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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

Justification for Use of the Pre-Test then Retrospective Pre-then-Post-Test Evaluation in Couple and Relationship Education.

Harris, Victor W., Visconti, Brian, Sengupta, Prami, Hinton, Ginny 10 March 2018 (has links)
A retrospective pre-then-post survey instrument design was intentionally used as a good fit for the SMART programming in order to evaluate learning outcomes both before and after the program for several reasons (see Marshall, Higginbotham, Harris, & Lee, 2007; Moore & Tananis, 2009) summarized below. The experimental pretest-posttest design using a control or comparison group is considered to be one of the most respected methods that can be used to measure change in individuals (Campbell & Stanley, 1966; Kaplan, 2004). This design is highly regarded because of its control over internal validity concerns and ability to compare results from the same people or groups of people at multiple time points. While there are advantages to using the pretest-posttest method, there are some limitations with this research method as well. One limitation comes with finding an adequate comparison group, which can be difficult or impossible for the researchers to locate. Another limitation concerns the possible lack of resources and time available for community-based programs to complete comprehensive pretest-posttest comparisons (Brooks & Gersh, 1998). Also, in order for the pretest-posttest comparisons to be meaningful, participants must attend the complete program from start to finish (Pratt, McGuigan, & Katzey, 2000). Due to the nature of community education programs, attrition and sporadic attendance are common issues (Pratt, McGuigan, & Katzev, 2000). While the pretest-posttest information must be complete for comparisons to be made, it may be challenging for researchers to see the actual changes in attitudes, behaviors, or skills if the participants overstate their original attitudes, behaviors, or skills when completing the pretest (Howard & Daily, 1979; Moore & Tananis, 2009). This overestimation may occur when the participants do not have a clear understanding of the attitudes, behaviors, or skills that the program is targeting (Pratt, McGuigan, & Katzev, 2000). A lack of knowledge on certain topics (e.g., attitudes, behaviors, skills) often supports the initial need for a program intervention, but this same issue may show participants during the program that they actually knew much less than they thought when they completed the pretest. Thus, one must be aware of the potentially misleading information from pretest-posttest comparisons due to the participants’ change in perspective (Howard & Daily, 1979). “Response shift bias,” first referred to by Howard and Daily (1979), explains the “program-produced change in the participants’ understanding of the construct being measured” (Pratt, McGuigan, & Katzev, 2000, p. 342). Response shift bias was assessed in this study by administering a pre-test at the beginning of programming and a pre-then-post test at the end of programming. Results indicate that response shift bias was present in a majority of the variables studied and that the design of administering a pre-test and then a retrospective pre-then-post test is a good fit for exposing response shit bias. Specific results will be discussed.
2

The possible effect of food supplements in the early grades on intelligence scores

Feenstra, Carla 13 August 2012 (has links)
The purpose of this study was to investigate whether a meal supplement fortified with micronutrients would, statistically, significantly improve the intelligence scores of Grade 3 and 4 learners. The data collection procedures in this study took the form of a pre-test – post-test control group design. The Paper and Pencil Games (PPG) Level 3, a standardised psychological test, was administered before and after the respondents were exposed to the meal supplements. For a treatment period of 16 weeks the experimental group received the meal supplement fortified with micronutrients and the control group the meal supplement without any added micronutrients. Data analysis took the form of statistical analysis to determine whether the meal supplements consumed by those in the experimental group could significantly contribute to improving their intelligence scores. The results indicated statistically significant increases in scores, between the pretest and post-test on the various scales of the PPG, of both the experimental and control group on the one hand, but no statistically significant differences between the two treatment groups on the post-test on the other. The null hypothesis that there are no (statistically significant) differences between the average post-test scores (V, NV, and T) of the experimental and control groups could not be rejected. However, the increase between the pre-test and post-test stanine scores of the two treatment groups has led to recommendations for further research. Copyright / Dissertation (MEd)--University of Pretoria, 2011. / Educational Psychology / unrestricted
3

Effects of a Dialogical Argumentation Instructional Model on Grade 10 Learners' Conception of Fermentation

