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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

Wanted: an Exploration of Journalism Skills Acquired Through Student Media Experiences

Francesco, Beth 08 1900 (has links)
Collegiate newsrooms serve two functions: to provide news and information to their campuses and to provide hands-on career preparation for student journalists. Student media professionals face having to do the latter in a way that keeps up with changing demands on entry-level employees, influenced by evolving technology and role consolidation within professional media. This study provides perspective from recent graduates with student media experience on the skills they felt most confident in upon graduating, where they gained those skills, and how they feel their student media experiences prepared them for the workplace. Using Everett Rogers’ theory of innovation diffusion to frame the issue, results show that student media professionals must recognize their roles as the change agent in shaping and pushing the opportunities to develop digital skills expected of entry-level journalists.
2

A training transfer study of the Indoor Simulated Marksmanship Trainer

Yates, William W. 09 1900 (has links)
Approved for public release; distribution in unlimited. / This thesis examines the effectiveness of the Indoor Simulated Marksmanship Trainer (ISMT) as a tool to train shooters in the fundamentals of marksmanship. Key concepts explored in the research are verification of skills transfer resulting from practice and the predictive value of simulated performance to proficiency at real task performance. There was no statistical difference in the scores of recruits trained in the ISMT versus a control group that was not trained in the ISMT. Scores on simulated firing were not a strong predictor of live fire performance. In a second experiment subjects were evaluated on their proficiency and improvement during un-coached practice at the task of simulated precision fire on a target at a simulated known distance of 300 yards from the shooters. After comparable amounts of practice in the ISMT, subjects who had not previously received formal marksmanship training failed to demonstrate levels of proficiency comparable to those subjects who had previously received formal marksmanship training in the military. Consequently, the research found no evidence to suggest the ISMT qualifies as a black box training apparatus capable of imparting skill through practice without the added presence of expert instruction or an existing knowledge of marksmanship techniques. / Major, United States Marine Corps
3

Training Siblings of Children with Autism to Instruct Play: Acquisition, Generalization, and Indirect Effects

Randall, Domonique Y. 05 1900 (has links)
A multiple baseline design was employed to evaluate the effectiveness of a sibling training package including modeling, role-play, and feedback on play and engagement between children with autism and their siblings. The results of two experiments suggest that, following training, siblings of children with autism correctly implemented all trained interaction components. Additionally, Experiment II assessed and programmed generalization to other materials and a non-training setting. The results showed that some unprogrammed generalization to non-trained toys occurred. Conversely, siblings engaged in trained skills in a non-training setting (home) only following the experimenter's instructions to generalize. In both experiments, the siblings' overall engagement and physical proximity of play in training sessions increased significantly above baseline. This study extends previous research in that it includes additional stimulus and response generalization measures.
4

