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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.
171

Unpaid Household Work: A Site of Learning for Women with Disabilities

Matthews, Ann 28 February 2011 (has links)
This thesis explores women's learning in unpaid household work through the lenses of impairment and disability. Informal learning from this standpoint is a perspective that is not yet integrated into the adult learning literature. The impetus for the study came from dissatisfaction with the social undervaluing of unpaid housework and carework, and the largely unrecognized learning behind the work, which is predominantly done by women. Disability and impairment provide unique lenses for making visible what people learn and how they learn in this context. Those who have or acquire impairment in adulthood need to learn how to do things differently. For this study I have taken a segment of data from a 4-year, 4-phase project on Unpaid Housework and Lifelong Learning in which I participated. The participants in this segment are women and men with disabilities who took part in 2 focus groups (11 women), an on-line focus group (20 women), and individual interviews (10 women and 5 men). Learning is explored through three different themes: first, learning related to self-care; second, learning to accept the impaired body; and third, strategies and resources used in the learning process. Analysis of the data shows that the learning that happens through unpaid household work is multidimensional, fluid, and diverse. Learning is accomplished through a complex 4-dimensional process involving a blend of the body, mind, emotions, and the spiritual self. Furthermore, what participants learned and how they learned is influenced by the sociocultural context in which it takes place. Learning, when seen as a 4-dimensional process, provides a framework for challenging traditional Western cultural beliefs about what counts as learning and knowledge. Such beliefs have cultivated the viewpoint that learning is individualistic, cognitive, and based on reason. I contest these beliefs by disrupting the binaries that support them (e.g., mind vs. body, reason vs. emotion). Participants used both sides of the binaries in their learning processes, negating the oppositional and hierarchical categories they establish. The concepts in the binaries still exist but the relationship between them is not oppositional, nor is one concept privileged over another, either within or across binaries.
172

Unpaid Household Work: A Site of Learning for Women with Disabilities

Matthews, Ann 28 February 2011 (has links)
This thesis explores women's learning in unpaid household work through the lenses of impairment and disability. Informal learning from this standpoint is a perspective that is not yet integrated into the adult learning literature. The impetus for the study came from dissatisfaction with the social undervaluing of unpaid housework and carework, and the largely unrecognized learning behind the work, which is predominantly done by women. Disability and impairment provide unique lenses for making visible what people learn and how they learn in this context. Those who have or acquire impairment in adulthood need to learn how to do things differently. For this study I have taken a segment of data from a 4-year, 4-phase project on Unpaid Housework and Lifelong Learning in which I participated. The participants in this segment are women and men with disabilities who took part in 2 focus groups (11 women), an on-line focus group (20 women), and individual interviews (10 women and 5 men). Learning is explored through three different themes: first, learning related to self-care; second, learning to accept the impaired body; and third, strategies and resources used in the learning process. Analysis of the data shows that the learning that happens through unpaid household work is multidimensional, fluid, and diverse. Learning is accomplished through a complex 4-dimensional process involving a blend of the body, mind, emotions, and the spiritual self. Furthermore, what participants learned and how they learned is influenced by the sociocultural context in which it takes place. Learning, when seen as a 4-dimensional process, provides a framework for challenging traditional Western cultural beliefs about what counts as learning and knowledge. Such beliefs have cultivated the viewpoint that learning is individualistic, cognitive, and based on reason. I contest these beliefs by disrupting the binaries that support them (e.g., mind vs. body, reason vs. emotion). Participants used both sides of the binaries in their learning processes, negating the oppositional and hierarchical categories they establish. The concepts in the binaries still exist but the relationship between them is not oppositional, nor is one concept privileged over another, either within or across binaries.
173

The Perceptions And Experiences Of Students And Teachers In Formal And Informal Learning Settings That Uses Muves: Quest Atlantis Case

