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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

Jabir ibn Aflah and his influence in the West

Lorch, R. P. January 1970 (has links)
No description available.
2

Dimensions of meta-'conceptual change learning' in science education : the role of metacognition in the durability and contextual use of primary pupils' conceptions

Georghiades, Petros January 2001 (has links)
The problems of pupils exhibiting limited ability to use school-learned science in contexts other than the ones in which learning takes place, and of pupils forgetting what they learn in very short time after initial instruction, are two very important problems for classroom practitioners. This thesis is a study of the way these problems can be confronted by incorporating situated metacognition in the learning environment of science, it draws upon four overlapping areas: conceptual change learning (CCL) is the broad subject area that sets the epistemological background, and metacognition, context, and durability of pupils' conceptions are the three specialised fields under scrutiny. Two important notions emerge from this study. First, is the introduction of the concept-life and decay model (CLD), which is a theoretical model for representing the nature of CCL and the impact of time on pupils' conceptions. Second, situated metacognition is advocated as a new approach to practicing metacognition by means of the metacognitive instances approach, implemented at selected points of the teaching sequence. The research presented in this thesis was implemented with Year 5 pupils in primary schools in Cyprus, studying the subject-unit 'Current electricity', and followed a quasi-experimental design. Data were collected by means of tests, interviews and classroom observation, during the main four-week intervention period of this research and at three follow-up instances, one week, two months and eight months after completion of teaching. Results showed that pupils who practiced situated metacognition in general maintained deeper understanding of taught concepts over a period of one school year, compared to their counterparts from the comparative group, and performed better in exercises requiring the use of their conceptions in different contexts. A number of implications for science education, in general, and the teaching of electricity in primary science, in particular, emerge from the outcomes of this study.
3

'Temporarily definitive' : the planning, development, production and educational implementation of a series of films and its effects on students' conceptions and views regarding the nature of science

Kedem, Oved January 1999 (has links)
No description available.
4

Adventure Driven Non-Fiction Spawns Reading and Scientific Learning

Parrott, Deborah, Lyons, Reneé C. 26 June 2016 (has links)
Modern day children's and young adult non-fiction is replete with books which highlight scientific efforts (treks, safaris, journeys, expeditions) to confront environmental challenges , such texts prevalent in Siebert and Orbis Pictus listings. This presentation will build school librarian awareness of such adventurous selections, provide text-based activities conducive to collaborative efforts with science teachers (multiple grade levels will be addressed), and introduce reading promotion plans and activities based in these award-winning works of literature. First, as an icebreaker, attendees will be asked to imagine a world without...(one planted attendee will stand up with a picture of a species depicted in the books highlighted in the session. This will occur each time a new book is introduced as "breathers" and "attention-grabbers."). The program will open with awareness-based talks (book trailers, audio clips, and author interviews will also be shared) relaying the poignant documented rescue and preservation efforts found in such books, (for example, Parrots Over Puerto Rico). School librarians will discover the engaging nature of these selections based in science, yet perfect for pleasure reading. Next, participants will be provided real-world Common Core (ELA Standards) unit and lesson plan ideas which also contemplate science based standards (i.e. interpret information in charts, graphs, and diagrams). Essentially, participants will come away with the means of developing librarian/science teacher collaborative partnerships. Additionally, a reading promotion plan for each book featured will also be introduced. Participants will be encouraged to elaborate upon and/or provide comments in association with 1) associated texts; 2) collaborative lesson planning with science instructors; and/or 3) reading promotion based in STEM non-fiction materials.
5

Praticando o pensamento científico no laboratório de gestão / Practing the scientific thought management laboratory

