• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 138
  • 55
  • 12
  • 5
  • 4
  • 4
  • 3
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 263
  • 55
  • 44
  • 41
  • 40
  • 29
  • 28
  • 28
  • 27
  • 25
  • 24
  • 24
  • 24
  • 24
  • 22
  • 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.
231

Teaching Comprehension through Grade Aligned Adapted High School Novel via an iPad

Mims, Pamela J. 01 December 2016 (has links)
The purpose of the presentation is to summarize and describe the results from a single case design study that measures the effects of an iPad application containing a grade aligned adapted high school novel on the listening comprehension of high school students with significant disabilities. Results of the study indicated a functional relation between the use of the application and gains in vocabulary, comprehension, and engagement. This session will also highlight the use of technology to promote grade aligned standard instruction in the context of use within the inclusive classroom. . a) effectively use an iPad application featuring adapted grade level aligned fictional text to promote listening comprehension for students in the high school setting b) discuss ways to implement grade-aligned access to ELA skills for students with significant disabilities in inclusive settings
232

Platta kontra bok : En undersökning av elevers medieupplevelse av respektive medium / Tablet versus Book : Aninvestigation of pupils’ experience of tablet in comparison to book

Purmonen, Elina, Staberg, Alexandra January 2012 (has links)
Uppsatsen syfte är att undersöka elevers medieupplevelse av medierna läs- och surfplatta samt tryckt bok, då läsupplevelsen kan påverkas av medieupplevelsen. Frågeställningarna är av didaktiskt karaktär och rör eventuella skillnader mellan medierna, samt de eventuella pedagogiska konsekvenser som följer. I bakgrunden ligger fokus på läsning, språkande och medium. Utgångspunkten är ett historiskt perspektiv som leder fram till nutid, där ett genusperspektiv och ett pedagogiskt perspektiv aktualiseras. Undersökningen bygger på enkäter och intervjuer och rör således tre undersökningsgrupper från två olika skolor. Eleverna som ingår i dessa grupper går på högstadiet eftersom lässtatistik indikerar att det är i högstadieåldern läsningen börjar gå nedåt. Undersökningen koncentreras i enlighet med frågeställningarna på medieupplevelse och läsupplevelse kopplat till främst skola och undervisning. Resultatet visar att en skillnad mellan medieupplevelsen av platta och bok finns. Den tryckta boken premieras ofta framför läs- eller surfplattan trots att merparten av eleverna i undersökningsgrupperna observerar en mängd fördelar med framför allt surfplattan. Eventuellt är upplevelsen av medierna kopplat till vana. Slutsatser utifrån resultatet blir svåra att dra då undersökningsgrupperna inte är tillräckligt stora. Det som dock framkommer är att killar överlag verkar mer positiva till läsning på platta än tjejer, vilket inte gör läs- och surfplattan mindre viktig i sammanhanget. Diskussionen utgörs av två delar: diskussion av resultat och allmän diskussion. / The purpose of this thesis is   to investigate pupils’ experience of the media – reading with a tablet, an   iPad, and a traditional book, as the reading experience may be influenced by   the experience of medium. The research questions concern didactics and possible   differences between the media and what kind of possible pedagogical   consequences that may have.   The background focuses on   reading, language, and the medium. The starting point begins with a historical   perspective, which naturally leads to the present time where the perspectives   of gender and pedagogy are actualized. The investigation is based on a   survey and interviews related to three focus groups from two schools. The   pupils’ that are included in this research are studying at secondary school,   as statistics regarding reading indicates that reading decreases for this age   group. This occurs in both terms of time spent reading and the actual reading   abilities. The investigation concentrates on the research questions concerning   experience of medium and reading experience related mainly to school and   teaching. The results indicate that a   difference in experience between tablets and book exist. The pupils’ often   prefer the traditional book rather than the tablets despite the fact that the   majority of the pupils’ observed several advantages of especially the iPad.   The experience of medium may be a result of habit. General conclusions are problematic to state since the focus groups are not sufficient in terms of numbers. Moreover the investigation indicates that boys seem to find the tablet more appealing than girls in general. The discussion is divided in two parts: discussion of the result and a more general discussion. / MLS: Medie-, litteratur- och språkdidaktik
233

