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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.
21

以想法為中心的知識翻新學習對團隊創造力之影響 / The effects of idea-centered knowledge building on group creativity

張宇慧, Chang, Yu Hui Unknown Date (has links)
在知識社會裡,想法的生成是創新的原動力。如何培養學生提想法與翻新想法的能力、以及與他人協作並共構知識以激發團隊創造力,將是產生創新思考人才與促進未來社會進步的重要關鍵。本研究的目的在探究知識翻新學習對團隊創造力的影響。為協助學生進行協作與共創,本研究運用知識翻新(knowledge-building)教育理念(Scardamalia, 2002),並輔以「知識論壇」(knowledge Forum™)線上學習平台,作為教學與研究的環境。研究對象為某國立大學修習生活科技課程之大學生(N=30)。資料來源包括: (1) Besemer (1998)所編的創意產品分析量表(Creative Product Analysis Matrix);(2)平台互動資料;(3)線上協作的討論內容;(4)創意氛圍量表(Creative Climate Questionnaire )(吳靜吉和曾敬梅,2002);與(5) 創意生活經驗量表(吳靜吉、陳淑惠、李慧賢、郭俊賢、王文中和劉鶴龍,1996)。 研究結果如下: (1)在團隊產品上,本研究比較學生在課程中所共創的十項產品與坊間有類似屬性之產品,結果發現學生普遍能提出有趣的創新構想。這些構想亦多能反應知識翻新的理念;(2)在協作歷程上,本研究發現學生均能在平台上進行密集的貼文、閱讀、與回文。顯示學生在社群裡並非只是被動閱讀文章,也能在平台上主動進行想法的分享、交流與激盪;內容分析—使用修改自Gunawardena, Lowe 和 Anderson (1997) 的互動分析模式(Interaction Analysis Model) 編碼—亦發現想法交流在知識共構階段上有顯著成長;(3)在團隊氛圍上,本研究也與台灣研究生(N=703)及瑞典中小企業員工(N=245)在創意氛圍量表的施測成績上進行比較,結果發現本研究的研究對象有六項因素優於上述二個參照團體的常模平均值。此六項因素分別為「玩興/幽默」、「想法支持」、「生動活潑」、「辯論」、「信任/開放」、和「自由」。此結果顯示,作為一個以想法為中心的知識翻新學習環境,知識論壇確實有助於提供學生較開放自在的討論環境,促使學生表達多元觀點,並透過知識分享以翻新彼此的看法。 / The purpose of this study was to investigate the effects of knowledge building pedagogy and Knowledge forum (KF) technology on groups’ collaborative and creative processes in a college class. Participants were 30 college students who took a university course about living technologies. Data sources and analyses included: (1) students’ online activities, recorded in a KF database, which was assessed using descriptive statistics, (2) students’ online discourse data which were content-analyzed using Interaction Analysis Model (Gunawardena, Lowe & Anderson, 1997); (3) groups’ technology products which was peer-assessed using a survey called “Creative Product Analysis Matrix” (Besemer, 1998); and (4) “Creative Climate Questionnaire (CCQ)” (Tseng & Wu, 2000; Ekvall, 1987) which was adopted to evaluate the characteristics of Knowledge Forum being a creative learning environment. After 18 weeks of knowledge building, the findings indicated enhanced performance in terms of three dimensions of group creativity (i.e., product, process, and place): (1) first, in terms of product, in this study, students developed ten technology products by means of initially proposing original ideas and then progressively improving them, with the guidance of a set of 12 knowledge building principles. The results showed that students were able to propose novel and useful technology products; (2) in terms of process, findings based on content analysis showed that students could creatively work with their ideas while opportunistically collaborating with others both within and beyond groups; and (3) in terms of place, the results based on the CCQ suggested that, of all 10 factors that characterize a creative environment, six of them, including playfulness/humor, idea support, liveliness, debate, trust/openness, and freedom, were rated much superior than the means of two other reference/comparison groups—Taiwanese graduate students (n=703) and Swedish company employees (n=245). To conclude, the results showed that an idea-centered knowledge-building environment was helpful for students to become more engaged in generating, exchanging, and co-elaborating ideas while debating, collaborating and discussing with one another in an environment that is conducive to group creativity.
22