Conejero, Maria Carolina 09 October 2015 (has links)
O jogo de empresas com frequência tem sido orientado para educação gerencial e treinamento (TANABE, 1977; BEPPU, 1984; MARTINELLI, 1987; SAUAIA, 2006) e propiciado aos graduandos em Administração inúmeras oportunidades para a prática gerencial (FARIA, 2001) (recordando, compreendendo, aplicando e analisando). Entretanto, faltam aos estudantes experiências (avaliando e criando) de aprendizagem científica (CARNEIRO, 1998; NICOLINI, 2003; BERTERO, 2006; COSTA; SOARES, 2008; GRINNELL, 2009). Esta dissertação teve como principal objetivo examinar de que forma as atividades da disciplina de Laboratório de Gestão na FEA/USP/SP, que integrou pesquisa ao jogo de empresas, têm propiciado aos estudantes uma aprendizagem científica por meio da prática dos diferentes níveis de complexidade do pensamento científico. Na literatura acadêmica revisitaram-se: a prática do método científico para o estímulo de uma atitude de descoberta, problematização e questionamento (SALOMON, 2010); a estratégia de ensino com pesquisa (LIMA, 2000) que estimula questionamentos reconstrutivos (DEMO, 2011); o jogo de empresas com pesquisa, ou seja, o Laboratório de Gestão (SAUAIA, 2008, 2010, 2013) cujos pilares conceituais permitem a prática dos diferentes níveis de complexidade de pensamento (BLOOM et al., 1956; 1973; FOREHAND, 2005) através dos ciclos de aprendizagem vivencial (KOLB, 1984). Foi preparada em 2013 e conduzida em 2014 uma pesquisa de campo laboratorial, descritiva, qualitativa, bibliográfica, participativa e documental (GONSALVES, 2007, p.66) com turmas de graduandos da FEA/USP/SP para examinar o Laboratório de Gestão como metodologia de educação gerencial e pesquisa que utilizou múltiplas estratégias de ensino-aprendizagem. Os resultados mostraram que este esforço de integração permitiu que os estudantes fossem protagonistas mais conscientes, nas escolhas e descobertas que fizeram. Durante o jogo de empresas cada estudante foi orientado a problematizar os conflitos organizacionais; coletar e analisar dados primários no ambiente laboratorial; associar teorias e práticas; discutir os resultados no jogo de empresas, construindo de maneira ativa significados dinâmicos para os conceitos estáticos assimilados (indícios) e produzindo relatórios em formato científico (evidências), indicadores da prática do pensamento científico. A sociedade do conhecimento intensivo (DEMO, 2011) já pode engajar estudantes e professores nesta metodologia que explora a capacidade criativa, a atitude de descoberta, de problematização e de questionamento. Caberá aos dirigentes, coordenadores e professores das instituições de ensino superior atualizar os planos de ensino para propiciar experiências de aprendizagem científica. / The business game often has been oriented for managerial education and training (TANABE, 1977, BEPPU, 1984; MARTINELLI, 1987; SAUAIA, 2006). It has supplied undergraduate students in Administration with numerous opportunities for managerial practice (FARIA, 2001) (remembering, comprising, applying and analyzing). However, there is a lack of scientific experience to students (CARNEIRO, 1998; NICOLINI, 2003; BERTERO, 2006; COSTA; SOARES, 2008; GRINNELL, 2009) for assessing and creating knowledge. This study aimed to examine how the activities of the Management Laboratory course at FEA/USP/SP, which has integrated research and business game, have provided to students a scientific experience by practicing different levels of complexity of scientific thought. The academic literature was revisited: the practice of the scientific method to stimulate an attitude of discovery, problematization and questioning (SALOMON, 2010); the strategy of teaching through research (LIMA, 2000) which stimulates reconstructive questioning (DEMO 2011); the business game with research, that is, Management Laboratory (SAUAIA, 2008, 2010, 2013) whose conceptual pillars allow practicing of different levels of complexity of thought (BLOOM et al, 1956;. 1973; FOREHAND, 2005) through cycles of experiential learning (KOLB, 1984). It was planned in 2013 and conducted in 2014 a descriptive laboratorial field, qualitative, bibliographic, participatory and documentary research (GONSALVES, 2007, p.66) in undergraduate classes at FEA/USP/SP to examine the Management Laboratory as a methodology of managerial education and research combining multiple learning strategies. The results showed that this effort of integration allowed that students were more aware to make decisions. During the business game each student was advised to find organizational conflicts; collect and analyze primary data in the laboratory environment; associate theories and practices; discuss the business game results, building actively dynamic meanings for assimilated static concepts (weak evidences) and producing scientific reports (strong evidences), indicating the practice of scientific thought. The society knowledge intensive (DEMO 2011) can now engage students and teachers in this methodology exploring the student´s creativity, his discovery, problematization and questioning capabilities. Leaders, coordinators and teachers of higher education institutions are challenged to update the teaching plans, providing experiences for scientific learning.
6

