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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.
1

A computational model of learning in Go

Follett, Stephen James January 2001 (has links)
No description available.
2

Musik-lek-motorik : En kvalitativ studie av förstaklasslärares uppfattningar om motorik / Music-Play-Motor Activity : A qualitative study of first grade teachers’ opinions regarding motor activity

Werling, Malin January 2011 (has links)
Syftet med det här arbetet är att undersöka förstaklasslärares uppfattningar om hur motorisk träning hanteras i skolan och vad träningen kan leda till. Av intresse är också att undersöka vilken roll musiken kan spela i den motoriska träningen. Arbetet baseras på en kvalitativ undersökning i form av intervjuer med fem verksamma pedagoger inom grundskolans verksamhet. I bakgrundslitteraturen beskrivs den motoriska utvecklingen, problem som kan uppstå vid brister i motoriken, forskning om motorisk träning samt musikens roll vid motorisk träning. Den valda litteraturen visar på en splittrad syn när det gäller motorikträningens betydelse för barns lärande. Resultaten av intervjuundersökningen visar däremot att pedagogerna ser kopplingar mellan motorik och lärande, men också att det hela är mycket komplext. Kopplingen mellan motorik och lärande uppfattas i huvudsak gå via social utveckling, hjärnans utveckling samt leken med mera. Arbetet belyser att det finns likheter i pedagogernas uppfattningar, men olikheter i hur de arbetar. Den motoriska träningen kan se ut på olika sätt, men stor vikt läggs på lekens betydelse. / The purpose of this work is to investigate the class teacher’s perception of how motor training is carried out in school, and what the training can lead to. The aim is also to examine what role music can play in motor training. The work is based on a qualitative study in the form of interviews with five teachers active at the primary school stage. In the background literature, motor development is described, problems that can arise from lack of motor skills, research in motor training and the role of music in training motor skills. The selected literature shows a divided view about the significance of motor training in a child’s learning process. The results of the interview analysis show however, that the teachers see connections between motor function and learning, but also that this is a very complex matter. The connection between motor function and learning can be seen in social development, development of the brain, playing, and more. The work illustrates that there are similarities in the opinions of teachers, but differences in the way they work. The motor training can be done in different ways, but great importance is attached to playing.
3

Den inre bilden av estetiska uttrycksformer : En kvalitativ studie om förskollärares uppfattning av läroplanens mål gällande estetik på förskolan / The subjective picture of esthetic expressions. : A qualitative study about pre-school teachers understandings of esthetic subjects in the curriculum.

Sundin, Marlene January 2012 (has links)
The aim of the study is to find out what pre-school teachers perceived of the curriculum, regarding esthetic subjects. The study is built on the teachers thoughts and ideas about the esthetic work, and how it is supposed to help all children develop. How the teachers has interpreted the curriculum points on how they have chosen to work with the esthetic subjects. The study is based on interviews with six teachers, from two pre-schools. The material from the interviews has then been analyzed with theories and earlier research. The result shows that the teachers think that the esthetic expressions are a language, and that the pre-school is supposed to give the children the opportunity to experience different types, for example dance, music, drama and art. The teachers didn’t seem to have considered the esthetic expressions as a tool to learn other subjects. They have interpreted the aims of the curriculum as aims for the children. Several teachers also think that the aim points on the importance of finishing started projects. They also wish for more time to plan and organize the work with the children.
4

Science is Primary - Children Thinking and Learning in theChemistry Laboratory

Zhang, Ning January 2005 (has links)
The goal of primary science education is to foster children’s interest, develop positive science attitudes and promote science process skills development. Learning by playing and discovering provides several opportunities for children to inquiry and understand science based on the first–hand experience. The current research was conducted in the children’s laboratory in Heureka, the Finnish science centre. Young children (aged 7 years) which came from 4 international schools did a set of chemistry experiments in the laboratory. From the results of the cognitive test, the pre-test, the post-test, supported by observation and interview, we could make the conclusion that children enjoyed studying in the laboratory. Chemistry science was interesting and fascinating for young children; no major gender differences were found between boys and girls learning in the science laboratory. Lab work not only encouraged children to explore and investigate science, but also stimulated children’s cognitive development.
5

Conception des jeux sérieux éducatifs : comment concevoir une expérience optimale d’apprentissage?