Visualization of Knowledge Spaces to Enable Concurrent, Embedded and Transformative Input to Knowledge Building Processes

Teplovs, Christopher 01 September 2010 (has links)
This thesis focuses on the creation of a systems architecture to help inform development of next generation knowledge-building environments. The architectural model consists of three components: an infrastructure layer, a discourse layer, and a visualization layer. The Knowledge Space Visualizer (KSV), which defines the top visualization layer, is a prototypic system for showing reconstructed representations of discourse-based artifacts and facilitating assessment in light of patterns of interactivity of participants and their ideas. The KSV uses Latent Semantic Analysis to extend techniques from Social Network Analysis, making it possible to infer relationships among note contents. Thus idea networks can be studied in conjunction with social networks in online discourse. Further, benchmark corpora can be used to determine knowledge advances, and systems of interactivity leading to them. Results can then provide feedback to students and teachers to support them in obtaining continually higher level achievements. In addition to visual representations, the KSV provides quantitative network metrics such as degree and density. Data drawn from 9- and 10-year-old students working on a six-week unit on optics were used to illustrate some of the functionality of the KSV. Three studies show ways in which new visualizations can be used: (a) to highlight relationships among notes, (b) as a way of tracking the development of discourse over time, and (c) as an assessment tool. Implications for the design of knowledge building environments, assessment tools, and design-based research are discussed.
23

Visualization of Knowledge Spaces to Enable Concurrent, Embedded and Transformative Input to Knowledge Building Processes

Teplovs, Christopher 01 September 2010 (has links)
This thesis focuses on the creation of a systems architecture to help inform development of next generation knowledge-building environments. The architectural model consists of three components: an infrastructure layer, a discourse layer, and a visualization layer. The Knowledge Space Visualizer (KSV), which defines the top visualization layer, is a prototypic system for showing reconstructed representations of discourse-based artifacts and facilitating assessment in light of patterns of interactivity of participants and their ideas. The KSV uses Latent Semantic Analysis to extend techniques from Social Network Analysis, making it possible to infer relationships among note contents. Thus idea networks can be studied in conjunction with social networks in online discourse. Further, benchmark corpora can be used to determine knowledge advances, and systems of interactivity leading to them. Results can then provide feedback to students and teachers to support them in obtaining continually higher level achievements. In addition to visual representations, the KSV provides quantitative network metrics such as degree and density. Data drawn from 9- and 10-year-old students working on a six-week unit on optics were used to illustrate some of the functionality of the KSV. Three studies show ways in which new visualizations can be used: (a) to highlight relationships among notes, (b) as a way of tracking the development of discourse over time, and (c) as an assessment tool. Implications for the design of knowledge building environments, assessment tools, and design-based research are discussed.
24

Emergent social network communities : hashtags, knowledge building, and communities of practice

Ford, Kasey Crystal 15 November 2013 (has links)
The hashtag #phdchat is used by doctoral students all over the world to engage with their peers, share information, and commiserate over their experiences in academia. Anyone can join the conversation simply by typing the tag and publishing a tweet, but many regularly contribute to what has become a vibrant emergent social network community. Using an analysis of the discourse that was labeled with the hashtag over about a one-month period, this paper draws conclusions about who belongs to this community and what the network achieves for the users and as an entity of its own. The researcher makes conclusions about this network by drawing on the attributes of communities of practice and knowledge building communities in order to ground it as its own permutation of a learning community. / text
25

融入知識翻新教學對國小學童閱讀理解和閱讀動機之影響 / Effects of knowledge building on elementary school students’ reading comprehension and reading motivation