Praticando o pensamento científico no laboratório de gestão / Practing the scientific thought management laboratory

Maria Carolina Conejero 09 October 2015 (has links)
O jogo de empresas com frequência tem sido orientado para educação gerencial e treinamento (TANABE, 1977; BEPPU, 1984; MARTINELLI, 1987; SAUAIA, 2006) e propiciado aos graduandos em Administração inúmeras oportunidades para a prática gerencial (FARIA, 2001) (recordando, compreendendo, aplicando e analisando). Entretanto, faltam aos estudantes experiências (avaliando e criando) de aprendizagem científica (CARNEIRO, 1998; NICOLINI, 2003; BERTERO, 2006; COSTA; SOARES, 2008; GRINNELL, 2009). Esta dissertação teve como principal objetivo examinar de que forma as atividades da disciplina de Laboratório de Gestão na FEA/USP/SP, que integrou pesquisa ao jogo de empresas, têm propiciado aos estudantes uma aprendizagem científica por meio da prática dos diferentes níveis de complexidade do pensamento científico. Na literatura acadêmica revisitaram-se: a prática do método científico para o estímulo de uma atitude de descoberta, problematização e questionamento (SALOMON, 2010); a estratégia de ensino com pesquisa (LIMA, 2000) que estimula questionamentos reconstrutivos (DEMO, 2011); o jogo de empresas com pesquisa, ou seja, o Laboratório de Gestão (SAUAIA, 2008, 2010, 2013) cujos pilares conceituais permitem a prática dos diferentes níveis de complexidade de pensamento (BLOOM et al., 1956; 1973; FOREHAND, 2005) através dos ciclos de aprendizagem vivencial (KOLB, 1984). Foi preparada em 2013 e conduzida em 2014 uma pesquisa de campo laboratorial, descritiva, qualitativa, bibliográfica, participativa e documental (GONSALVES, 2007, p.66) com turmas de graduandos da FEA/USP/SP para examinar o Laboratório de Gestão como metodologia de educação gerencial e pesquisa que utilizou múltiplas estratégias de ensino-aprendizagem. Os resultados mostraram que este esforço de integração permitiu que os estudantes fossem protagonistas mais conscientes, nas escolhas e descobertas que fizeram. Durante o jogo de empresas cada estudante foi orientado a problematizar os conflitos organizacionais; coletar e analisar dados primários no ambiente laboratorial; associar teorias e práticas; discutir os resultados no jogo de empresas, construindo de maneira ativa significados dinâmicos para os conceitos estáticos assimilados (indícios) e produzindo relatórios em formato científico (evidências), indicadores da prática do pensamento científico. A sociedade do conhecimento intensivo (DEMO, 2011) já pode engajar estudantes e professores nesta metodologia que explora a capacidade criativa, a atitude de descoberta, de problematização e de questionamento. Caberá aos dirigentes, coordenadores e professores das instituições de ensino superior atualizar os planos de ensino para propiciar experiências de aprendizagem científica. / The business game often has been oriented for managerial education and training (TANABE, 1977, BEPPU, 1984; MARTINELLI, 1987; SAUAIA, 2006). It has supplied undergraduate students in Administration with numerous opportunities for managerial practice (FARIA, 2001) (remembering, comprising, applying and analyzing). However, there is a lack of scientific experience to students (CARNEIRO, 1998; NICOLINI, 2003; BERTERO, 2006; COSTA; SOARES, 2008; GRINNELL, 2009) for assessing and creating knowledge. This study aimed to examine how the activities of the Management Laboratory course at FEA/USP/SP, which has integrated research and business game, have provided to students a scientific experience by practicing different levels of complexity of scientific thought. The academic literature was revisited: the practice of the scientific method to stimulate an attitude of discovery, problematization and questioning (SALOMON, 2010); the strategy of teaching through research (LIMA, 2000) which stimulates reconstructive questioning (DEMO 2011); the business game with research, that is, Management Laboratory (SAUAIA, 2008, 2010, 2013) whose conceptual pillars allow practicing of different levels of complexity of thought (BLOOM et al, 1956;. 1973; FOREHAND, 2005) through cycles of experiential learning (KOLB, 1984). It was planned in 2013 and conducted in 2014 a descriptive laboratorial field, qualitative, bibliographic, participatory and documentary research (GONSALVES, 2007, p.66) in undergraduate classes at FEA/USP/SP to examine the Management Laboratory as a methodology of managerial education and research combining multiple learning strategies. The results showed that this effort of integration allowed that students were more aware to make decisions. During the business game each student was advised to find organizational conflicts; collect and analyze primary data in the laboratory environment; associate theories and practices; discuss the business game results, building actively dynamic meanings for assimilated static concepts (weak evidences) and producing scientific reports (strong evidences), indicating the practice of scientific thought. The society knowledge intensive (DEMO 2011) can now engage students and teachers in this methodology exploring the student´s creativity, his discovery, problematization and questioning capabilities. Leaders, coordinators and teachers of higher education institutions are challenged to update the teaching plans, providing experiences for scientific learning.
7