The effects of using video self-modelling and an IPad application on self-efficacy and acquisition of basic math skills in Year 5 students

Techaphulphol, Kanta January 2014 (has links)
This study aimed to examine the effectiveness of video self-modelling (VSM) and the iPad application (Fast Fact Math, FFM) interventions on a group of Year 5 students to increase their knowledge of basic number facts. This study also aimed to measure the intervention group’s self-efficacy levels (Patterns of Adaptive Learning Scales, PALS) before and following the interventions. Participants were drawn from a decile 9 primary school in a suburban area (teaches Year 1 to Year 6). The Test (pre-, mid-, and post-test phases) were administered by a class teacher to all Year 5 students. Following consultation with the teacher, eight students whose scores fell below the 25th percentile were invited to participate in the study. The intervention group took a specific level test to ascertain their basic number facts performance on all four operations (addition, subtraction, multiplication, and division). The videos and the FFM app were personalised to each intervention group’s members in an effort to elicit from the errors that they made on specific level test. At the completion of each intervention sessions, session probes were conducted. Meanwhile, the researcher gave a self-efficacy test (PALS) to the participants before and following intervention phases. Results showed that, although more than half of the intervention group increased their basic number fact performance level following the interventions, their overall self-efficacy rating on PALS did not change. Results also showed that VSM is a time-efficient and rapid learning method to use with the intervention group as opposed to the iPad app, which took two times longer to complete a session. Further areas of study are suggested.
234

"Mathematics online and mathematics mobile - where is all this going?"

Butler, Douglas 15 February 2012 (has links) (PDF)
No description available.
235

電子書興起對出版業的影響之產業分析與投資應用 / The shock of the emergence of e-books upon publishers, relevent industry analyses, and investment implications

謝菱純, Sie, Ling Chun Unknown Date (has links)
電子書興起,改變了讀者的閱讀方式,紙本書不再是唯一的選擇。電子書的供應鏈由上而下可分為:作者、出版社、DRM業者、網路通路平台、電信業者、硬體載具製造商。隨著科技創新,新的供應鏈創造了參與者新的競合模式,各參與者的商業模式也隨之創新,相較於過去的紙本書市場出版商擁有較大的議價能力之情況,在新的競合模式中,掌握客源的網路平台通路商對於上游的出版商之議價能力大幅提升。另一方面,越來越多作者跳過出版社,直接將電子書的版權賣給網路平台通路商,導致出版商原有的掌握版權之優勢減弱,長期下可能會致使出版社在電子書供應鏈中的議價能力進一步降低。未來隨著科技進步,彩色電子書閱器與結合其他功能的設備將是發展趨勢,但光靠硬體端難以建立他人無法輕易突破的進入障礙,而許多參與者在供應鏈上並非具單一角色,像是Amazon與Apple兼具網路平台通路商與硬體載具供應商之角色,亦即「平台+硬體載具」的雙重獲利模式,而這兩間公司皆掌握了主要的「客源」,是其重要優勢。而Amazon更是透過支援的應用程式,讓非自家載具之消費者也能至自己的電子書店下載電子書,像是iPad、iPhone、藍莓機等等。因此以未來電子書成長後議價能力與賺取現金流之能力的消長預期來看,相較於其他參與者,Amazon與Apple會是較佳的長期投資標的。 / The emergence of e-books changes the reading habit, and the paper-book is not the only one medium of reading anymore. The supply chain of e-books comprises diversified industries, including authors, publishers, DRM providers, online retailers who operate digital bookstores and manage accounts of customers, telecommunications, technology-side players. When technology advances, the new supply chain creates new co-competition model, the business models of players begins to innovate. Compared to paper-book market in which the publishers have stronger bargaining power, in new co-competition models, the online retailers have a huge customer base and therefore have stronger bargaining power over publishers. Furthermore, there are more and more authors who skip publishers and sell the digital right to online retailers directly. That is, the content resources controlled by publishers reduce, and the bargaining power of publishers deteriorates. In the future, producing colorful e-readers will not be a difficulty anymore, but the technology-side players will have difficulty in establishing entrance barrier. However, some participants play various roles across the supply chain, such as Amazon and Apple. Both of two companies play the roles of online retailers and technology-side players, and have double sales resources from plate form and hardware. Beside, both of these companies have large customer base, and it is the critical competitive advantage of Amazon and Apple. Especially, Amazon supports some hardware tools like iPad, iPhone, and Blackberry. As long as the customers download the application programs, the customers can purchase e-books on Amazon.com. From the aspects of potential of growing bargaining power and future discounted cashflows, Amazon and Apple would be better choices for long-term investors.
236

