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LearnersOrenturk, Burcu 01 January 2003 (has links) (PDF)
This study examines elementary school students&rsquo / project-based learning (PBL) experiences through Computer-Mediated Communication (CMC). The purpose of the study is to explore whether the use of computer-mediated communication tools in a project-based collaborative learning process enhances 5th grade students&rsquo / attitudes toward computer and computer class within an online supported environment, analyze the level of learners&rsquo / satisfaction about the project-based collaborative learning through CMC, and examine students&rsquo / perceptions of their social presence and how effective social presence is as a predictor of overall students&rsquo / satisfaction. The sample of this study is included 36 5th grade students of two private schools in Ankara and Nisde, and convenience and purposeful sampling methods were used. At the beginning of the study, subjects were given the Computer Attitude Scale to measure their attitudes toward computers. At the end of the study, participants were given the CAS again to measure their attitudes toward computers, satisfaction scale and social presence scale. The results indicated that the students&rsquo / attitudes toward computer did not change from the beginning to the end of the study. However, evidence suggests a positive response by students to the use of CMC in the project-based collaborative learning environment. Majority of the students were satisfied with the learning experience they had in the project-based collaborative learning environment through CMC. Moreover, although results on perceived social presence were low, students tried to develop an online community throughout the project. This study also showed that social presence was a strong predictor of satisfaction in a PBCL environment.
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An Investigation On The Effects Of Project-based Learning On StudentsOzdemir, Esra 01 April 2006 (has links) (PDF)
Although geometry is important area in the mathematics curriculum, evidence from numerous research studies makes it clear that many students&rsquo / geometrical understanding is not at the level they need or are expected to be, especially in Turkey. The project-based learning approach offered to be one of the most effective learning tools to provide for the students an environment in which they can reach their own conclusions instead of just lecturing them, in the new mathematics curriculum in Turkey.
In this study, the effects of project-based learning on the 7th grade students&rsquo / achievement in geometry and these students&rsquo / attitude towards geometry were examined. This study was conducted with a group of 24 seventh grade students in the Bilim College during the last five weeks of the 2004-2005 academic year.
One group pre-test and post-test design was used. The instruments used for data collection are as follows: polygon, circle and cylinder achievement tests, geometry attitude scales, student survey forms, teacher&rsquo / s observation scales, and interviews. The data obtained was analyzed by a paired-sample t-test. The results from achievement tests and attitude scale indicated that project-based learning increased students&rsquo / geometry achievement and attitudes toward geometry, respectively. The student survey form and interview responses of the students, teacher&rsquo / s observation form responses of the teachers and the observation of the researcher also suggest that project-based learning increased their achievement in and their attitudes towards geometry as a result of making their own models, dealing with authentic daily life problems, determining the dimensions and the areas by trial and error. Moreover, this study helped grasp the attention and increase the desire to study particularly of those students with high capacity who performed unsatisfactorily due to their inclination to get distracted during classes. Providing those who were easily distracted and used every chance to disrupt the lectures with the opportunity to engage in something they could see as their own project brought about favorable results.