The politics of post-industrial cultural knowledge work

Stettler, René January 2011 (has links)
This dissertation conducts in-depth inquiries into the practices, nature and theory of post-industrial cultural work and the humanities- and arts-based civic dialogues which cultural work promotes. Given the broad neglect of utopian thinking in the mainstream of critical social science and in an attempt to sketch out a vision of an alternative future, the aim of this thesis is to outline an “epistemology” for post-industrial cultural work as well as to reflect upon the outlook for educational cultural work practices and their function as a catalyst for civic dialogue and cultural change. The main concerns are the signification, interests and aims embodied in cultural production touching on issues of cultural and scientific learning, alternative modes of democratic governance of science and technology (Felt, Wynne et al. 2007), industrial society’s logic of accumulation and market rationality, the primacy of contemporary instrumental and capitalist values, neoliberalism, globalization and cosmopolitanism. With a view to addressing elementary questions regarding the future of cultural work, which are explored and theorised alongside future perspectives of a new form of knowledge work for the humanities and the arts, the actual challenges of cultural work are considered from within the wider context of the risk society (Beck 1986) and the threats which affect everybody today. In relying on Beck’s (2009) conceptualization of the world risk society as a “non-knowledge society” characterised by the global existence of incalculable risks/threats and non-knowing, the thesis addresses the problem of non-knowledge and unrecognised contingencies as a challenge for cultural work to design processes of (un)learning in civic dialogues. In exploring the social, cultural and political relevance of three empirical case studies, the thesis ventures into the prospects of a new socio-epistemological perspective for cultural work and workspaces for knowledge. The studies investigate three different (techno-)socio-cultural spaces of knowledge: a public exhibition about the new Gotthard Base Tunnel currently under construction in the Swiss Alps, Jennifer Baichwal’s film Manufactured Landscapes (2006) about the Canadian photographer Edward Burtynsky and China’s industrial revolution, and the living intervention Fairytale at Documenta 12, 2007, which brought 1,001 Chinese citizens to Kassel, Germany. Actor-Network Theory (ANT) is employed as a tool for the analysis of the material-semiotic properties of differing knowledges, the heterogeneous relations of socio-economic networks, and the global and uncertain conditions of the post-industrial world in which cultural work is embedded. What is colloquially referred to as post-industrial cultural knowledge work in this thesis is elaborated in the context of a propositional socio-epistemological second-order framework (Von Foerster 1984; Pakman 2003) for cultural work and its entanglements with ethics, aesthetics, pragmatics, politics—and biopolitical production (Hardt and Negri 2000; 2009). In order to build “third spaces” of knowledge (Turnbull 2000) and to nurture uncertainty-oriented approaches and contingencies, the findings propose the development of more open, (self-)reflexive and anticipating forms of thinking and acting in cultural production fields with the aim to catalyse societal developments, to foster intrinsic values and to create cultural workplace identities with a moral-ecological-political awareness (cf. Banks 2006; 2007) invoking new interactions between viewers, audiences and the environment.
8

L'enseignement de savoirs informatiques pour débutants, du second cycle de la scolarité secondaire scientifique à l'université en France : une étude comparative / Teaching computer knowledge to beginners, in scientific secondary school and university in France : a comparative approach