Bakar Corez, Aysegul 01 September 2011 (has links) (PDF)
This dissertation aimed to investigate the use of Multi-User Virtual Environments (MUVEs) as supportive materials in students&rsquo / learning process. In this respect, a MUVE named Quest Atlantis had been used by students in formal and informal learning settings. The students participated in a project that was developed based on an ecological problem resulted in fish decline in a river. As being a multiple case study research, data were collected from four separate cases, selected from three different places. Specifically, students&rsquo / and teachers&rsquo / perceptions were gathered, and challenges and barriers of implementations were investigated. The research results indicated that most of the students liked learning in environments using MUVEs. Besides being intrinsically motivated towards learning science topics, the students stated that it was a good way of reinforcing what they learn in school settings. Students found MUVEs effective learning environments as it allowed them to learn with active participation / rather than being taught as it usually happens in school context. The teachers had positive opinions about the use of MUVEs. They claimed that MUVEs have the potential to support students&rsquo / learning visually and let students learn through an inquiry-based learning approach with situated information to virtual settings. According to the teachers, MUVEs allowed various skill developments of the students and it created a dynamic learning environment in which students interacted and collaborated with each other. Even though students and teachers have positive perception about the use of MUVEs in learning setting, it is quite challenging to place these applications to learning settings, especially to formal ones. There are numerous challenges and barriers that can be faced with during the implementation process. In this research, the challenges and barriers are grouped under four main categories: 1) teacher related, 2) student related, 3) system related, and 4) technology related. When the implementation results of formal and informal learning setting were compared, it was possible to see how the very dimensions of formal learning settings made the innovative technology-based implementations difficult. On the other hand, informal learning settings were more flexible learning environments allowing a better learning experience for the students.
174

A case-based approach for supporting the informal computing education of end-user programmers

Dorn, Brian James 26 August 2010 (has links)
Software development is no longer a task limited to professionally trained computer programmers. Increasing support for software customization through scripting, the opening of application programmer interfaces on the Web, and a growing need for domain specific application support have all contributed to an increase in end-user programming. Unfortunately, learning to program remains a challenging task, and the majority of end-user programmers lack any formal education in software development. Instead, these users must piece together their understanding of programming through trial and error, examples found online, and help from peers and colleagues. While current approaches to address the difficulties facing end-user programmers seek to change the nature of the programming task, I argue that these challenges often mirror those faced by all novice programmers. Thus, pedagogical solutions must also be explored. This dissertation work investigates the challenges that end-user programmers face from a computer science education perspective. I have engaged in a cycle of learner-centered design to answer the high-level questions: What do users know; what might they need to know; how are they learning; and how might we help users discover and learn what they need or want to know? In so doing, I uniquely frame end-user programming challenges as issues related to knowledge and understanding about computer science. Rather than building new languages or programming tools, I address these difficulties through new types of instructional materials and opportunities for felicitous engagement with them. This work is contextualized within a specific domain of non-traditional programmers: graphic and web designers who write scripts as part of their careers. Through an in-depth, learner-centered investigation of this user population, this dissertation makes five specific contributions: (1) A detailed characterization of graphic and web design end-user programmers and their knowledge of fundamental computing concepts. (2) An analysis of the existing information space that graphic and web designers rely on for help. (3) The implementation of a novel case-based learning aid named ScriptABLE that is explicitly designed to leverage existing user practices while conveying conceptual knowledge about programming. (4) Initial confirmatory evidence supporting case-based learning aids for the informal computing education of web and graphic design end-user programmers. (5) An argument in support of the value of normative computing knowledge among informally trained programmers.
175