Investigating suitable pitch sizes for young football players in New Zealand

Gerdsen, Willy January 2008 (has links)
Whilst smaller pitches have become the norm in junior football, they may still be too large for certain ages and levels of skill. To date there has been no research into the relationships between size of the pitch and the technical kicking ability (distance and accuracy) of young players (8 - 14 years of age). The purpose of this investigation was to examine variables that influence actual kicking distance and accuracy and also to measure what differences in play behaviour (passing and dribbling) emerge from self-selected changes in pitch size for different age groups (9 and 10 years of age). Data were collected on 120 (N=120) junior football players: Playing experience (M=2.85 years, SD=2.56), Height (M=1.44 m, SD=1.08), Weight (M=37.8 kg, SD=7.69), Lengths of lower limbs (knee/ankle: M=35.54 cm, SD=4.27; hip/knee: M=35.54 cm, SD=5.25), Step lengths (M=37.66 cm, SD=8.693), Estimated kicking distance (M=31.13 m, SD=16.63). Participants performed a series of three kicks along the ground, using the inside of the foot, and aiming for a target (25 m away). The distance (M=18.04 m; SD=6.56) and accuracy (M=8.32 m; SD=4.38) of each kick were measured. The children (9 and 10 years of age) were then assigned to teams and asked to construct a small-sided game on two different pitch sizes. The first pitch size used was the recommended regulation size. The second pitch size was self-selected by the players. Any changes to the playing dimensions (e.g., width of the pitch) and playing behaviours (e.g., total number of passes, dribbling) were measured and analysed. Kicking distance is best predicted by the player’s height (20.0%, P < 0.000), or a combination of the player’s height and estimated kicking distance (30.0%, P = 0.002). Kicking accuracy can be attributed to the influence of the player’s step lengths (8.1%, P = 0.016) and both their step lengths and estimated kicking distance (15.1%, P = 0.020). Furthermore, our findings demonstrate that the increase in pitch size (18.5% and 25%) resulted in a greater amount of dribbling (63% and 33%) and passing (12%). In general, our results support the idea that young children in New Zealand should be playing on a pitch and at a skill level which matches their football abilities. Grouping young players on a pitch according to their physical (e.g., height) and technical kicking ability (e.g., distance, accuracy) instead of their chronological age, seems to be the key factor to any other set of proposals. The findings of this thesis have important messages that could enhance the effectiveness of coaching, competitive game-play (pitch sizes) and consequently performance at all junior levels of football in New Zealand. Further research should manipulate the number of players per team to see if this factor affects competitive game-play in junior football. Additionally, the mean distances maintained between players in the same team (team-mates) during game play needs to be considered (with regard to the ‘beehive effect’). Further studies should examine different age groups of equivalent skill level and assess their performance in relation to their technical kicking ability on different pitches.
5

Investigating suitable pitch sizes for young football players in New Zealand

Gerdsen, Willy January 2008 (has links)
Whilst smaller pitches have become the norm in junior football, they may still be too large for certain ages and levels of skill. To date there has been no research into the relationships between size of the pitch and the technical kicking ability (distance and accuracy) of young players (8 - 14 years of age). The purpose of this investigation was to examine variables that influence actual kicking distance and accuracy and also to measure what differences in play behaviour (passing and dribbling) emerge from self-selected changes in pitch size for different age groups (9 and 10 years of age). Data were collected on 120 (N=120) junior football players: Playing experience (M=2.85 years, SD=2.56), Height (M=1.44 m, SD=1.08), Weight (M=37.8 kg, SD=7.69), Lengths of lower limbs (knee/ankle: M=35.54 cm, SD=4.27; hip/knee: M=35.54 cm, SD=5.25), Step lengths (M=37.66 cm, SD=8.693), Estimated kicking distance (M=31.13 m, SD=16.63). Participants performed a series of three kicks along the ground, using the inside of the foot, and aiming for a target (25 m away). The distance (M=18.04 m; SD=6.56) and accuracy (M=8.32 m; SD=4.38) of each kick were measured. The children (9 and 10 years of age) were then assigned to teams and asked to construct a small-sided game on two different pitch sizes. The first pitch size used was the recommended regulation size. The second pitch size was self-selected by the players. Any changes to the playing dimensions (e.g., width of the pitch) and playing behaviours (e.g., total number of passes, dribbling) were measured and analysed. Kicking distance is best predicted by the player’s height (20.0%, P < 0.000), or a combination of the player’s height and estimated kicking distance (30.0%, P = 0.002). Kicking accuracy can be attributed to the influence of the player’s step lengths (8.1%, P = 0.016) and both their step lengths and estimated kicking distance (15.1%, P = 0.020). Furthermore, our findings demonstrate that the increase in pitch size (18.5% and 25%) resulted in a greater amount of dribbling (63% and 33%) and passing (12%). In general, our results support the idea that young children in New Zealand should be playing on a pitch and at a skill level which matches their football abilities. Grouping young players on a pitch according to their physical (e.g., height) and technical kicking ability (e.g., distance, accuracy) instead of their chronological age, seems to be the key factor to any other set of proposals. The findings of this thesis have important messages that could enhance the effectiveness of coaching, competitive game-play (pitch sizes) and consequently performance at all junior levels of football in New Zealand. Further research should manipulate the number of players per team to see if this factor affects competitive game-play in junior football. Additionally, the mean distances maintained between players in the same team (team-mates) during game play needs to be considered (with regard to the ‘beehive effect’). Further studies should examine different age groups of equivalent skill level and assess their performance in relation to their technical kicking ability on different pitches.
6

Um método para avaliar a aquisição de habilidades sensório-motoras em ambientes virtuais interativos tridimensionais para treinamento médico. / A method for assessing the acquisition of sensorimotor skills in interactive three-dimensional virtual environments for medical training.