Nijimbere, Claver 19 June 2015 (has links)
Notre thèse de doctorat s'intéresse à l'enseignement et l'apprentissage de savoirs informatiques chez des débutants en France. Elle vise à comprendre comment des débutants mettent en oeuvre et construisent des savoirs informatiques. Nous avons utilisé une méthodologie qualitative de type ethnographique mobilisant des observations, des questionnaires, des entretiens semi-directifs et des analyses de textes officiels et de manuels. Nous avons aussi précédé par une approche comparative des pratiques des lycéens et des étudiants d'une part, et des enseignants, d'autre part. Les résultats montrent des pratiques contrastées, entretenues par des tensions dans le prescrit. Au lycée, en dehors de la spécialité ISN, où l'informatique est rattachée aux mathématiques, les pratiques semblent influencées par quatre facteurs : la motivation (liée aux représentations), la formation continue des enseignants, la jeunesse dans le métier et l'approche pédagogique utilisée. La pratique est focalisée sur l'approche logique de l'algorithmique avec un travail au papier-crayon : la programmation est limitée, et lorsqu'elle a lieu, c'est plus avec une calculatrice mais aussi rarement avec le langage Algobox. Chez les élèves, l'algorithmique est vue comme un nouveau domaine supplémentaire introduit en mathématiques mais différent des mathématiques et de l'informatique. Les très bons élèves en algorithmique sont en général bons en mathématiques. L'ISN accueille des élèves de tous les profils, mais avec des motivations différentes, allant de la découverte de l'informatique dans un contexte formel au refuge des autres spécialités : leurs pratiques sont contrastées. C'est avec l'ISN qu'ils découvrent l'informatique au travers des formes d'enseignement variées et des problèmes de plus en plus complexes. Les pratiques des enseignants restent influencées par leur formation d'origine, avec un manque de recul chez les non-spécialistes d'informatique. À l'Université, les pratiques des étudiants en programmation sont avancées par rapport à celles des lycéens, une avance liée à la complémentarité des modules qui sont dispensés par des spécialistes. Les programmes informatiques ainsi réalisés sont souvent sophistiqués et incorporent des éléments issus de différentes sources externes. Les notions mathématiques investies par les étudiants sont souvent modestes. Si les lycéens et les étudiants sont tous débutants en informatique, les différences de pratiques entre eux semblent liées aux compétences spécifiques des enseignants. Au-delà de la formation des enseignants, la motivation occupe une place fondamentale pour adhérer à cet enseignement/apprentissage et soutenir des pratiques enseignantes comme chez les apprenants. / Our dissertation focuses on the teaching and learning of computer knowledge to beginners in France. It aims to understand how beginners implement and build computer knowledge. We used a qualitative methodology mobilizing ethnographic observations, questionnaire, semi-structured interviews and the analysis of official instructions and textbooks. We also conducted a comparative study of the practice of both school and university students, on the one hand, and teachers, on the other hand. Results show contrasting situations between secondary schools and university. In high school, algorithmic curricula exist within mathematic education. In this case, practice is influenced by four factors: motivation (related to representation), professional development for teachers, youth in business and pedagogical approach. The practice mainly focuses on a logical approach to algorithmic using work paper and pencil: programming is limited, and when it occurs, it is often with a calculator but rarely with the Algobox language. Among students, algorithms are perceived as a new domain in the mathematics programs, but different from both mathematics and informatics. Very good students in computing are generally good at math. Another elective course, specifically about informatics, has also been recently implemented for grade 12 students. It welcomes students of all profiles, but with different motivations, from the discovery of computers in a formal context to a shelter against other elective courses: their practices are manyfold. Within ISN, they discover computers through various forms of education and problems of increasing complexity. Teacher practice is influenced by their original education, with a lack of experience for non specialists teachers. At the University level, students show more advanced practice. They produce computer programs are often sophisticated and incorporate elements from various external sources. The mathematics knowledge invested by students is often modest. If students in lycée and university are all computer beginners, the differences in practice between them seem linked to the specific skills of teachers. In addition to teacher's training, motivation is fundamental to adhere to this teaching/learning and support practice, both for teachers and students.
9

L'enseignement de savoirs informatiques pour débutants, du second cycle de la scolarité secondaire scientifique à l'université en France : une étude comparative / Teaching computer knowledge to beginners, in scientific secondary school and university in France : a comparative approach