黃姿瑋 Unknown Date (has links)
本研究旨在探討融入知識翻新(knowledge building)教學能否提升國小學生的閱讀理解和閱讀動機。研究對象為新北市某國小兩班三年級學生:其中一班為實驗組(n=24人),另一班則為控制組(n=27)。前者採用知識翻新原則進行教學,並輔以知識論壇(Knowledge Forum)線上學習平台;後者則採傳統講述教學。實驗時間共計18週。 本研究的研究目的在瞭解經過二種不同教學方式後,兩組學生的閱讀動機和閱讀理解表現是否具有差異。資料來源包含:(1)PIRLS閱讀測驗前後測成績;(2)平台討論貼文內容;(3)平台參與活動量(包括貼文數、回文數等量化資料);及(4)閱讀動機量表前後測分數。資料分析採質性內容分析、單因子共變數分析、相依樣本t檢定、卡方檢定等方式。除探討二種教學之不同外,本研究並進一步探討實驗組學生在平台上的活動情形。 研究結果顯示:(1)基於知識翻新教學的平台討論活動,有助於提升學生高層次閱讀理解想法的討論,但討論內容缺乏深度;(2)知識翻新教學有助於提升學生閱讀理解能力;(3)學生參與閱讀理解討論之程度和品質皆與閱讀理解進步程度有正相關;(4)知識翻新教學對於學生閱讀動機並無顯著提升,但其閱讀動機提升程度與平台活動的參與程度具有正相關。根據研究結果,本研究提出相關討論與建議,以供後續閱讀教學及研究之參考。 / The aim of the study was to investigate whether engaging students in a computer supported collaborative knowledge building environment can help them improve their reading comprehension and reading motivation. Participants in this study were 51 third-grade students from two classes in an elementary school in New Taipei City. Of the two classes, the experimental class has 24 students, and the control class has 27 students. The students taking part in the experimental course received knowledge building pedagogy with Knowledge Forum (an online multimedia platform) being used for students to collaboratively construct their reading comprehension of the textbook articles online. The duration of the study was 18 weeks. The main purpose of this study was to investigate the differences of the instructional effects between the two classes in terms of the reading comprehension and motivation. Data mainly came from: (1) pre-post PIRLS (Progress in International Reading Literacy Study) test that investigated students’ reading comprehension; (2) the idea and discussion content contributed to Knowledge Forum; (3) participants’ interaction records automatically documented in the Knowledge Forum data (e.g., number of students’ notes contributed or built on); and (4) the pre-post MRQ (i.e., the Motivation for Reading Questionnaire) scores that measured students’ reading motivation. Both quantitative and qualitative data analyses were conducted. For quantitative data, one-way ANCOVA, paired t-test and chi-square were used to examine students’ reading comprehension and reading motivation; for qualitative data, content analysis was used to evaluate the quality of students’ ideas and discussion. The main findings were as follows: (1) knowledge building pedagogy were conducive to promoting the kind of online discussion that supports higher-level reading comprehension, but were unable to deepen the depth of discussion; (2) knowledge building pedagogy was conducive to enhancing reading comprehension; (3) both the degree of participation and the quality of discussion were found correlated with the degree of students’ advancement in reading comprehension; and (4) knowledge building pedagogy did not enhance students’ reading motivation; however, there was a correlation between pre-post change scores in reading motivation and the degree of online participation. Based on the results, some suggestions and implications were discussed.
26

Group Processes Supporting the Development of Progressive Discourse in Online Graduate Courses