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Tiga är silver men tala är guld : en undersökning av kunskapsförvandling i projektbaserade företagAndréasson, Josefin, Hellström, Sofie January 2008 (has links)
<p>Tacit knowledge refers to the knowledge that is located inside individuals; it is not expressed or written like explicit knowledge. Inherently, tacit knowledge is often limited solely to one person and consequently individually based. Project based companies need to acknowledge the importance of transforming tacit knowledge into explicit in order to preserve the knowledge inside the organisation. If the knowledge is not transformed, there is a great risk of losing the knowledge when a key individual leaves the organization.</p><p>One way of transforming the tacit knowledge is through Nonaka’s and Takeuchi’s knowledge spiral. But the knowledge spiral ignores some wider issues that should be included in order to achieve a transformation. This thesis shows that the knowledge spiral is a good base but the organisation has to provide a supporting context and an open culture to create an environment where a transformation can be accomplished. This thesis stresses that a transformation is not always the ultimate choice since it is not, at all times, possible. In some cases, distribution of tacit knowledge throughout the organisation is a better alternative to preserve the knowledge. A distribution can, for instance, be done through learning by doing. The thesis demonstrates that an organisation has to choose either a transformation or a distribution. The choice depends on which alternative that brings the most improvements, advantages and effectiveness for the organisation. The situation will then, as a consequence, decide whether the knowledge is to be transformed or not.</p>
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Exploratory learning : the digital recorder project : an investigation into a student designed project for finding and addressing ESL students' listening and speaking needs /Cooke Joel. January 2006 (has links)
Thesis (M.A.T.) -- School for International Training, 2006 / Advisor -- Paul Levasseur
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Recomendação de conteúdo em um ambiente colaborativo de aprendizagem baseada em projetos / Content recommendation in a collaborative project-based learning environmentAcosta, Otávio Costa January 2016 (has links)
São muitas as pesquisas nos dias de hoje que buscam por métodos e ferramentas para aumentar a autonomia do aluno na condução dos processos de aprendizagem, uma vez que os métodos tradicionais de ensino nem sempre se mostram eficazes na formação de estudantes com capacidade crítica, coerente com as necessidades do mundo atual. O presente trabalho tem como objetivo investigar de que modo uma atividade de Aprendizagem Baseada em Projetos (ABPr), apoiada por um ambiente tecnológico desenvolvido para este fim, pode contribuir no desenvolvimento de projetos por meio de recursos de recomendação de conteúdo e ferramentas de colaboração entre pares. Para isto é utilizado uma abordagem ativa de aprendizagem, a ABPr, definida como um método de aprendizagem centrado no aluno e que enfatiza atividades para o desenvolvimento de projetos. Durante este processo os alunos podem tomar suas próprias decisões e agir sozinhos ou em grupos. Para a aplicação do método proposto foi estruturada uma atividade educacional, que consiste no desenvolvimento de um projeto a partir das investigações dos alunos em relação a um tema proposto pelo professor. O desenvolvimento deste projeto se inicia e termina em sala de aula, entretanto as fases intermediárias podem ocorrer em outros locais. Para a execução da atividade foi desenvolvida uma ferramenta que incentiva a colaboração entre os alunos. Isto permite uma maior interação entre os participantes e também a possibilidade dos alunos colaborarem nos projetos uns dos outros. Durante o desenvolvimento de seus projetos, a ferramenta sugere materiais complementares relacionados ao assunto tratado, como forma auxiliar os alunos em seus processos investigativos. Para a avaliação do trabalho proposto foi estruturada uma pesquisa quali-quantitativa, na modalidade estudo de caso, com coleta de dados por meio da análise de projetos, registro de atividades, questionários e entrevistas. Os resultados obtidos através dos experimentos realizados demonstraram que a atividade educacional proposta por este trabalho contribuiu de forma significativa para o desenvolvimento de projetos e para uma maior interação entre os alunos. / Many research works focus on the development of methods and tools to increase student autonomy in the conduct of learning processes, as traditional teaching methods are not always effective in training students with critical skills, in accordance with the needs of today's world. This study aims to investigate how a Project-based Learning (PBL) activity, supported by a technological environment developed for this purpose, can contribute to the development of projects by means of content recommendation resources and collaboration tools among peers. For this reason, an active learning approach is used, PBL, defined as a student-centered learning method that emphasizes activities for project development. During this process students can make their own decisions and act alone or in groups. For the application of the proposed method an educational activity was structured consisting in the development of a project based on students' investigations related to a topic proposed by the teacher. The development of this project starts and ends in the classroom, but the intermediate stages can occur in other places. For the execution of the activity, a tool was developed for fostering collaboration between students. This allows a higher interaction between participants and the possibility of students to collaborate on each other's projects. During the development of their projects, the tool suggests additional materials related to the subject at hand, as a way to assist students in their research processes. For the evaluation of the proposed work a quali-quantitative study was structured, with data collection performed from project analysis, activity logging, questionnaires and interviews. Results from the experiments performed showed that the educational activity proposed by this work contributed significantly to the development of projects and for a higher interaction among students.