Nijimbere, Claver 19 June 2015 (has links)
Notre thèse de doctorat s'intéresse à l'enseignement et l'apprentissage de savoirs informatiques chez des débutants en France. Elle vise à comprendre comment des débutants mettent en oeuvre et construisent des savoirs informatiques. Nous avons utilisé une méthodologie qualitative de type ethnographique mobilisant des observations, des questionnaires, des entretiens semi-directifs et des analyses de textes officiels et de manuels. Nous avons aussi précédé par une approche comparative des pratiques des lycéens et des étudiants d'une part, et des enseignants, d'autre part. Les résultats montrent des pratiques contrastées, entretenues par des tensions dans le prescrit. Au lycée, en dehors de la spécialité ISN, où l'informatique est rattachée aux mathématiques, les pratiques semblent influencées par quatre facteurs : la motivation (liée aux représentations), la formation continue des enseignants, la jeunesse dans le métier et l'approche pédagogique utilisée. La pratique est focalisée sur l'approche logique de l'algorithmique avec un travail au papier-crayon : la programmation est limitée, et lorsqu'elle a lieu, c'est plus avec une calculatrice mais aussi rarement avec le langage Algobox. Chez les élèves, l'algorithmique est vue comme un nouveau domaine supplémentaire introduit en mathématiques mais différent des mathématiques et de l'informatique. Les très bons élèves en algorithmique sont en général bons en mathématiques. L'ISN accueille des élèves de tous les profils, mais avec des motivations différentes, allant de la découverte de l'informatique dans un contexte formel au refuge des autres spécialités : leurs pratiques sont contrastées. C'est avec l'ISN qu'ils découvrent l'informatique au travers des formes d'enseignement variées et des problèmes de plus en plus complexes. Les pratiques des enseignants restent influencées par leur formation d'origine, avec un manque de recul chez les non-spécialistes d'informatique. À l'Université, les pratiques des étudiants en programmation sont avancées par rapport à celles des lycéens, une avance liée à la complémentarité des modules qui sont dispensés par des spécialistes. Les programmes informatiques ainsi réalisés sont souvent sophistiqués et incorporent des éléments issus de différentes sources externes. Les notions mathématiques investies par les étudiants sont souvent modestes. Si les lycéens et les étudiants sont tous débutants en informatique, les différences de pratiques entre eux semblent liées aux compétences spécifiques des enseignants. Au-delà de la formation des enseignants, la motivation occupe une place fondamentale pour adhérer à cet enseignement/apprentissage et soutenir des pratiques enseignantes comme chez les apprenants. / Our dissertation focuses on the teaching and learning of computer knowledge to beginners in France. It aims to understand how beginners implement and build computer knowledge. We used a qualitative methodology mobilizing ethnographic observations, questionnaire, semi-structured interviews and the analysis of official instructions and textbooks. We also conducted a comparative study of the practice of both school and university students, on the one hand, and teachers, on the other hand. Results show contrasting situations between secondary schools and university. In high school, algorithmic curricula exist within mathematic education. In this case, practice is influenced by four factors: motivation (related to representation), professional development for teachers, youth in business and pedagogical approach. The practice mainly focuses on a logical approach to algorithmic using work paper and pencil: programming is limited, and when it occurs, it is often with a calculator but rarely with the Algobox language. Among students, algorithms are perceived as a new domain in the mathematics programs, but different from both mathematics and informatics. Very good students in computing are generally good at math. Another elective course, specifically about informatics, has also been recently implemented for grade 12 students. It welcomes students of all profiles, but with different motivations, from the discovery of computers in a formal context to a shelter against other elective courses: their practices are manyfold. Within ISN, they discover computers through various forms of education and problems of increasing complexity. Teacher practice is influenced by their original education, with a lack of experience for non specialists teachers. At the University level, students show more advanced practice. They produce computer programs are often sophisticated and incorporate elements from various external sources. The mathematics knowledge invested by students is often modest. If students in lycée and university are all computer beginners, the differences in practice between them seem linked to the specific skills of teachers. In addition to teacher's training, motivation is fundamental to adhere to this teaching/learning and support practice, both for teachers and students.
10