Fujita, Nobuko 21 January 2014 (has links)
This design-based research study investigates the development of progressive discourse among participants (n=15, n=17, n=20) in three online graduate course contexts. Progressive discourse is a kind of discourse for inquiry in which participants share, question, and revise their ideas to deepen understanding and build knowledge. Although progressive discourse is central to knowledge building pedagogy, it is not known whether it is possible to detect its emergence in the patterns of participation in asynchronous conferencing environments or what kinds of instructional scaffolding are most effective to support its development. This study offers a unique perspective by characterizing episodes of discourse where participants honor the commitments for progressive discourse and by refining designs of peer and software-based scaffolding for progressive discourse. Results showed that measures such as note count, replies, and thread sizes can determine some qualities of online discourse but do not shed light on the development of progressive discourse. Thus an in-depth analysis of discourse for groups was developed to trace the interdependent individual contributions to the group discourse. Peer scaffolding that made norms for progressive discourse explicit was introduced to encourage participants to engage in sustained student-centered discourse for inquiry. Findings show that this intervention was most effective at the beginning of a course for newer online learners and newer graduate students, and least effective for students who were practicing K-12 teachers. A significant barrier to fostering progressive discourse is the tendency for teachers to reject these norms and revert to belief-mode thinking and devotional discourse typical of traditional schooling. Additionally, findings suggest that software-based scaffolding (as found in Knowledge Forum’s scaffold support feature) is a promising avenue for future design innovations to encourage progressive discourse. Although the results of this study are only suggestive, the findings do illustrate ways in which graduate students can uphold the commitments to move beyond expressions of socio- affective connection and opinion to discuss ideas in ways that lead to more useful explanations. The implications for these results for analyzing the quality of online discourse and the designs of instructional scaffolding in online learning environments are discussed.
27

Efficacy of Reward Allotment on Children's Motivation and Learning: Toward a Potential Means of Developing 21st Century Knowledge Building Skills

Xu, Zhenhua 11 July 2013 (has links)
The present study assesses the effects of reward allotment for a highly motivating game through the examination of students’ variations in response to different schedules of reinforcement. Fifty-four Chinese children from preschool to grade three participated by playing a number-matching game on Sifteo cubes. Two types of reward allotment—a 25%-chance-of-winning reinforcement schedule, and an escalating 25-75% reinforcement schedule—were examined in the number-matching game. Overall, the results proved that both reinforcement schedules effectively sustained children’s motivation in playing the game. In this experimental study I hypothesized that if the findings could be replicated in an extremely simple game that does not have the manifold array of additional motivators found in commercial successful video games, we could have a powerful motivating element to be used in educational games, given that digital games are potentially beneficial in helping students to develop 21st-century skills such as collaborative and problem-solving skills.
28

Efficacy of Reward Allotment on Children's Motivation and Learning: Toward a Potential Means of Developing 21st Century Knowledge Building Skills

Xu, Zhenhua 11 July 2013 (has links)
The present study assesses the effects of reward allotment for a highly motivating game through the examination of students’ variations in response to different schedules of reinforcement. Fifty-four Chinese children from preschool to grade three participated by playing a number-matching game on Sifteo cubes. Two types of reward allotment—a 25%-chance-of-winning reinforcement schedule, and an escalating 25-75% reinforcement schedule—were examined in the number-matching game. Overall, the results proved that both reinforcement schedules effectively sustained children’s motivation in playing the game. In this experimental study I hypothesized that if the findings could be replicated in an extremely simple game that does not have the manifold array of additional motivators found in commercial successful video games, we could have a powerful motivating element to be used in educational games, given that digital games are potentially beneficial in helping students to develop 21st-century skills such as collaborative and problem-solving skills.
29

Group Processes Supporting the Development of Progressive Discourse in Online Graduate Courses