To transfer a magazine’s visual identity – Hemmets Journal from printed version to iPad version, for older readers / Att överföra en tidskrifts visuella identitet – Hemmets Journal från tryckt upplaga till iPad-upplaga, för en äldre läsarkrets

Corin, Filippa, Österling, Lovisa January 2015 (has links)
I denna studie undersöks nya interaktiva möjligheter för veckotidningen Hemmets Journal på plattformen iPad, genom en analys av Hemmets Journals visuella identitet, inför en identitetsöverföring från tryckt till digital plattform. Arbetet mynnade ut i en interaktiv prototypdesign, på en mer avancerad upplevelse- och användaranpassad nivå än Hemmets Journals befintliga och mindre användarvänliga digitala tidning. Prototypens användarvänlighet och designens igenkänningsbarhet för äldre teknikanvändare mättes genom testsessioner och kvalitativa intervjuer, med användare inom Hemmets Journals målgrupp.
237

The Virtual Donation Challenge : How might we increase the understanding of each other's wishes on organ donation?

Rydell, Erik January 2012 (has links)
Fifty percent of the Swedish population is not aware of their relatives’ wishes on organ donation. It happens that some family members use their veto when they are asked to confirm their dead family member’s wish on organ donation and thereby preventing a potential transplant. If more people would be aware of this issue and tell each other what their standpoint is, we could help the health care to identify more organ donors and thus help more people to a better life. The project lead to an educational and physical exercise based application for tablets aimed for sixteen years old pupils where they by walking around in the physical space, learn about the organs and get physical exercise at the same time. The app is meant for schools since the school has the responsible to educate the pupils about different types of physical exercise and lifestyle. Moreover, tablets are becoming increasingly common in the schools. I was influenced by an application called Zombies Run that focuses on creating a story by collecting virtual supplies while being running outside. Some statements from the research influenced me. A lady stated that she used to take her daughter out to walk the dog as much as possible because her daughter was at risk of becoming overweight. A Donor Coordinating Doctor stated a thoughtful sentence during a workshop “Would you be willing to receive an organ if you needed a transplant? Donate your organs after death so it is possible” The Virtual Donation Challenge is an application aimed at sixteen year old pupils for educational purposes. The school is responsible for giving the students education about lifestyles, different types of exercises and CPR education, I found it most appropriate to link the application to the Physical Education subject or even Natural Science subject. The application is a quiz and the questions are linked to local GPS coordinates which the users have to visit in order to answer the questions about organ donation and how the interdisciplinary processes in the body work.
238

Interaktivní obsah elektronických knih / Interactivite content of electronic books

Gorbatiuc, Julia January 2013 (has links)
This thesis Interactive content of eBooks presents complex view on preparations and development of interactive and enhanced electronic book from technical, legislative, content and economic perspective. It describes types of interactivity modules, available interactive eBook formats, reading devices and software. It also compares USA market to the Czech market of interactive eBooks. This thesis processes results of questionnaire survey in the area of Czech readers awareness of interactive eBooks. In practical part of the thesis process of interactive book creation in Czech environment is engineered.
239

