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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

Secure Mobile Deployment of NFL Training Materials

Corris, Alexander R 26 September 2014 (has links)
The problem addressed is the lack of empirical research describing the delivery of individualized learning material in a secure and mobile manner. The goal was to investigate the effectiveness of deploying training materials to National Football League (NFL) players during a recent NFL season. Over the past few seasons, NFL teams have started to deliver player training material to mobile devices. The training material is sensitive and includes planning documents for upcoming games. An effort was made to survey a representative at each of the 32 NFL teams in order to gain insight on effectiveness, security, and process. Nearly half of the league responded with 14 of the 32 franchises reporting back. The results demonstrate that mobile devices can be an effective means to distribute educational materials to individuals in secure manner. The iPad was identified as a suitable platform for delivery of instructional material. Security elements such as encryption and using mobile security products should be strongly considered. The results are discussed in detail. A set of standards and guidelines were created based on the responses provided by club employees.
2

Using Mobile Communication Tools In Web Based Instruction

Avenoglu, Bilgin 01 May 2005 (has links) (PDF)
This thesis investigates the perceptions of students about using mobile communication tools in web-based instruction. A mobile learning portal that can be used by different mobile devices was designed for this purpose. This portal included a mobile discussion forum and a course information system. Sixty undergraduate and five graduate students from METU/CEIT department used this portal as a supportive learning activity in three different courses throughout two-three, and four-week periods. The discussion subjects related to course content were created by instructors in these courses and students used this portal by sending messages or creating new subjects. Assignment results and announcements were inserted into the system by the instructors of these courses. A user evaluation instrument was developed by the researcher and validated by field experts. At the end of the study, perceptions of students were collected about mobile learning, mobile learning technologies and mobile discussion forums by using this instrument. Descriptive statistics were calculated according to the responses of students. The study results show that most of the students enjoyed using mobile technologies in education and they want to use mobile technologies in other courses. Although they like using mobile technologies, they did not increase the level of learning and motivation of the students much. Furthermore, mobile technologies did not increase the communication between students and between students and teachers despite their highly developed communication capabilities. Students could easily use the mobile technologies but small screen sizes and limited keypads hindered them from performing the operations. According to students, the cost of using mobile technologies is quite important whereas the data communication security is not important.
3

Mobile Collaborative Virtual Environments: A Paradigm Shift from Desktop to Mobile Online Communities

Farooq, Umer 13 January 2003 (has links)
There are myriad examples of virtual communities and environments available for collaborative activities. However, most of these environments are confined to the desktop and thus preclude collaboration while users are on the move. Through a scenario-based design process, this article establishes the importance of mobile collaborative environments that are readily accessible for users on mobile devices. The element of mobile accessibility for collaborative environments renders them ubiquitous—they can be used anywhere and at any time. A working prototype is then presented that has been developed to supplement an existing desktop-based online virtual community. The prototype illustrates a generic, extensible and platform-independent architecture for translating a desktop collaborative environment into a mobile system. Based on the prototype, we also foresee its application for users in fieldwork settings, particularly for learning and educational activities of teachers, students, and peers through collaboration in a distributed environment. / Master of Science
4

Study of Cybersecurity Awareness Enhancement through Mobile Applications for High School Students

Bandreddi, Jyothi Priyanka January 2020 (has links)
No description available.
5

Enhancing Engineering Education Using Mobile Augmented Devices

Abhyankar, Kushal 06 June 2017 (has links)
No description available.
6

Agent O - Utvecklingen av ett mobilt lärospel

Fergusson, Christopher, Karlsson, Daniel, Zuta, Festim January 2006 (has links)
I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela. / This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way.In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report.
7