Εργαλεία σχεδίασης χωρο-ευαίσθητων παιχνιδιών για άτυπη μάθηση

Σιντόρης, Χρήστος 17 July 2014 (has links)
Η εργασία αυτή μελετά τη σχεδίαση χώρο-ευαίσθητων φορητών παιχνιδιών για πολλούς παίχτες. Τα παιχνίδια αυτά παίζονται χρησιμοποιώντας συσκευές όπως PDAs και πιο πρόσφατα έξυπνα τηλέφωνα. Οι συσκευές δίνουν τη δυνατότητα στους παίχτες να έχουν πρόσβαση σε ψηφιακή πληροφορία κατά την ώρα του παιχνιδιού. Σημαντική είναι η δυνατότητα η πληροφορία αυτή να έχει σχέση με τη θέση και κατάσταση του παίχτη. Η πλαισιογνωστική αυτή πληροφορία καθώς και η δυνατότητα παιξίματος σε χώρους πολιτισμού και χώρους με μεγάλη πυκνότητα πληροφορίας, δίνουν τη δυνατότητα να χρησιμοποιηθούν τα παιχνίδια αυτά στην άτυπη μάθηση (π.χ. από τάξεις μαθητών που επισκέπτονται μουσεία, αρχαιολογικά πάρκα κλπ.). Ο στόχος της μελέτης αυτής διατυπώθηκε ως «η υποστήριξη της σχεδίασης χώρο-ευαίσθητων φορητών παιχνιδιών σε χώρους άτυπης μάθησης». Ακολουθήσαμε μεθολογία βασισμένη στη σχεδιαστική έρευνα και εξετάσαμε τη διαδικασία σχεδίασης, υλοποίησης και αξιολόγησης τέτοιων παιχνιδιών. Ακολουθήθηκε μεθοδολογική προσέγγιση με τρία στάδια. 1. Αποσαφήνιση της έρευνας: εξετάστηκαν τα χαρακτηριστικά των παιχνιδιών και του περιβάλλοντος διάχυτου υπολογισμού τα οποία έχουν σημασία στην ανάπτυξη χώρο-ευαίσθητων παιχνιδιών. 2. Ανάπτυξη εργαλείων σχεδιαστικής στήριξης: αναπτύχθηκε μια λύση σε ένα σχεδιαστικό πρόβλημα, ένα παιχνίδι μάθησης για ένα μουσείο. Το αποτέλεσμα ήταν το MuseumScrabble, που απευθύνεται σε τάξεις μαθητών. Στη συνέχεια μελετήθηκαν οι σχεδιαστικές πρακτικές άλλων ομάδων σχεδιαστών. Μελέτη σχεδιαστικών πρακτικών, με τη μέθοδο της εθνογραφικής ανάλυσης περιεχομένου. Αναλύθηκαν έξι δημοσιεύσεις που αφορούσαν τρεις περιπτώσεις σχεδίασης, υλοποίησης και αξιολόγησης τέτοιων παιχνιδιών. Εργαστήρια σχεδίασης, όπου σχεδιάστηκαν και εκτελέστηκαν εργαστήρια με τη συμμετοχή σχεδιαστών με ποικίλο τεχνικό και επιστημονικό υπόβαθρο. Το αποτέλεσμα ήταν τρία εργαλεία σχεδιαστικής στήριξης. Το πλαίσιο σχεδίασης που περιγράφει σε αδρές γραμμές το χώρο σχεδιασμού, οι οδηγίες σχεδίασης και τα πρότυπα σχεδίσης που παρέχουν οδηγίες για τη στήριξη των σχεδιαστών. 3. Αξιολόγηση της σχεδιαστικής στήριξης: Με την εφαρμογή της στην ανάπτυξη ενός νέου παιχνιδιού, του «Αόρατη πόλη: Επαναστάτες εναντίον κατασκόπων», όπου χρησιμοποιήθηκαν τα εργαλεία σχεδιαστικής στήριξης σε κάποιες από τις φάσεις σχεδίασης. Με τη μελέτη των εργαλείων στο πλαίσιο χρήσης τους, όπου ζητήθηκε από σχεδιαστές να χρησιμοποιήσουν τα εργαλεία που αναπτύχθηκαν σε αυτή τη διατριβή για να σχεδιάσουν ένα παιχνίδι. / This dissertation studies the design of location-based multi-player mobile games. These are games which are played using devices such as PDAs or, more recently, smartphones. The devices allow the players to have access to digital information during the game. An important aspect is that this information is related to the location and state of the player. This context-sensitive information as well as the possibility to play at places of cultural importance or other places of high information density offers the opportunity to use this games for informal learning (e.g. by pupils who visit museums, archaeological parks etc.) The aim of this dissertation has been formulated as "to support the design of location-based mobile games in places of informal learning". We followed a methodology based on design research and we examined the processes of designing, implementing and evaluating of these games. The methodological approach that we followed consisted of three stages. 1. Research clarification: the characteristics of location-based mobile games and of pervasive computing environments were examined, which play a significant role in the development of location-based games. 2. Development of design support, which was conducted in three stages. First, a solution for a real-world design problem was developed, a location-based mobile game for pupils who visit a museum. The result was the game MuseumScrabble. Additionally, the design practices of other design teams were studied. Study of design practices, applying an ethnographic content analysis approach. Six publications were analyzed which concerned three cases of designing, implementing and evaluating games of this kind. Design workshops were conducted where the participating designers, of varying and multi-disciplinary background, designed game concepts which were subsequently analyzed to extract game design patterns. The results of these studies were three design support tools. A design framework, which describes the design space, a set of heuristic design guidelines and a number of game design patters which can support the task of designers. 3. Evaluation of the design support tools. By applying the design support in the development of a new game, «Invisible City: Rebels Vs. Spies», where the tools were employed at stages of the design. By studying the tools using a contextual inquiry technique, where it was asked of designers to use the design support tools in order to design a new game.
176

Edukacinės animacinių filmų plotmės: Simpsonų filmas / Educational Planes of Cartoons: The Simpsons Movie