Software-Assisted Knowledge Generation in the Cultural Heritage Domain: A Conceptual Framework

Martín Rodilla, Patricia 01 September 2016 (has links)
[EN] Software Engineering provides a repository of techniques, methods and tools to manage, process, use and exploit information. In recent decades, this corpus has not only been applied to domains that traditionally act as a receivers of software solutions, but also it has been expanded and enriched by contributions from other disciplines and domains with needs related to the information produced. One of the most common needs in these disciplines is the software assistance to experts or domain professionals in performing processes ranging from the analysis of raw gathered data to the generation of new knowledge based on these, thus allowing the continuous advance of the discipline. In order to assist knowledge generation processes through software, it is necessary a deep understanding of the Software Engineering corpus as well as the particularities of the domain assisted and how knowledge is generated inside it.This situation appears too in the Cultural Heritage domain, whose professionals produce and manage large amounts of data about evidences of our past and present, from which they create new knowledge that constitutes the knowledge about heritage of a particular community.Despite their relevance and the regular application of Software Engineering solutions to the Cultural Heritage domain, the knowledge generation process in Cultural Heritage poses a challenge for Software Engineering, mainly due to the low presence of formal studies of the process, making it difficult to assist it through software. The lack of formal studies implies that we do not know which particular processes in Cultural Heritage we must assist and what should be the appropriate assistance in each case. Furthermore, the Cultural Heritage domain and, in general, the humanities, possesses some particular characteristics that are especially difficult to deal with by software, such as the presence of high subjectivity, the fact that much information is uncertain or vague, and the importance of the temporal aspect in the information. In order to address these two challenges from a transdisciplinary perspective, this thesis presents a conceptual framework based on software models for the construction of software solutions to assist to the knowledge generation process in Cultural Heritage. Firstly, the thesis conducts a deep exploration of the knowledge generation processes in Cultural Heritage, whose inputs are mainly textual sources. As a result, the thesis proposes a methodology and a modelling language to use discourse analysis in Software Engineering. By using this approach, it is possible to relate elements of a text with the domain entities that are referenced and the argumentative mechanisms used during the knowledge generation process and captured in the text. Subsequently, the thesis proposes a conceptual framework whose implementation allows to manage the domain particularities mentioned above, providing a software assistance to the Cultural Heritage professionals through information visualization techniques.The proposed conceptual framework has been validated in two complementary ways. On the one hand, we have developed a full case study in the Cultural Heritage domain, for which we have instantiated all the software models proposed as part of the framework to represent a real-world scenario. This case study application has revealed the potential of the framework in terms of conceptual representation, technical support and software-assistance definition mechanisms.On the other hand, the proposed software models have been implemented as a functional iOS application prototype. The prototype has been validated empirically against professionals in Cultural Heritage, comparing the performance of knowledge generation processes using the proposed framework to the conventional ways without software assistance. The empirical validation has revealed how the proposed framework provides a robust solution for implementing software-assistance in Cultural Heritage. / [ES] La ingeniería del software ofrece un repositorio de técnicas, métodos y herramientas como soluciones para el manejo, tratamiento, uso y explotación de información. En las últimas décadas, este corpus no sólo ha sido aplicado a dominios tradicionalmente receptores de soluciones software, sino que se ha expandido y enriquecido con aportaciones de diversas disciplinas y dominios con necesidades relacionadas con la información que producen.Una de las necesidades más habituales es la asistencia a los profesionales de dichas disciplinas durante el proceso evolutivo que realizan desde el análisis de los datos más primarios hasta la generación de conocimiento nuevo que permita avanzar en la disciplina involucrada. Este es el caso del Patrimonio Cultural, cuyos profesionales producen y manejan ingentes cantidades de datos acerca de evidencias sobre nuestro pasado y presente, y desde los cuáles descubren y generan conocimiento nuevo, que supone la herencia cultural propia de una comunidad. Este conocimiento define la comunidad en el presente y es transmitido a las generaciones presentes y futuras. Pese a su relevancia y a la habitual aplicación de determinadas soluciones de ingeniería software en el dominio, el proceso de generación de conocimiento en Patrimonio Cultural representa en sí mismo un reto para la ingeniería del software, debido fundamentalmente a la poca presencia de estudios formales acerca del mismo, lo que dificulta su asistencia mediante software. Esto implica que no sabemos qué tipo de subprocesos debemos asistir mediante software ni cuál es la asistencia más adecuada. Además, el corpus actual en ingeniería del software debe soportar especificidades del dominio patrimonial y, en general, de las humanidades, como son la presencia de una alta subjetividad, el hecho de que mucha información es incierta o vaga, y la importancia del aspecto temporal en los datos. Con el objetivo de abordar estos dos retos desde una