Diwu, Christopher January 2010 (has links)
<p>The study catered for empirical and metaphysical dimensions of science and IKS. The study employed a quasi-experimental design as well as a qualitative research design. Two cohorts of students from a fictitiously named &ldquo / Culture Secondary School&rdquo / have been used in this study. The list of instruments for data collection were as follows: Conceptions of Fermentation (COF) questionnaire which was used to elicit learners&rsquo / pre- and post-test conceptions of fermentation with special reference to traditional beer or &ldquo / Umqombothi&rdquo / , an Attitudes to Science (ATS) questionnaire which was used to find out the learners&rsquo / worldviews, a Science Achievement Test (SAT) which was used to assess the learners&rsquo / generalised knowledge of fermentation, a classroom observation schedule as well as a focus group interview schedule to gather additional qualitative data. All the instruments were in English with all technical and difficult terms in both English and isiXhosa (the learners&rsquo / home language). Both groups were exposed to Science/IKS-based lessons. The only difference between the two groups was that, the experimental group (E group) was exposed to a Dialogical Argumentation Teaching Model (DAIM) and the comparison group (C group) to a traditional teaching approach. The data gatherred were both analyzed in terms of qualitative and quantitative descriptions.</p>
4

Effects of a Dialogical Argumentation Instructional Model on Grade 10 Learners' Conception of Fermentation

Diwu, Christopher January 2010 (has links)
<p>The study catered for empirical and metaphysical dimensions of science and IKS. The study employed a quasi-experimental design as well as a qualitative research design. Two cohorts of students from a fictitiously named &ldquo / Culture Secondary School&rdquo / have been used in this study. The list of instruments for data collection were as follows: Conceptions of Fermentation (COF) questionnaire which was used to elicit learners&rsquo / pre- and post-test conceptions of fermentation with special reference to traditional beer or &ldquo / Umqombothi&rdquo / , an Attitudes to Science (ATS) questionnaire which was used to find out the learners&rsquo / worldviews, a Science Achievement Test (SAT) which was used to assess the learners&rsquo / generalised knowledge of fermentation, a classroom observation schedule as well as a focus group interview schedule to gather additional qualitative data. All the instruments were in English with all technical and difficult terms in both English and isiXhosa (the learners&rsquo / home language). Both groups were exposed to Science/IKS-based lessons. The only difference between the two groups was that, the experimental group (E group) was exposed to a Dialogical Argumentation Teaching Model (DAIM) and the comparison group (C group) to a traditional teaching approach. The data gatherred were both analyzed in terms of qualitative and quantitative descriptions.</p>
5

Effects of a Dialogical Argumentation Instructional Model on Grade 10 Learners' Conception of Fermentation

Diwu, Christopher January 2010 (has links)
Magister Educationis - MEd (Mathematics and Science Education) / The study catered for empirical and metaphysical dimensions of science and IKS. The study employed a quasi-experimental design as well as a qualitative research design. Two cohorts of students from a fictitiously named Culture Secondary School have been used in this study. The list of instruments for data collection were as follows: Conceptions of Fermentation (COF) questionnaire which was used to elicit learnerss pre- and post-test conceptions of fermentation with special reference to traditional beer or Umqombothi an Attitudes to Science (ATS) questionnaire which was used to find out the learners' worldviews, a Science Achievement Test (SAT) which was used to assess the learners' generalised knowledge of fermentation, a classroom observation schedule as well as a focus group interview schedule to gather additional qualitative data. All the instruments were in English with all technical and difficult terms in both English and isiXhosa (the learners&rsquo; home language). Both groups were exposed to Science/IKS-based lessons. The only difference between the two groups was that, the experimental group (E group) was exposed to a Dialogical Argumentation Teaching Model (DAIM) and the comparison group (C group) to a traditional teaching approach. The data gathered were both analyzed in terms of qualitative and quantitative descriptions. / South Africa
6

A Guideline for Environmental Games (GEG) and a randomized controlled evaluation of a game to increase environmental knowledge related to human population growth

