e confortável para os usuários. A hipótese principal é que altos níveis de imersão melhoram os resultados dos jogos sérios, mas níveis de imersão moderados também podem ser adequados com a vantagem de que causa menos mal-estar nos usuários. Nós organizamos uma revisão da literatura para melhor entender como a imersão física está sendo usada atualmente em jogos sérios, como a efetividade tem sido avaliada, e como a imersão afeta os resultados do jogo e a usabilidade. Então, nós conduzimos dois estudos de usuário empíricos para investigar os efeitos da fidelidade de display, interação e locomoção na percepção dos usuários e retenção de conhecimento. Para os experimentos, nós adaptamos um jogo sério previamente desenvolvido para análise de percepção de riscos, e desenvolvemos um novo jogo para educar trabalhadores sobre procedimentos de segurança que precisam ser seguidos durante instalações elétricas na linha de manutenção elétrica. Os resultados mostraram que, em geral, a fidelidade de display tem impacto na percepção de riscos quando procurando por riscos que não são óbvios. Alta fidelidade de display tem melhor desempenho na identificação de riscos complexos. A fidelidade de locomoção e interação não apresentou diferenças significantes no aprendizado perceptivo. Alta fidelidade também apresentou maior workload, mas nas mesmas condições a corretividade das tarefas foi maior e os participantes lembraram dos procedimentos tanto no pós-teste quanto no teste de retenção. Portanto, a retenção de conhecimento não foi afetada pelo workload introduzido pela técnica interativa. A partir destes experimentos, nós elaboramos e discutimos um conjunto de orientações de design que podem ser considerados para a escolha do nível apropriado de imersão física para ser usado no desenvolvimento de novos jogos sérios. / Nowadays, several application areas are adopting serious games as an ethical, safe and low-cost alternative to performing dangerous tasks, such as training of firefighters, and for medical surgeries. The employment of Virtual Reality in serious games helps to provide virtual environments much more realistic and better immersive experiences to the user. However, some VR systems can still cause sickness symptoms, such as nausea and headaches, and some of them can be expensive, such as CAVEs. This thesis investigates the effects of physical immersion on serious games with perceptual learning purposes. Its main goal is to identify a set of design guidelines to help developers on choosing the appropriate level of immersion to be used in serious games in order to assure it is effective and comfortable for users. The main hypothesis is that higher levels of immersion improve serious games outcomes, but moderate immersion may be also adequate with the advantage of causing less simulation sickness on users. We organized a survey of the literature to better understand how physical immersion is being currently used on serious games, how its effectiveness has been assessed, and how immersion impacts on the game outcomes and usability. Then, we conducted two empirical user studies looking for investigating the effects of the display, interaction and locomotion fidelity on users’ perception and knowledge retention. For the experiments, we adapted a serious game previously developed for risk assessment and developed a new one to educate workers in electricity-line maintenance on safety procedures that need to be followed during electric installations. Results showed that, in general, display fidelity has an effect on risk perception when searching for non-obvious risks. Higher display fidelity has better performance on complex risks identification. Interaction and locomotion fidelity did not show a significant difference in perceptual learning. Naturalness also presented higher workload, but in the same conditions the correctness of tasks was high and subjects recall the procedures in both post- and retention-test. Therefore, knowledge retention is not impacted by the workload imposed by the interactive technique. From these experiments, we elaborated and discussed a set of design guidelines that can be considered for the choice of the appropriate physical immersion to be used on the development of new serious games.

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