Anjos, Alexandre Martins dos 09 September 2014 (has links)
Com a frequente utilização de Tecnologias da Informação e da Comunicação (TICs) em contextos educacionais, uma nova configuração de atividades virtuais trouxe à tona novos desafios para profissionais da área de educação ou de treinamento. A partir das contribuições originadas no campo da Realidade Virtual, merecem atenção às soluções que se utilizam de Ambientes Virtuais Interativos 3D como uma alternativa às estratégias de treinamento conduzidas em ambientes reais de aprendizagem. Essas soluções ganham destaque à medida que se observa a utilização de diferentes métodos ou formas de se ensinar e aprender com esses ambientes. Nesse contexto o campo das Habilidades Sensório-Motoras (HSM) constitui-se um desafio no que tange à necessidade de desenvolvimento de métodos para quantificar ou qualificar a habilidade de um aprendiz ou profissional que esteja sob avaliação durante a realização de uma tarefa. Diante desse cenário, apresenta-se a pesquisa em pauta, com o objetivo de definir, implementar e validar um método para avaliação da aquisição de HSM em Ambientes Virtuais Interativos 3D no contexto de treinamento médico. O escopo da presente investigação foi definido mediante a realização de um processo de revisão de literatura sobre os principais fundamentos encontrados na área. Por meio da condução de dois processos de Revisão Sistemática, foi possível recuperar o estado da arte sobre métodos e parâmetros utilizados na avaliação da aquisição de HSM. Para atingir os objetivos da investigação, foram conduzidos experimentos com base em um modelo teórico de avaliação e em um método semiautomatizado. Os resultados dos experimentos indicaram que o método construído foi capaz de avaliar diferentes tarefas virtuais durante a aquisição de Habilidades Sensório-Motoras, assim como verificar o grau de convergência e divergência de processos de discriminação e classificação de HSM observados na avaliação de tarefas virtuais pelo método semiautomatizado e por especialistas. / Along with the frequent use of Information and Communication Technologies (ICTs) in educational contexts, a new configuration of virtual activities has brought up new challenges for professionals in the field of education or training. Based on contributions coming from the field of Virtual Reality, solutions used in 3-D Interactive Virtual Environments need to be highlighted as an alternative to training strategies conducted in real learning environments. These solutions gain ground as the use of different methods or ways of teaching and learning are observed in these environments. In this context, the field of Sensory Motor Skills (SMS) becomes a challenge as far as the need for development of methods is concerned in order to quantify or qualify the skills of a learner or a professional who is being evaluated during the performance of a task. This research is set in this scenario aiming to define, implement and validate a method to evaluate the acquisition of SMS in 3-D Interactive Virtual Environments in the context of medical training. The scope of this investigation was defined by means of a literature review on the current major founding principles in the area. Two processes of Systematic Review were conducted which produced the state of the art on methods and parameters used in the evaluation of SMS acquisition. In order to achieve the objectives of the investigation, two experimental studies were conducted based on a theoretical evaluation model and a semi-automated method. The results of the experimental studies showed that the method constructed was able to evaluate different virtual tasks during the acquisition of Sensory Motor Skills, and to verify the convergence or divergence degree of processes of discrimination and classification of SMS observed in the evaluation of virtual tasks by the semi-automated method and by human experts.
7

Um método para avaliar a aquisição de habilidades sensório-motoras em ambientes virtuais interativos tridimensionais para treinamento médico. / A method for assessing the acquisition of sensorimotor skills in interactive three-dimensional virtual environments for medical training.