Pisinthpunth, C. January 2015 (has links)
People often have very little knowledge about the impact of unsustainable human population growth on the environment and social well-being especially in developing countries. Therefore, an efficient method should be explored in order to educate, and if possible, to convince the members of the public to realize the environmental and social problems caused by the unsustainable population growth. Digital Game-Based Learning (DGBL) has been highlighted by some studies as an innovative tool for learning enhancement. While only a handful of studies have scientifically evaluated the impact of DGBL on knowledge outcomes, the approach is an attractive tool to increase knowledge and motivate engagement with environmental issues surrounding population growth because of its potential to improve learners’ motivation and engagement thereby compared to traditional learning approaches. Therefore, the three primary research questions for this study are: 1) "Can a single-player digital game be an appropriate and attractive learning application for the players to gain insight about the relationship between the growing human population and the environmental issues?" 2) "How can we design environmental games for the players to gain insights about the relationship between the growing human population and the environmental issues via playing a game?" and 3) "What are the obstacles preventing the players from adapting environmental knowledge obtained from the learning mediums into the real-life?" To inform the development of an efficacious DGBL game to impact learning outcomes, critical reviews of environmental issues related to population growth as well as critical reviews of commercial and serious environmental games in terms of their educational and motivational values were undertaken in this study. The results of these critical reviews informed the development of a Guideline for Environmental Games (or GEG). The GEG was developed by combining the engaging game technology with environmental learning and persuasion theories. The GEG was then used to inform the development of a prototype game called THE GROWTH; a single-player, quiz-based, city-management game targeting young adolescents and adults. Multiple evaluation methods of the game were used to answer the three key research questions mentioned earlier. These methods included: 1) The Randomized Controlled Trial approach (RCT) where the participants were systematically divided into the experimental and the control group respectively and their knowledge scores (quantitative data) compared and analyzed, 2) The participants’ abilities to recall and describe the environmental and well-being issues were collected and analyzed qualitatively using The Content Analysis method (CA) and, 3) The participants’ overall feedback on the learning mediums was collected and analyzed to evaluate the motivational values of THE GROWTH itself. To this end, THE GROWTH was evaluated with 82 Thai-nationality participants (70 males and 12 females). The results showed that participants assigned to play THE GROWTH demonstrated greater environmental and social-well-being knowledge related to population growth (F(1,40) = 43.86, p = .006) compared to the control group participants assigned to a non-interactive reading activity (consistent with material presented in THE GROWTH). Furthermore, participants who played THE GROWTH recalled on average more content presented in the game when compared to participants who were presented with similar content in the reading material (t (59) = 3.35, p = .001). In terms of level of engagement, the study suggested that participants assigned to the game were more engaging with their learning medium on average when compared to participants assigned to the non-interactive reading activity. This is evidenced by the longer time participants spent on the task, the activity observed from participants’ recorded gameplay, and their positive responses in the survey. The semi-structured interviews used in this study highlighted the participants’ attitudes towards the environmental, social, and technological issues. Although the participants’ perceived behavioural intention towards the environmental commitments were not statistically differed between the two study group, their responses still provide some evidences that leaps may occur from the learning mediums to the real-world context. Furthermore, these responses can be valuable evidences for the policy makers and for the future development of environmental serious games. Overall, the results suggested that digital environmental games such as THE GROWTH might be an effective and motivational tool in promote the learning about sustainable population size, the environment, and the social well-being. The game’s ability to convince the participants to change towards sustainable lifestyles, however, might be subjected to the future research and other real-world circumstances such as the governmental and public supports. In summary, the research in this thesis makes the following contributions to knowledge: • The Guideline for Environmental Games (GEG) contributes to knowledge about making theoretically-based environmental games. It has particular significance because the guideline was validated by demonstrating learning improvements in a systematic randomized controlled trial. • The use of Multi-Strategy Study Design where multiple systematic evaluation methods were used in conjunction to provide conclusive findings about the efficacy of DGBL to impact outcomes. • THE GROWTH itself is a contribution to applied research as an example of an effective DGBL learning tool.
7

Comparing teaching through play and peer-teaching for children with ADHD in the South African classroom

Stratford, Vanessa 01 1900 (has links)
1 online resource (xii, 171 leaves) : illustrations (chiefly color), color graphs / ADHD negatively impacts academic performance, and the traditional classroom setting conflicts with the symptoms of ADHD. This research examined the potential of teaching through play and peer-teaching as alternative teaching methods to improve the mathematical performance of Grade 1 children with symptoms of ADHD; by answering, would adapting teaching methods to include teaching through play and/or peer-teaching, in the South African classroom, improve the mathematical performance of children with symptoms of ADHD? A pre-test-post-test control group design was employed in this comparative experimental study. Participants were purposively selected then randomly assigned to one of three intervention groups. An eight-week intervention was implemented as teaching through play or peer-teaching. Pre-test and post-test scores were analysed using a dependent t-test, a Wilcoxon Signed Rank test, and a Kruskal Wallis test. Teaching through play and peer-teaching have the potential to improve the mathematical performance of Grade 1 children with symptoms of ADHD. Special precautions were taken in the process of minor research participants, adhering to the ethical principles of beneficence and non-maleficence, justice, and autonomy. / Psychology / M. Sc. (Psychology (Research Consultation))

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