Fujita, Nobuko 21 January 2014 (has links)
This design-based research study investigates the development of progressive discourse among participants (n=15, n=17, n=20) in three online graduate course contexts. Progressive discourse is a kind of discourse for inquiry in which participants share, question, and revise their ideas to deepen understanding and build knowledge. Although progressive discourse is central to knowledge building pedagogy, it is not known whether it is possible to detect its emergence in the patterns of participation in asynchronous conferencing environments or what kinds of instructional scaffolding are most effective to support its development. This study offers a unique perspective by characterizing episodes of discourse where participants honor the commitments for progressive discourse and by refining designs of peer and software-based scaffolding for progressive discourse. Results showed that measures such as note count, replies, and thread sizes can determine some qualities of online discourse but do not shed light on the development of progressive discourse. Thus an in-depth analysis of discourse for groups was developed to trace the interdependent individual contributions to the group discourse. Peer scaffolding that made norms for progressive discourse explicit was introduced to encourage participants to engage in sustained student-centered discourse for inquiry. Findings show that this intervention was most effective at the beginning of a course for newer online learners and newer graduate students, and least effective for students who were practicing K-12 teachers. A significant barrier to fostering progressive discourse is the tendency for teachers to reject these norms and revert to belief-mode thinking and devotional discourse typical of traditional schooling. Additionally, findings suggest that software-based scaffolding (as found in Knowledge Forum’s scaffold support feature) is a promising avenue for future design innovations to encourage progressive discourse. Although the results of this study are only suggestive, the findings do illustrate ways in which graduate students can uphold the commitments to move beyond expressions of socio- affective connection and opinion to discuss ideas in ways that lead to more useful explanations. The implications for these results for analyzing the quality of online discourse and the designs of instructional scaffolding in online learning environments are discussed.
30

Ferramenta de autoria colaborativa para construção de conhecimento e concepção de documentos baseados em mapas conceituais aplicados ao contexto de ensino a distância. / Author collaborative tool for kwnoledge build and documents base don conceptual maps to distance education.

Coelho, Alex 19 December 2007 (has links)
The knowledge and learning building process through the technologic resources use, and consist in a complex and talked about subject. Both in the context psycho-educational as computational should be taken into consideration the entire process associated with the cognitive process. Several methodologies and experience have been used to enrich the learning process with the current possibilities that technology and especially the Internet can provide. Thus, this proposed work is a prototype of a collaborative environment as a new solution to the knowledge building process through the use of conceptual maps and resources for communication and video, subsidizing all learning process, being a different tool of others solutions currently. The process to become managed by a negotiable model, which does not exist in current environments, aids in the evaluation and measurement of learned content by using a synchronous communication model for the entire process. Techniques used for artificial intelligence in the environment construction could be considered and mechanisms used as the preti s networks, diagrammatic reasoning principles, languages of knowledge representation, and take into account aspects linked with studies on the collaboration learning with computational support, better known as CSCL (Computer Suport Collaborative Learning). / O processo de construção de conhecimento e aprendizagem através da utilização de recursos tecnológicos consiste em um tema complexo e muito debatido, tanto no contexto psicopedagógico quanto computacional, uma vez que, deve ser levado em consideração todo o processo cognitivo associado a aprendizagem. Diversas metodologias e experiências têm sido utilizadas com o intuito de fazer com que todo o processo de aprendizagem seja enriquecido com as atuais possibilidades que a tecnologia e principalmente a Internet passaram a propiciar. Assim, neste trabalho é proposta a criação de modelos de interação e o protótipo de um ambiente colaborativo como proposta para o processo de construção de conhecimento através da utilização de mapas conceituais, além de recursos de comunicação e vídeo, subsidiando todo o processo de aprendizagem, sendo uma ferramenta diferenciada das demais soluções encontradas atualmente, uma vez que todo o processo passa a ser regido por um modelo negociável e gerenciado, o que não ocorre nos demais ambientes existentes, auxiliando no processo de avaliação e mensuração do conteúdo internalizado pelos usuários através de relatórios, utilizando um modelo síncrono de comunicação para todo o processo. São consideradas técnicas de Inteligência Artificial para a construção deste ambiente, sendo utilizados mecanismos como as redes de petri, princípios de raciocínio diagramático, linguagens de representação de conhecimento, além de levar em consideração aspectos vinculados a estudos sobre a colaboração em aprendizagem com suporte computacional, mais conhecido como CSCL (Computer Suport Collaborative Learning), tendo como produto final os modelos provados através da construção do ambiente interativo.

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