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Explore-Create-Share study: an evaluation of teachers as curriculum innovators in engineering educationBerry, Ayora 13 March 2017 (has links)
The purpose of this study was to investigate the effects of a curriculum design-based (CDB) professional development model on K–12 teachers’ capacity to integrate engineering education in the classroom. This teacher professional development approach differs from other training programs where teachers learn how to use a standard curriculum and adopt it in their classrooms. In a CDB professional development model teachers actively design lessons, student resources, and assessments for their classroom instruction. In other science, technology, engineering and mathematics (STEM) disciplines, CDB professional development has been reported to (a) position teachers as architects of change, (b) provide a professional learning vehicle for educators to reflect on instructional practices and develop content knowledge, (c) inspire a sense of ownership in curriculum decision-making among teachers, and (d) use an instructional approach that is coherent with teachers’ interests and professional goals. The CDB professional development program in this study used the Explore-Create-Share (ECS) framework as an instructional model to support teacher-led curriculum design and implementation. To evaluate the impact of the CDB professional development and associated ECS instructional model, three research studies were conducted. In each study, the participants completed a six-month CDB professional development program, the PTC STEM Certificate Program, that included sixty-two instructional contact hours. Participants learned about industry and education engineering concepts, tested engineering curricula, collaborated with K–12 educators and industry professionals, and developed project-based engineering curricula using the ECS framework. The first study evaluated the impact of the CDB professional development program on teachers’ engineering knowledge, self-efficacy in designing engineering curriculum, and instructional practice in developing project-based engineering units. The study included twenty-six teachers and data was collected pre-, mid-, and post-program using teacher surveys and a curriculum analysis instrument. The second study evaluated teachers’ perceptions of the ECS model as a curriculum authoring tool and the quality of the curriculum units they developed. The study included sixty-two participants and data was collected post-program using teacher surveys and a curriculum analysis instrument. The third study evaluated teachers’ experiences implementing ECS units in the classroom with a focus on identifying the benefits, challenges and solutions associated with project-based engineering in the classroom. The study included thirty-one participants and data was collected using an open-ended survey instrument after teachers completed implementation of the ECS curriculum unit. Results of these three studies indicate that teachers can be prepared to integrate engineering in the classroom using a CDB professional development model. Teachers reported an increase in engineering content knowledge, improved their self-efficacy in curriculum planning, and developed high quality instructional units that were aligned to engineering design practices and STEM educational standards. The ECS instructional model was acknowledged as a valuable tool for developing and implementing engineering education in the classroom. Teachers reported that ECS curriculum design aligned with their teaching goals, provided a framework to integrate engineering with other subject-area concepts, and incorporated innovative teaching strategies. After implementing ECS units in the classroom, teachers reported that the ECS model engaged students in engineering design challenges that were situated in a real world context and required the application of interdisciplinary content knowledge and skills. Teachers also reported a number of challenges related to scheduling, content alignment, and access to resources. In the face of these obstacles, teachers presented a number of solutions that included optimization of one’s teaching practice, being resource savvy, and adopting a growth mindset.
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Utilizing digitalization for improved knowledge transfer in Project-Based Organizations : A single case study of a management consulting firmLarsson, Axel January 2018 (has links)
Purpose – The research purpose of this thesis project is to develop a framework that presents how project-based organizations can improve their knowledge transfer through the implementation of more digital solutions. Method – To fulfil the research purpose, the study took an exploratory and qualitative research approach. Due to the chosen approach, an abductive research strategy paved the way for a successful performance of this project. The data collection was conducted through 18 semi-structured interviews, where 12 of them consisted of interviews with various employees of the case study organization and six semi-structured interviews with purposely selected customers of the organization. The conducted data was analysed through the thematic analysis method. Results – The results consist of an in-depth understanding regarding how project-based organizations can improve their knowledge transfer processes and benefit from increased implementation of digitalization. The conducted data lead to the development of a framework that include guidelines and next steps for implementing more digital solutions for improved knowledge transfer and an increased organizational knowledge base. Theoretical contribution – The theoretical contribution of this single case study is addressing the gap of the research on temporary organizations such as project-based organizations and their knowledge transfer processes. By connecting project-based organizations’ knowledge transfer processes to the eminent phenomenon, digitalization, this study also contributes to the inadequate research area of how project-based organizations can utilize the benefits of a higher implementation of digital solutions. Practical implications – The findings are based on an organization within the area of consulting and professional services. Hence, the findings are intended to be general guidelines how digitalization can be beneficial for all types of project-based organizations. The overall findings present how successful assimilation of knowledge is enabled through utilization of digital solutions, routines of knowledge transfer and that each project participant is granted enough resources.
