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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.
431

Faculty and Student Perceptions of Teaching Presence in Distance Education Courses: A Mixed Methods Examination

Slapak-Barski, Judith 31 August 2017 (has links)
This applied dissertation was designed to provide deeper insight to current knowledge about establishing teaching presence (TP) in online courses. Distance education environments are considered more convenient than traditional learning environments, as they provide more opportunities for learning that occurs in various settings. In distance education environments, effective learning should focus on the interaction between e-learning technologies and educational practice in higher education. Online courses are typically devoid of the visual cues and interaction of the traditional classroom. Online learners may experience an isolation effect as a result of learning in the perceived absence of their peers and instructor. Feelings of isolation experienced by distant students are grounded in Moore’s transactional distance (TD) theory. The concept of distance in online education does not refer simply to geographic or temporal separation, but also to the pedagogical space between students and instructors. In Moore’s TD theory, as the amount of dialogue increases, TD decreases. Establishing TP in online education can minimize the isolation effect and reduce TD in many ways. The purpose of this study was to describe and compare student and faculty perceptions of TP in synchronous and asynchronous distance education courses at the college or university level. A mixed-method methodology was employed using a scale measuring TP for the quantitative strand and student and faculty focus groups for the qualitative strand.
432

An Instructional Designer Competency Framework for Complex Learning Designs

Schubert, David Alan 01 January 2019 (has links)
Learning design competency frameworks published by professional organizations, exist for typical instructional design efforts. However, a review of literature revealed a lack of frameworks available for the creation of complex learning designs (CLDs). The goal of this research was to develop a competency framework for the creation of CLDs. Quantitative and qualitative methods were employed in the four phases of the design and development research approach In phase one, a survey based on the Educational Technology Multimedia Competency Survey (ETMCS) was sent to instructional designers who self-reported as having experience creating CLDs. The purpose of phase one was to identify competencies that instructional designers felt were most important to the creation of complex, technology-mediated learning designs. The preliminary CLD framework was constructed during phase two, based on analysis of the ETMCS survey results. Measures of central tendency were used to identify competencies considered essential and desirable. Additionally, competencies were categorized into seven domains In phase three, semi-structured interviews were conducted with a subset of survey participants. The purpose was to gain deeper insight into the participant’s perception of the design complexities involved with each of the competencies included in the preliminary framework. In phase four, the preliminary framework was internally validated using an expert panel employing the Delphi method to build consensus. Three rounds were required to achieve consensus on all competencies within the framework. This consensus resulted in 79 competencies including 30 essential and 49 desirable competencies from the set identified as the preliminary framework during phase two. Several conclusions emerged from the creation of this framework. Though technology is often a trigger for many types of CLDs, specific technologies are certainly desirable, but not essential. The research also revealed that communication and collaboration competencies are almost universally essential due to the complexity of the designs which typically necessitates the formation of multi-discipline teams. Without these competencies, the team’s cross-profession effectiveness is often hindered due to differences in terminology, processes, and team member geographic location.
433

The Evolution of Media in the Church Educational System of The Church of Jesus Christ of Latter-Day Saints

Hess, Daniel Lund 01 January 2002 (has links) (PDF)
This thesis will chronicle the efforts of Church Educational System employees, those in the Church Audiovisual Department, and those in Church Correlation of the Church of Jesus Christ of Latter-day Saints, in the development of media produced specifically for use in the CES classroom.Following a brief overview of the history of Church Education and LDS motion picture production, this thesis will document the efforts in producing media support for CES from 1965 to the present. It will chronicle how CES media development, approval, and production have mirrored changes and developments in CES curriculum philosophy, Church organization, and advances in motion picture production technology. The creative and collaborative processes during each phase of media development will also be explored.
434

An Evaluation of Instructional Television in the Brigham Young University College of Religious Instruction

Killian, James Frank 01 January 1972 (has links) (PDF)
The purpose of this study was to make an evaluation of Instructional Television in the College of Religious Instruction at the Brigham Young University.The overall findings of the study indicate that there was much discontent manifest, from both students and faculty, with the present TV enrichment program. This discontent seemed to be strongest in the areas of the types of presentations made on TV, the quality of the productions, and that the TV presentations were required and not optional. The discontent was manifested by the fact that one third of the students did not attend half the TV enrichment presentations during the semester.
435

Digital Interactive Games for Assessment: A Study of the Effectiveness of a Digital Game as a Measure of Students' Understanding of Boolean Logic

Haji, Mohammad Ali 01 January 2014 (has links)
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
436

A Predictive Modeling System: Early identification of students at-risk enrolled in online learning programs

Fonti, Mary L. 01 January 2015 (has links)
Predictive statistical modeling shows promise in accurately predicting academic performance for students enrolled in online programs. This approach has proven effective in accurately identifying students who are at-risk enabling instructors to provide instructional intervention. While the potential benefits of statistical modeling is significant, implementations have proven to be complex, costly, and difficult to maintain. To address these issues, the purpose of this study is to develop a fully integrated, automated predictive modeling system (PMS) that is flexible, easy to use, and portable to identify students who are potentially at-risk for not succeeding in a course they are currently enrolled in. Dynamic and static variables from a student system (edX) will be analyzed to predict academic performance of an individual student or entire class. The PMS model framework will include development of an open-source Web application, application programming interface (API), and SQL reporting services (SSRS). The model is based on knowledge discovery database (KDD) approach utilizing inductive logic programming language (ILP) to analyze student data. This alternative approach for predicting academic performance has several unique advantages over current predictive modeling techniques in use and is a promising new direction in educational research.
437