Čirplienė, Renata 16 September 2009 (has links)
Šio darbo tikslas – ištirti edukacinį filmo poveikį (per užslėptojo ugdymo/si bei savaiminio mokymo/si momentus). Tyrimo metu buvo analizuojamas Simpsonų filmas focus grupės metodu. Tyrimo duomenys nagrinėjami pagal autorės išskirtas kategorijas. Magistro darbe, remiantis lietuvių ir užsienio mokslinės literatūros analize, atskleistos edukacinės medijų plotmės: pristatyta neregimojo ugdymo/si bei savaiminio mokymo/si raiška animaciniuose filmuose; supažindinama su kino edukacija, kaip edukacinių plotmių sklaidos perspektyva animaciniuose filmuose. Tyrimas įrodo, kad animaciniai filmai (konkrečiai Simpsonų filmas) turi edukacinį poveikį paauglių atžvilgiu. / The aim of this work is to examine the effect of educational movie (through hidden curriculum and self-directed learning moments). During the research the Simpsons Movie was analysed by a focus group method. The research data is examined after authoress categories that she has excluded. This master‘s work is based on lithuanian and foreign nonfiction literature analysis, what is more the educational media planes are revealed: the hidden curriculum and informal learning expression in cartoon movies is introduced; the cinema education is introduced, like educational planes of scattered perspective in animated movies. The research proves that animated movies (The Simpsons Movie) have an educational impact on teenagers.
177

A case of informal teacher learning in a secondary school.

Prammoney, Sharmaine. January 2011 (has links)
The purpose of this study was to explore how teacher learning happened informally at the workplace. Another aim was to describe the ways in which informal learning contributes to teacher development. The study also endeavoured to establish if the school supported or hindered informal learning. The method of case study was used to understand how both novice and experienced teachers learn informally in a secondary school. The study examined five teachers’ informal learning experiences in the school by drawing on accounts of the individual teachers’ perceptions and reflections documented in journals, photographs and interviews. The journal entries were used to write narratives which outlined how teachers learnt informally in the workplace. Teachers were asked to take photographs of the places in which they learnt informally. The interviews awarded teachers the opportunity to talk about the photographs they chose to capture. The study found that teachers engage in various forms of informal learning opportunities at school. These opportunities were both planned and unplanned. The research indicated that informal learning is situated. Some of the learning opportunities included being part of a learning community, learning by interacting with colleagues in informal chats and attending meetings. In these instances it was found that teachers learnt with and from others, which is socially. This illustrates collaborative learning in the school. Teachers also engaged in individual learning. It was discovered that the school must provide opportunities for teachers to engage in informal learning. The study considered the various opportunities that existed in the school for teachers to develop and found that such opportunities contributed towards extending teacher knowledge and development. The study found that teachers in the study were willing to take the initiative to seek the learning they thought they required. The study recommends that informal learning be recognised as an authentic form of teacher learning and development in schools. Further, schools must become sites of learning for teachers by creating, encouraging and sustaining learning opportunities. / Thesis (M.Ed.)-University of KwaZulu-Natal, Pietermaritzburg, 2011.
178

”Jag minns att det var ett stort steg att ta över en natt bara.” : - En kvalitativ studie om polisers upplevelser av yrkeserfarenhet utifrån ett lärandeperspektiv. / "I remember how it was a big step to take over one night only." : - A qualitative study of policeman's experiences of professional experience based on a learning perspective.

Bravo, Isabel January 2018 (has links)
Denna studie undersöker erfarenhetens betydelse för lärande utifrån ett pedagogiskt perspektiv. Detta för att det i Sverige råder en ”poliskris” då erfarna och kompetenta poliser lämnar sin tjänst av andra skäl än pension. Svenska polisförbundet (2017) menar att förlusten av erfarna poliser medför konsekvenser för ett effektivt utfört polisarbete. Vad betyder då förlusten av erfarna kollegor utifrån ett lärandeperspektiv? Föreliggande examensarbetes syfte är att undersöka polisers upplevelser av yrkeserfarenhetens betydelse för lärande i arbetet. Studien är genomförd med en kvalitativ metod och använde sig av intervjuformen fokusgruppintervju för att samla in data. Analysmetod var en kvalitativ innehållsanalys och bearbetad data tolkades genom ett sociokulturellt perspektiv på lärande. Resultatet visar att yrkeserfarenhet inom yrkesutövningen är betydelsefull för lärande, både för egenupplevda erfarenheter och genom att kollegors erfarenheter och yrkeskunskaper bidrar till eget lärande. Studiens slutsats är att erfarna poliser behövs i tjänst; om de slutar är det en förlust för verksamheten utifrån ett pedagogiskt lärandeperspektiv.
179

The need for parent involvement in developing a learning culture in Hlanganani South