Gestão digital do aprendizado pessoal

Silva, Daniel Filisetti Marcos da 03 March 2016 (has links)
Made available in DSpace on 2016-04-29T14:23:42Z (GMT). No. of bitstreams: 1 Daniel Filisetti Marcos da Silva.pdf: 7129185 bytes, checksum: b1e9abb5673705abe337a15914711178 (MD5) Previous issue date: 2016-03-03 / When it comes to digital and internet technology, it comes to mind the access to an infinite world of information. On the other hand, in life, we learn an enormous quantity of knowledge that is stored in our memory and is spread in files, folders and texts, either digital or physical. This thesis proposes to look at this inner immensity of knowledge and to investigate how digital technology can be used to organize, register and access it in an efficient and lasting way. Parallel to learning, the human brain works in constant changing, and what we learn we store in the long-term memory. The digital management of personal learning will play a role of partnership in relation to our memory. The reason is that it will bring concrete elements that will direct resonance what we learn and memorize, along with the digital records and the paths we have traveled to get to the acquisition of knowledge. Through literature review, this text makes the connection, analysis and convergence in three major areas of study. These are: human memory, constructivist learning theory and digital technologies. Related to human memory, its divisions and classifications are analyzed, especially long-term memory, working memory and their central executive subdivisions, phonological loop, visuospatial sketch and episodic retainer. Another aspect addressed is the importance of writing for both memory and for development of ideas and simple or complex reasoning. Authors such as Lent, Baddeley, Pozo, among others, will be assayed. In constructivist learning, the importance of prior learning and anchorage conditions of a new object of knowledge is discussed. Piaget and Ausubel s concepts of assimilation and accommodation, progressive differentiation and integrative reconciliation are analyzed. Another important concept is the delayed and early revisiting in the learning process. In digital technology, the thesis contextualizes the importance of cloud storage, mobile and compact devices, the hologram technology, wearable devices and knowledge recording software. Existing technologies (2015) and those foreseen in a horizon of two decades are discussed. Finally, the study proposes an orchestration of digital technologies, taking into account the analyzes done, and it comes to the conclusion that the technology will bring a new paradigm of how we will make the management of personal learning through digital devices and technologies / Quando se fala em tecnologia digital e internet, pensa-se no acesso a um mundo infinito de informação. Por outro lado, durante a vida, aprendemos uma imensidão de conhecimentos que ficam guardados em nossa memória e espalhados em arquivos, pastas e textos, digitais ou físicos. Essa dissertação propõe-se a olhar para essa imensidão interna de conhecimento e investigar como a tecnologia digital pode ser usada para organizá-la, registrá-la e acessá-la de maneira eficiente e duradora. De forma paralela ao aprendizado, o cérebro humano trabalha em constante transformação, e aquilo que aprendemos guardamos na memória de longa duração. A gestão digital do aprendizado pessoal fará um papel de parceria em relação à nossa memória. Isso porque trará elementos concretos que farão ressonância direta daquilo que aprendemos e memorizamos, com os registros digitais e os caminhos que percorremos para chegar à aquisição de um conhecimento. Através de revisão bibliográfica, este texto faz a conexão, análise e convergência, em três grandes áreas de estudo. São elas: memória do ser humano, teoria de aprendizagem construtivista e as tecnologias digitais. Da memória do ser humano são analisadas as suas divisões e classificações, e em especial a memória de longa duração, a memória de trabalho e suas subdivisões executivo central, alça fonológica, esboço visuoespacial e retentor episódico. Um outro aspecto tratado é a importância da escrita, tanto para a memorização quanto para o desenvolvimento de ideias e raciocínios simples ou complexos. São abordados autores como Lent, Baddeley, Pozo, entre outros. Na aprendizagem construtivista, discute-se a importância do aprendizado anterior e as condições de ancoragem de um novo objeto de conhecimento. São trabalhados os conceitos de assimilação e acomodação de Piaget e de Ausubel, a diferenciação progressiva e a reconciliação integradora. Outro conceito importante são as revisões (revisitações) precoces e adiadas no processo de aprendizagem. Em tecnologia digital, a dissertação contextualiza a relevância do armazenamento em nuvem, dos dispositivos móveis e compactos, da tecnologia de hologramas, de dispositivos vestíveis e dos softwares de registro de conhecimento. São tratadas as tecnologias já existentes (2015) e aquelas previstas em um horizonte de duas décadas. Por fim, o estudo propõe uma orquestração das tecnologias digitais, levando em conta as análises feitas, e chega à conclusão de que as tecnologias trarão um novo paradigma de como faremos a gestão do aprendizado pessoal através dos dispositivos e tecnologias digitais

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