L'enseignement de savoirs informatiques pour débutants, du second cycle de la scolarité secondaire scientifique à l'université en France : une étude comparative / Teaching computer knowledge to beginners, in scientific secondary school and university in France : a comparative approach

Nijimbere, Claver 19 June 2015 (has links)
Notre thèse de doctorat s'intéresse à l'enseignement et l'apprentissage de savoirs informatiques chez des débutants en France. Elle vise à comprendre comment des débutants mettent en oeuvre et construisent des savoirs informatiques. Nous avons utilisé une méthodologie qualitative de type ethnographique mobilisant des observations, des questionnaires, des entretiens semi-directifs et des analyses de textes officiels et de manuels. Nous avons aussi précédé par une approche comparative des pratiques des lycéens et des étudiants d'une part, et des enseignants, d'autre part. Les résultats montrent des pratiques contrastées, entretenues par des tensions dans le prescrit. Au lycée, en dehors de la spécialité ISN, où l'informatique est rattachée aux mathématiques, les pratiques semblent influencées par quatre facteurs : la motivation (liée aux représentations), la formation continue des enseignants, la jeunesse dans le métier et l'approche pédagogique utilisée. La pratique est focalisée sur l'approche logique de l'algorithmique avec un travail au papier-crayon : la programmation est limitée, et lorsqu'elle a lieu, c'est plus avec une calculatrice mais aussi rarement avec le langage Algobox. Chez les élèves, l'algorithmique est vue comme un nouveau domaine supplémentaire introduit en mathématiques mais différent des mathématiques et de l'informatique. Les très bons élèves en algorithmique sont en général bons en mathématiques. L'ISN accueille des élèves de tous les profils, mais avec des motivations différentes, allant de la découverte de l'informatique dans un contexte formel au refuge des autres spécialités : leurs pratiques sont contrastées. C'est avec l'ISN qu'ils découvrent l'informatique au travers des formes d'enseignement variées et des problèmes de plus en plus complexes. Les pratiques des enseignants restent influencées par leur formation d'origine, avec un manque de recul chez les non-spécialistes d'informatique. À l'Université, les pratiques des étudiants en programmation sont avancées par rapport à celles des lycéens, une avance liée à la complémentarité des modules qui sont dispensés par des spécialistes. Les programmes informatiques ainsi réalisés sont souvent sophistiqués et incorporent des éléments issus de différentes sources externes. Les notions mathématiques investies par les étudiants sont souvent modestes. Si les lycéens et les étudiants sont tous débutants en informatique, les différences de pratiques entre eux semblent liées aux compétences spécifiques des enseignants. Au-delà de la formation des enseignants, la motivation occupe une place fondamentale pour adhérer à cet enseignement/apprentissage et soutenir des pratiques enseignantes comme chez les apprenants. / Our dissertation focuses on the teaching and learning of computer knowledge to beginners in France. It aims to understand how beginners implement and build computer knowledge. We used a qualitative methodology mobilizing ethnographic observations, questionnaire, semi-structured interviews and the analysis of official instructions and textbooks. We also conducted a comparative study of the practice of both school and university students, on the one hand, and teachers, on the other hand. Results show contrasting situations between secondary schools and university. In high school, algorithmic curricula exist within mathematic education. In this case, practice is influenced by four factors: motivation (related to representation), professional development for teachers, youth in business and pedagogical approach. The practice mainly focuses on a logical approach to algorithmic using work paper and pencil: programming is limited, and when it occurs, it is often with a calculator but rarely with the Algobox language. Among students, algorithms are perceived as a new domain in the mathematics programs, but different from both mathematics and informatics. Very good students in computing are generally good at math. Another elective course, specifically about informatics, has also been recently implemented for grade 12 students. It welcomes students of all profiles, but with different motivations, from the discovery of computers in a formal context to a shelter against other elective courses: their practices are manyfold. Within ISN, they discover computers through various forms of education and problems of increasing complexity. Teacher practice is influenced by their original education, with a lack of experience for non specialists teachers. At the University level, students show more advanced practice. They produce computer programs are often sophisticated and incorporate elements from various external sources. The mathematics knowledge invested by students is often modest. If students in lycée and university are all computer beginners, the differences in practice between them seem linked to the specific skills of teachers. In addition to teacher's training, motivation is fundamental to adhere to this teaching/learning and support practice, both for teachers and students.

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