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Sedlčansko a okolí v literárních pověstech (na základě vybraných děl) / The area of Sedlčany in literary legends (based on chosen literary works)MUSÍLKOVÁ, Michaela January 2017 (has links)
The diploma thesis looks into literary legends of the Sedlčany and its closest area which is defined by cultural and geographical demarcation of the region. The four-volume Legends of Sedlčany area by regional author Karel Bazal are understood as the essential material of the thesis. The diploma thesis also aims to briefly summarize life and work of this author as well as to place him to literary context of the period. Focus will be paid to interpretation of characters as well as to interpretation of legends which will be based on assorted heuristic material. The diploma thesis will not only use theory of regional literature and genologic demarcation of legends, but it will also include photos of chosen places in Sedlčany area and design of project based learning based on interdisciplinary relations (prepared for secondary school class).
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Ambiente gamificado de aprendizagem baseada em projetosFrança, Rômulo Martins January 2016 (has links)
A utilização de métodos ativos na educação é um dos grandes desafios atuais. A Aprendizagem baseada em Projetos - ABPr é uma das abordagens que guiam os alunos em uma investigação ativa através de uma questão central, resolvendo um problema do mundo real e que, geralmente, requer um resultado final prático. Apesar da existência de novas abordagens pedagógicas, nem sempre é simples a tarefa de envolver os alunos nas atividades propostas pelos professores. Uma perspectiva que promove o engajamento dos alunos é a Gamificação, definida resumidamente como a utilização de elementos de jogos em ambientes não jogos. Ela vem sendo empregada em diversas pesquisas no campo educacional, porém, existe a necessidade de desenvolvimento de estudos mais aprofundados buscando investigar como as mecânicas de jogos podem ser relacionadas com a educação. Esta pesquisa tem objetivo de investigar de que modo um Ambiente Gamificado, para apoio a ABPr, pode contribuir com os processos colaborativos no desenvolvimento dos projetos dos alunos. Na pesquisa elaborou-se um modelo de atividade de ABPr, que serviu de base para concepção do Ambiente Gamificado. A estrutura deste ambiente é composta por mecânicas de jogos como desafios, pontos, níveis, ranking e o quadro de experiência colaborativa dentro do Ambiente Virtual de Aprendizagem MOODLE. Foi realizado um experimento com duas turmas no curso superior de Administração da Universidade Federal do Maranhão. A pesquisa foi estruturada com abordagem quantitativa e qualitativa. Como análise realizou-se os cruzamentos dos dados a partir dos registros no ambiente, questionário aplicado aos alunos, entrevistas com os professores e análise dos projetos desenvolvidos. Como resultados é possível afirmar que a Gamificação na atividade de ABPr promoveu a colaboração entre os alunos no Ambiente Gamificado e as suas colaborações contribuíram para o desenvolvimento dos projetos dos alunos. / The use of active methods in education is one of the major current challenges. The Project-based Learning - PjBL is one of the approaches that guide students in active inquiry through a central question, solving a real world problem and it generally requires a practical outcome. Despite the existence of new pedagogical approaches, it is not always simple task to engage students in activities proposed by the teachers. A perspective that promotes student engagement is the Gamification, briefly defined as the use of game elements in non-gaming environments. It has been used in several studies in the educational field, however, there is a need to develop further studies seeking to investigate how game mechanics can be related to education. This research aims to investigate why a Gamified Environment, to support PjBL, can contribute with collaborative processes in the development of student projects. In the research elaborated a PjBL activity model, which served as the basis for creation of Gamified Environment. The structure of this environment consists of game mechanics as challenges, points, levels, rankings and collaborative experience board in the MOODLE Learning Management System. An experiment was conducted with two groups in the higher education course in Business Administration at Federal University of Maranhão. The research was structured with quantitative and qualitative approach. As analysis was realized the crossing data from the logs in the environment, questionnaire deployed to the students, interviews with teachers and analysis of projects developed. As a result we can say that the Gamification in PjBL activity promoted the collaboration among students in Gamified Environment and his collaborations contributed to the development of student projects.