perspectiva co-investigadora y transdisciplinar, la presente tesis doctoral presenta un marco conceptual basado en modelos software para la construcción de soluciones software que asistan a la generación de conocimiento en Patrimonio Cultural. La tesis explora a fondo el proceso de generación de conocimiento en Patrimonio Cultural, cuyas fuentes eminentemente textuales han dado lugar a la propuesta de una metodología completa y un lenguaje de modelado para utilizar análisis del discurso en ingeniería del software. Esta propuesta permite que se puedan relacionar elementos de un texto con las entidades del dominio que se referencian, así como los mecanismos argumentativos que se emplean.Posteriormente, la tesis propone un marco conceptual completo cuya implementación permite gestionar las especificidades del dominio antes señaladas, ofreciendo una asistencia mediante técnicas de visualización de información software a los especialistas en Patrimonio Cultural. El marco conceptual propuesto ha sido validado de dos maneras complementarias. Por un lado, se ha desarrollado un caso de estudio patrimonial completo, para el cual se han implementado todos los modelos software del marco conceptual propuesto, representando un escenario de aplicación completo del mundo real. Este caso de estudio ha permitido comprobar la potencia del marco conceptual propuesto en cuanto a representación, soporte y definición de mecanismos de asistencia software. Por otro lado, los modelos software que conforman el marco conceptual propuesto han sido implementados en un prototipo funcional en forma de aplicación iOS. Esto ha permitido contar con una implementación real de asistencia software en Patrimonio Cultural. Dicha solución se ha validado empíricamente con profesionales del dominio, comparándola con los modos de generación de conocimiento habituales sin dicha asistencia.La validación empírica ha permitido comprobar cómo el marco propuesto constituye una solución sólida para la construcci / [CAT] L'enginyeria del programari ofereix un repositori de tècniques, mètodes i eines com a suport per la manipulació, tractament, ús i explotació d'informació. En les darreres dècades, aquest corpus no sols ha sigut aplicat a dominis tradicionalment receptors de solucions de programari, si no que s'han extés i enriquit amb aportacions des de diferents disciplines i dominis amb necessitats relacionades amb l'informació que produeixen. Una de les necessitats més habituals és l'assistència als professionals d'aquestes disciplines durant el procés evolutiu que realitzen des de l'anàlisi de les dades més primàries fins la generació de nou coneixement que permet avançar en la disciplina involucrada. Aquest és el cas del Patrimoni Cultural, el professionals del qual produeixen i manipulen grans quantitats de dades sobre evidències del nostre passat i present, i des de les quals descobreixen i generen nou coneixement, que suposa l'herència cultural pròpia d'una comunitat. A pesar de la seua relevància i a la normal aplicació de determinades solucions d'enginyeria de programari al domini, el procés de generació de coneixement en Patrimoni Cultural representa, en sí mateix, un repte per a l'enginyeria del programari, fonamentalment per la poca presència d'estudis formals sobre aquest domini, cosa que dificulta la seua assistència per programari. Açò implica que no sabem quin tipus de subprocessos hem d'assistir amb programari ni quina és l'assitència més adient. A més a més, el corpus actual en l'enginyeria del programari ha de suportar especifitats del domini patrimonial i, en general, de les humanitats, com són la presència d'una alta subjectivitat, i el fet que molta informació és incerta o imprescisa, o la importància de la dimensió temporal en les dades. Amb l'objectiu d'abordar aquestos dos reptes des d'una perspectiva de recerca colaborativa i transdisciplinar, aquesta tesi doctoral presenta un marc conceptual basat en models de programari per a la construcció de solucions de programari que assistisquen a la generació de coneixement en Patrimoni Cultural. En primer lloc, la tesi explora en profunditat el procés de generació de coneixement en Patrimoni Cultural, les fonts de les quals són majoritàriament textuals han sigut l'orige per a la proposta d'una metodologia completa i un llenguatge de modelatge per emprar anàlisi del discurs en enginyeria de programari. Aquesta proposta permet que es puguen relacionar elements d'un text amb les entitats del domini que es referencien, així com els mecanismes argumentatius que s'empren. Posteriorment, la tesi proposa un marc conceptual complet amb una implementació que permet gestionar les especificitats del domini abans esmentades, oferint una assistència mitjançant tècniques de visualització d'informació de programari als especialistes en Patrimoni Cultural.El marc conceptual proposat ha sigut validat de dues maneres complementàries. Per una banda, s'ha desenvolupat un cas d'estudi patrimonial complet, implementant tots els models de programari del marc conceptual proposat, representant un escenari d'aplicació complet del món real. Aquest cas d'estudi ha permés comprovar la potència del marc conceptual proposat en quant a la representació, suport i definició de mecanismes d'assistència de programari. Per una altra banda, els models de programari que conformen el marc conceptual proposat s'han implementat en un prototipus funcional en forma d'aplicació iOS. Aquest fet ha permés comptar amb una implementació real d'assistència de programari en Patrimoni Cultural. Aquesta solució s'ha validat empíricament amb professionals del domini, comparant-la amb els modes de generació de coneixement habituals sense aquesta assistència. La validació empírica ha permés comprovar com el marc conceptual proposat constitueix una solució sòlida per a la construcció, a partir dels models de programari especificats, dels sistemes de prog / Martín Rodilla, P. (2016). Software-Assisted Knowledge Generation in the Cultural Heritage Domain: A Conceptual Framework [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/68496 / TESIS
240