Gezani, Baloyi Phineas 30 November 2003 (has links)
The main assertion in this dissertation is that there is a lack of adequate and appropriate parent involvement in Hlanganani South Schools to make them centres of teaching and learning excellence. The empirical research was conducted in one of the most under-researched and often misunderstood areas of education in South Africa. The purpose was to investigate how effective parent involvement in the schools could improve the learning culture in the Hlanganani schools and their communities. A qualitative investigation of parent involvement in four secondary schools of Hlanganani South was conducted by collecting data through interviews with four school managers (principals), twenty-eight parents and six educators (teachers). The literature that was reviewed focused on the history of parent involvement in the world and South Africa, factors that increase and hinder parent involvement, legislation concerning parent involvement in education and issues involved in education provision to South African rural areas such as Hlanganani South. The research has revealed that the lack of a culture of learning in Hlanganani is influenced by factors such as high unemployment rate, poor socio-economic background, high illiteracy rate, high failure rate of learners, and urbanisation of the area. The investigation further found that there is an urgent need for school managers to acquire knowledge, skills, and strategies for active involvement of parents in schools. The participation of parents in schools needs effective school management strategies, regular communication between parents and schools, and clearly communicated community expectations for the schools. There must be training of School Governing Bodies, educators, and school managers for parent involvement to be effective in the improvement of a learning culture. / Educational Studies / M.Ed. (Comparative Education)
180

Des apprentissages infirmiers informels à l’organisation apprenante : étude des perceptions d’apprentissage et de soutien organisationnel dans deux établissements de santé / From informal learning of nurses to the learning organization : study of perceptions of learning and of organizational support in two establishments health

Gaudry Muller, Anne 27 November 2014 (has links)
Au regard des mutations notamment celles du contexte hospitalier et de l’évolution constante des savoirs à mobiliser dans la pratique quotidienne, la professionnalisation des infirmières devient un enjeu et une nécessité.Cette recherche développe une approche compréhensive du phénomène des apprentissages infirmiers informels. L’objet de recherche porte à la fois sur la perception d’apprentissage des professionnelles dans le quotidien du travail et sur leur perception de soutien organisationnel d’apprentissage de leur établissement de santé. Le sujet est traité en articulant le niveau microsociologique, celui de l’infirmière sujet social apprenant et le niveau macro sociologique, celui de l’organisation.Dans une recherche qualitative, nous mettons en exergue les pratiques d’apprentissage informel sur le terrain. Ces apprentissages informels, c'est-à-dire secondaires aux activités de la vie quotidienne, ni organisés ni structurés, ont un caractère non intentionnel la plupart du temps (Cedefop, 2009). Le corpus des apprentissages s’appuie sur des données empiriques recueillies lors d’une recherche exploratoire à l’aide d’un journal de bord auprès de trente professionnelles sur deux terrains, une clinique et un hôpital. L’analyse des résultats de la première phase conduit à l’élaboration de catégories des contenus, des occasions, des ressources donnant lieu à perception d’apprentissage. Un questionnaire valide ces résultats à grande échelle dans les deux établissements de santé puis interroge la perception de soutien organisationnel d’apprentissage.Ces deux recherches qualitative et quantitative montrent que les perceptions d’apprentissage et de soutien organisationnel d’apprentissage des infirmières dépendent à la fois des caractéristiques propres aux professionnelles et de celles de l’environnement de travail. L’hôpital pourrait alors être considéré comme un archipel d’îlots apprenants. / In regard of transformations, especially concerning hospitals and the constant evolution of required knowledge in daily practice, the professionalization of nurses is a challenge and a necessity. This research develops a comprehensive approach to the phenomenon of informal learnings of nurses. The purpose of this research focuses on both the learning perception of professionals in their daily work and their perception of organizational support for learning in their health facility. The subject is dealt with by articulating the micro-sociological level of the nurse as a learner and the macro sociological level of the organization.In the qualitative research, informal learning practices are highlighted. This informal learning, second to the daily activities, neither organized nor structured, have a non-intentional character most of the time (Cedefop, 2009). The corpus of informal learning is based on empirical data collected during an exploratory search using a logbook with thirty professionals in two different fields, a private clinic and a hospital. Analysis of the results of the first phase led to the development of categories of contents, opportunities, resources, leading to learning perception. A questionnaire validates these results on a large scale in the two establishments and questions the perception of organizational learning support. Both qualitative and quantitative research show that learning perceptions and organizational learning support of nurses depend both on the specific characteristics of the professionals and those of the working environment. The hospital could then be considered as made of learning islets.

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