Sabahi, Mohamed 10 1900 (has links)
Les jeux sérieux s’inscrivent dans un courant qui cherche à explorer l’utilisation des jeux numériques dans des contextes où la finalité première dépasse le simple divertissement. Cette utilisation dans le champ éducatif est justifiée par la capacité de ces jeux à avoir des impacts positifs liés à l’apprentissage sur les plans cognitif, affectif et social. Les études empiriques, conduites pour vérifier les bénéfices présumés de ces jeux, tendent à s'accorder pour confirmer leur pertinence et efficacité. Cependant, il en ressort que ces bénéfices dépendent de la qualité de leur conception et d'intégration dans des dispositifs de formation. Or, les approches et théories existantes à cet effet sont à un stade précoce de construction et sont loin d’être consensuelles. Plus spécifiquement, ces approches présentent des limites en ce qui concerne leurs fondements théoriques, l’absence de démarches de conception détaillées et la difficulté d’intégrer, d’une façon équilibrée, les éléments favorisant la motivation et ceux favorisant l’apprentissage. Dans ce contexte, la présente recherche vise à remédier à ces limites en proposant un modèle de design des jeux sérieux qui soutient la conception et le développement de ces jeux pour une finalité pédagogique. À cet effet, nous avons mis en œuvre une démarche méthodologique basée sur l’approche de recherche orientée par la conception (Design-based research), en vue de répondre à la question de recherche suivante : comment concevoir des jeux sérieux efficaces pédagogiquement et motivants ? Ladite approche a consisté, conformément au modèle de Reeves (2006), en quatre phases : la définition d’un problème pratique, le développement d’une solution à partir des principes de design existants, des cycles itératifs de tests et d’affinement de la solution et la production de nouveaux principes de design généralisables à d’autres contextes. Elle a permis l’élaboration d’une démarche globale, cohérente et intégrée de design des jeux sérieux. Le cas échéant, la démarche proposée porte sur un modèle théorique de l’expérience optimale d’apprentissage par jeux sérieux, des principes de design qui devraient guider le processus de design de ces jeux, une méthodologie détaillée pour conduire ce processus, ainsi que des outils d’aide au design qui définissent pour chacune des étapes les paramètres pédagogiques, ludiques et techniques à prendre en considération. Les implications du modèle proposé sont multiples. Il contribue au comblement des lacunes de connaissances relatives à l’utilisation et le design des jeux sérieux. Plus spécifiquement, il décrit l’expérience d’apprentissage par ces jeux et détermine les caractéristiques et les conditions d’émergence de cette expérience. Il réduit la complexité inhérente au design de ces dispositifs, en proposant des principes de design, une méthodologie détaillée et des outils. Il structure le processus de design autour des principes issus des domaines de design pédagogique (instructional design) et de design des jeux (game design) et en décrit les résultats attendus. Il lie la théorie à la pratique en proposant un cadre théorique descriptif du processus de design ainsi que des orientations claires et pratiques pour le mettre en œuvre. De même, les outils qu’il propose peuvent servir de support pédagogique, pour initier les concepteurs au processus de design, ainsi que de support de communication entre les différentes parties prenantes lors d’une démarche participative de design centrée sur l’utilisateur. Mots-clés : Apprentissage par le jeu, design des jeux sérieux, design pédagogique, pédagogie ludique, jeu sérieux. / Serious games are part of a movement that seeks to explore digital games in contexts where the primary purpose is other than pure entertainment. In education, this use is justified by the ability of these games to impact cognitive, emotional, and social learning. Empirical studies conducted to verify the presumed benefits of these games tend to confirm their relevance and instructional effectiveness. Nevertheless, they suggest that these benefits depend on the quality of their design and implementation. However, the existing approaches and theories related to serious games design are at an early stage of construction and are far from consensual. More specifically, these approaches have limitations in terms of theoretical foundations, a lack of detailed design methodologies, and a difficulty of integrating, in a balanced way, the elements that promote motivation and those that promote instruction. In this context, this thesis aims to remedy these limitations by proposing a serious game design model that supports the design and development of serious games for an educational purpose. To this end, we have implemented a methodology based on the Design-based research approach to answer the following research question: how to design serious games that are pedagogically effective and intrinsically motivating? Therefore, our methodology consisted, following Reeves’ model (2006), of four phases: analysis of a practical problem, development of a solution informed by existing design principles and technological innovations, iterative cycles of testing and refinement of the solution, and reflection to produce new design principles generalizable to other contexts. Our goal was to develop a comprehensive, coherent, and integrated approach to serious game design. As a result, our research proposes a theoretical model describing an optimal learning experience through serious games, a set of five design principles that should guide the design process, and tools to support instructional designers during the design process. The implications of the proposed approach are multiple. It helps to fill knowledge gaps concerning the design of serious games. More specifically, it describes the expected learning experience through these games and determines the characteristics and conditions of emergence of this experience. It reduces the complexity inherent to the design process by proposing design principles, detailed methodology, and practical tools. It structures the design process based on principles from the instructional design and game design fields. Finally, the approach links theory to practice by providing a descriptive theoretical framework of the design process and clear practical implementation guidelines. Likewise, the accompanying tools can serve as educational support to initiate instructional designers into the design process and as a communication tool to support the relationship between different stakeholders during a participatory user-centred design process.

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