Teachers’ Concerns and Uses of iPads in the Classroom with the Concerns-based Adoption Model

Stewart, Gail 08 1900 (has links)
The purpose of this study was to examine the role of high school teachers’ concerns, willingness, aptitude, and use of iPads in the classroom during the adoption of a new technology. The design of this case study included a sample of eight teachers from the English, math, science, and history departments who were surveyed, observed, and interviewed using the Concerns-Based Adoption Model (CBAM). This study is guided by three research questions: (1) What are teachers’ concerns about using iPads in the high school English, math, science, and history classrooms? (2) What are teachers’ levels of iPad use in the English, math, science, and history classrooms? (3) What are teachers’ pedagogical practices as they use iPads in the English, math, science, and history classrooms? To research these questions, the study measured teacher concerns with the triangulation of three diagnostic instruments from the Concerns-Based Adoption Model: the Stages of Concern Questionnaire (SoCQ), the Innovation Configurations Map (IC Map), and the Levels of Use (LoU) matrix. The CBAM model was used to address the scarcity of literature regarding iPad use in content-area classrooms. The findings from the research show that the impact of introducing a new technology is more multifaceted than previously assumed. A teacher’s inclination and skill to use a new technology with their students varies considerably within a school and different approaches are observed across subject areas such as English, math, science, and history. When the Concerns-Based Adoption Model is used in organizational change, teacher concerns are revealed, which leads to finding opportunities for intervention and support by change facilitators who help individuals progress in the adoption of an innovation.

Page generated in 0.0565 seconds