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Autoria de decisões pedagógicas informadas por dados sob a perspectiva de um MOOC.PAIVA, Ranilson Oscar Araújo. 04 June 2018 (has links)
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Previous issue date: 2017 / Vivemos uma mudança no paradigma educacional onde se busca prover educação de qualquer lugar, a qualquer momento e para qualquer pessoa, utilizando tecnologias digitais da informação e comunicação. Há um interesse global no ensino à distância, mas não há um aumento equivalente de suporte aos professores e tutores responsáveis por manter tais cursos. Essa deficiência acentua os problemas e desafios existentes na gestão de cursos a distância, pois com o tempo mais estudantes aderem ao ensino a distância, requerendo a criação de novos cursos e turmas, incrementando a quantidade de estudantes sendo sub-servidos em termos de apoio pedagógico. Isso é evidenciado pelo grande número de desistências e falhas em tais cursos, particularmente, nos MOOCs (Cursos Online Massivos e Abertos), que os estudantes justificam como falta de suporte. Esta tese propõe uma solução de autoria para guiar a tomada de decisões pedagógicas em ambientes online de aprendizagem, tendo sido aplicada em um MOOC. A proposta visa auxiliar professores e tutores (1) a descobrir situações de interesse pedagógico ocorrendo em seus cursos; (2) compreender essas situações; (3) tomar decisões para aborda-las e; (4) monitorar e avaliar o impacto da decisão tomada. As interações em tais cursos geram grande quantidade e diversidade de dados, sendo possível extrair informações pedagogicamente relevantes. Entretanto, professores e tutores não dominam a tecnologia necessária para utilizar esses dados, nem é prático ou apropriado solicitar que sejam treinados para tanto. A proposta se fundamenta na tomada de decisões informada por dados educacionais, na visualização de dados e nos sistemas de autoria para promover a cooperação entre a inteligência artificial e a inteligência humana. Realizamos dois experimentos para: (1) avaliar se o processo auxilia professores e tutores a tomar decisões pedagógicas úteis e em tempo de curso; (2) avaliar se a solução de autoria guia a tomada de decisões pedagógicas de professores e tutores. Os resultados sugerem que o processo trouxe benefícios à tomada de decisões pedagógicas e que a solução de autoria foi capaz de guiar a tomada de decisões pedagógicas em tempo de curso e que sua utilidade e facilidade foram percebidas positivamente por professores e tutores. / We are experiencing changes in the educational paradigm. There is a quest to provide education from anywhere, at any time and for anyone, using digital information and communication technologies. There is a global interest in distance learning, but there is no equivalent increase in support for teachers and tutors responsible for maintaining such courses. This difference accentuates the problems and challenges in managing distance courses once that, over time, more students join distance learning, requiring the creation of new courses and classes, increasing the number of distance students being sub-served in terms of pedagogical support. This is evidenced by the large number of dropouts and faiilures in such courses, particularly in MOOCs (Massive Open Online Courses), that students justify as lack of support. This thesis proposes an authoring solution to guide the pedagogical decision making in online learning environments, which was applied in a MOOC. The proposal aims to help teachers and tutors (1) to discover situations of pedagogical interest occurring in their courses; (2) understand these situations; (3) make decisions to address them; (4) monitor and evaluate the impact of the decision made. The interactions in such courses generate considerable quantity and diversity of data,allowing the extraction of pedagogically relevant information. However, teachers and tutors do not master the technology needed to use this data, nor is it practical or appropriate to ask them to be trained to do so. Our proposal is based on informed decision making by educational data, data visualization and authoring systems to promote cooperation between artificial intelligence and human intelligence. We conducted two experiments to: (1) evaluate whether the process helps teachers and tutors to make useful and time-course pedagogical decisions; (2) to evaluate if the authoring solution guides the pedagogical decision making of teachers and tutors. The results suggest that the process brought benefits to pedagogical decision making and that the authoring solution was able to guide the pedagogical decision making in course time and that its usefulness and ease of use were positively perceived by teachers and tutors.
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Effect of Learner Attributes, Dialogue and Course Structure on Students’ Satisfaction and Performance in On-Line Course EnvironmentsSanders, Salvatore A. 05 October 2006 (has links)
No description available.
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The Impact of Course Management Systems Like Blackboard on First Year Composition Pedagogy and PracticeSalisbury, Lauren E. 29 May 2015 (has links)
No description available.
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Interpretative Phenomenological Analysis of Accessibility Awareness Among Faculty in Online Learning EnvironmentsSessler Trinkowsky, Rachael 01 January 2015 (has links)
Although all organizations and institutions should consider accessibility when developing online content, inaccessibility is a recurring issue in recent literature pertaining to online learning environments (OLEs) and faculty accessibility awareness. The goal was to describe how online faculty gain knowledge regarding accessibility, to explore the lived experiences of online faculty who have worked with students who have disabilities, and to gain a better understanding of how faculty experience the process of accessibility implementation. The following research questions guided this study: How do faculty in OLEs experience encounters regarding accessibility for students who have print related disabilities? How do faculty in OLEs experience the journey of developing the skills needed to provide accessibility for students with print related disabilities? What aspects of accessibility and Universal Design for Learning (UDL) do faculty members practice in OLEs and what meaning do they ascribe to the lived experience of providing these accommodations?
An interview guide was used to address the research questions. Participants were recruited from the Online Learning Consortium and Assistive Technology Industry Association for participation in phenomenological interviews, which were recorded and then transcribed verbatim. The transcripts of these interviews were analyzed to determine eight super-ordinate themes: Accessibility and usability awareness of online faculty; interactions and relationships between faculty, students, various departments, and outside organizations relating to SWDs and accessibility; different perspectives and experiences of faculty who teach courses within programs that have an emphasis on accessibility, AT, or working with people with disabilities; faculty experiences and perspectives of working with SWDs and providing accessible materials in OLEs; faculty training and experience with accessibility and people with disabilities; faculty autonomy within OLEs as it relates to creating accessible content; accommodations and accessibility features used in OLEs; as well as LMS accessibility and usability. The results of this study led to several implications regarding training and support services for faculty, students, other staff, and administration within online programs, best practices for implementing accessibility, as well as recommendations for future studies.
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Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History CourseHess, Taryn 01 January 2010 (has links)
The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p > .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p > .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
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