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Recomendação de conteúdo em um ambiente colaborativo de aprendizagem baseada em projetos / Content recommendation in a collaborative project-based learning environmentAcosta, Otávio Costa January 2016 (has links)
São muitas as pesquisas nos dias de hoje que buscam por métodos e ferramentas para aumentar a autonomia do aluno na condução dos processos de aprendizagem, uma vez que os métodos tradicionais de ensino nem sempre se mostram eficazes na formação de estudantes com capacidade crítica, coerente com as necessidades do mundo atual. O presente trabalho tem como objetivo investigar de que modo uma atividade de Aprendizagem Baseada em Projetos (ABPr), apoiada por um ambiente tecnológico desenvolvido para este fim, pode contribuir no desenvolvimento de projetos por meio de recursos de recomendação de conteúdo e ferramentas de colaboração entre pares. Para isto é utilizado uma abordagem ativa de aprendizagem, a ABPr, definida como um método de aprendizagem centrado no aluno e que enfatiza atividades para o desenvolvimento de projetos. Durante este processo os alunos podem tomar suas próprias decisões e agir sozinhos ou em grupos. Para a aplicação do método proposto foi estruturada uma atividade educacional, que consiste no desenvolvimento de um projeto a partir das investigações dos alunos em relação a um tema proposto pelo professor. O desenvolvimento deste projeto se inicia e termina em sala de aula, entretanto as fases intermediárias podem ocorrer em outros locais. Para a execução da atividade foi desenvolvida uma ferramenta que incentiva a colaboração entre os alunos. Isto permite uma maior interação entre os participantes e também a possibilidade dos alunos colaborarem nos projetos uns dos outros. Durante o desenvolvimento de seus projetos, a ferramenta sugere materiais complementares relacionados ao assunto tratado, como forma auxiliar os alunos em seus processos investigativos. Para a avaliação do trabalho proposto foi estruturada uma pesquisa quali-quantitativa, na modalidade estudo de caso, com coleta de dados por meio da análise de projetos, registro de atividades, questionários e entrevistas. Os resultados obtidos através dos experimentos realizados demonstraram que a atividade educacional proposta por este trabalho contribuiu de forma significativa para o desenvolvimento de projetos e para uma maior interação entre os alunos. / Many research works focus on the development of methods and tools to increase student autonomy in the conduct of learning processes, as traditional teaching methods are not always effective in training students with critical skills, in accordance with the needs of today's world. This study aims to investigate how a Project-based Learning (PBL) activity, supported by a technological environment developed for this purpose, can contribute to the development of projects by means of content recommendation resources and collaboration tools among peers. For this reason, an active learning approach is used, PBL, defined as a student-centered learning method that emphasizes activities for project development. During this process students can make their own decisions and act alone or in groups. For the application of the proposed method an educational activity was structured consisting in the development of a project based on students' investigations related to a topic proposed by the teacher. The development of this project starts and ends in the classroom, but the intermediate stages can occur in other places. For the execution of the activity, a tool was developed for fostering collaboration between students. This allows a higher interaction between participants and the possibility of students to collaborate on each other's projects. During the development of their projects, the tool suggests additional materials related to the subject at hand, as a way to assist students in their research processes. For the evaluation of the proposed work a quali-quantitative study was structured, with data collection performed from project analysis, activity logging, questionnaires and interviews. Results from the experiments performed showed that the educational activity proposed by this work contributed significantly to the development of projects and for a higher interaction among students.
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