Leveraging Digital Technology in Social Studies Education

Lundy, Sarah Elizabeth 12 May 2014 (has links)
Today's K-12 classrooms are increasingly comprised of students who accomplish much of their informal learning through digital media and technology. In response, a growing number of educators are considering how they might draw upon these informal learning experiences to support student engagement and learning in the classroom through technology. The purpose of this study is for social studies educators, school administrators, teacher educators and curriculum developers to understand more about the potentials and limitations of integrating technology such as a digital text. This research focuses on the differences in experiences using a digital text and a printed text from the perspective of four high school social studies classes. The curriculum for the printed and digital texts was developed in collaboration with the Choices Program for the Twenty-First Century at Brown University. This research was based on the assumption that the thoughtful integration of a digital text in the classroom can support student engagement and differentiation while facilitating learning that students can readily transfer to multiple political, economic and social contexts beyond the classroom. Critically, students of poverty and students of color have the most to gain from increased access to digital technology in the public education system. People of color and people of poverty in the United States have significantly less access to technology at home than their white and middle class counterparts. Therefore, the classroom presents an opportunity for students who lack access to digital learning opportunities in their home environments to develop the technological fluency and digital literacy that are increasingly necessary to engage in multiple political and economic spheres in the United States. The current literature on digital technology in education lacks sufficient empirical evidence of the potential benefits and challenges that digital technologies may offer secondary social studies education from the perspective of the classroom. Therefore, the classroom field test that was undertaken for this research offers a more empirical understanding of digital texts from the important perspectives of students and teachers in the classroom learning community. This research was conducted in a large, suburban high school in the Portland Metropolitan area and compared the experiences of tenth-grade World History classes working with a print text to the experiences of tenth-grade World History classes working digitally. The mixed-methods multiple-case study design addresses the following research questions: a) In what ways, if at all, does a digital text provide high school social studies' students different affordances and academic skills than a printed text? and b) How, if at all, do high school social studies students interact differently with a digital text from a printed text? The analysis of data offered evidence that the use of the digital text supported technological fluency, the creation of more sophisticated learning products, differentiation for multiple learning styles and a more supportive reading experience due to its multimodal features. These unique academic affordances were not equivalently supported by the use of the print text. However, the type of text did not demonstrably influence students' ability to communicate their thinking in analytical writing. The analysis of data also suggested that students were somewhat more cognitively and behaviorally engaged in the digital case studies. Importantly, the digital text did not create a negatively discrepant learning experience for students of color but, rather, supported increased student engagement for both white students and students of color. The data also suggested that the digital text posed significant challenges for both students and teachers. The digital experience required students to learn new and challenging technology skills. The digital text also required more class time and created more classroom management challenges for teachers than the print experience. Despite these additional challenges, both students and teachers expressed a preference for the digital experience. Thus, the digital text seemed to provide both a more challenging and a more rewarding experience for students. This study has implications for educators that are interested in thoughtfully integrating a digital text or, a similar digital technology, in comparable classroom contexts.
438

Designförslag för hur digitala utbildningsmedier kan designas för att stötta formativ feedback mellan lärare och studerande

Hedin, William, Olsson, Benjamin January 2019 (has links)
I dagsläget har lärare inom e-lärande svårt att identifiera var de studerande befinner sig i sitt lärande. Tidigare forskning inom traditionellt klassrumslärande visar på att formativ feedback är väsentligt för att utöka sina kunskaper, däremot har formativ feedback inte utforskats lika väl inom e-lärande. Syftet med denna studie var att ta reda på hur tidigare etablerade teorier för formativ feedback inom traditionellt klassrumslärande kan användas inom e-lärande. Detta genomfördes med en designorienterad forskningsansats där kategorier för formativ feedback inom traditionellt klassrumslärande implementerades i en prototyp. Detta för att kunna identifiera vilka delar av formativ feedback som var mest väsentliga inom e-lärande. Studien resulterade i tre designförslag för hur digitala utbildningsmedier bör designas för att kunna stötta formativ feedback mellan lärare och studerande.
439

Middle School Common Core Language Arts Research Including an iPad App

Knight, Victoria, Sartini, E., Mims, Pamela J. 19 March 2014 (has links)
Four studies demonstrate student gains in Common Core Standards in English Language Arts for middle school students with significant disabilities.
440

Using Technology and Systematic Instruction to Promote Grade Aligned English/Language Arts Instruction for Students with Significant Disabilities

Mims, Pamela J., Ahlgrim-Delzell, Lynn 20 April 2017 (has links)
We share the results from a year-long randomized control trial study targeting a comprehensive approach to teach grade aligned ELA via an App for middle school students with significant disabilities. Participants will learn about the embedded evidence-based practices that led to significant outcomes.

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