Alexandre Martins dos Anjos 09 September 2014 (has links)
Com a frequente utilização de Tecnologias da Informação e da Comunicação (TICs) em contextos educacionais, uma nova configuração de atividades virtuais trouxe à tona novos desafios para profissionais da área de educação ou de treinamento. A partir das contribuições originadas no campo da Realidade Virtual, merecem atenção às soluções que se utilizam de Ambientes Virtuais Interativos 3D como uma alternativa às estratégias de treinamento conduzidas em ambientes reais de aprendizagem. Essas soluções ganham destaque à medida que se observa a utilização de diferentes métodos ou formas de se ensinar e aprender com esses ambientes. Nesse contexto o campo das Habilidades Sensório-Motoras (HSM) constitui-se um desafio no que tange à necessidade de desenvolvimento de métodos para quantificar ou qualificar a habilidade de um aprendiz ou profissional que esteja sob avaliação durante a realização de uma tarefa. Diante desse cenário, apresenta-se a pesquisa em pauta, com o objetivo de definir, implementar e validar um método para avaliação da aquisição de HSM em Ambientes Virtuais Interativos 3D no contexto de treinamento médico. O escopo da presente investigação foi definido mediante a realização de um processo de revisão de literatura sobre os principais fundamentos encontrados na área. Por meio da condução de dois processos de Revisão Sistemática, foi possível recuperar o estado da arte sobre métodos e parâmetros utilizados na avaliação da aquisição de HSM. Para atingir os objetivos da investigação, foram conduzidos experimentos com base em um modelo teórico de avaliação e em um método semiautomatizado. Os resultados dos experimentos indicaram que o método construído foi capaz de avaliar diferentes tarefas virtuais durante a aquisição de Habilidades Sensório-Motoras, assim como verificar o grau de convergência e divergência de processos de discriminação e classificação de HSM observados na avaliação de tarefas virtuais pelo método semiautomatizado e por especialistas. / Along with the frequent use of Information and Communication Technologies (ICTs) in educational contexts, a new configuration of virtual activities has brought up new challenges for professionals in the field of education or training. Based on contributions coming from the field of Virtual Reality, solutions used in 3-D Interactive Virtual Environments need to be highlighted as an alternative to training strategies conducted in real learning environments. These solutions gain ground as the use of different methods or ways of teaching and learning are observed in these environments. In this context, the field of Sensory Motor Skills (SMS) becomes a challenge as far as the need for development of methods is concerned in order to quantify or qualify the skills of a learner or a professional who is being evaluated during the performance of a task. This research is set in this scenario aiming to define, implement and validate a method to evaluate the acquisition of SMS in 3-D Interactive Virtual Environments in the context of medical training. The scope of this investigation was defined by means of a literature review on the current major founding principles in the area. Two processes of Systematic Review were conducted which produced the state of the art on methods and parameters used in the evaluation of SMS acquisition. In order to achieve the objectives of the investigation, two experimental studies were conducted based on a theoretical evaluation model and a semi-automated method. The results of the experimental studies showed that the method constructed was able to evaluate different virtual tasks during the acquisition of Sensory Motor Skills, and to verify the convergence or divergence degree of processes of discrimination and classification of SMS observed in the evaluation of virtual tasks by the semi-automated method and by human experts.
8

Catalysts, Continuity and Change: Workplace Restructuring in the Chemical Industry

Mealor, Tony, UNSW January 1999 (has links)
The thesis describes and analyses a long-term transformative change program conducted at ICI (Australia) Botany Site between the years 1987 - 1997. The change program is unusual in that, after a massive and destructive confrontation between management and the unions, a new collaborative approach to change was developed which led to significant organisational renewal. Change interventions developed in the program have diffused through Australian industry over the decade. The program is analysed within the framework of a theoretical model which describes a path taken towards achieving a capable organisation which can sustain productive performance. The thesis uses evidence from the case to investigate issues of management style, governance, flexibility, 'bundled interventions', productivity, work organisation, downsizing, reward systems, skills acquisition and self-managed teams. A theoretical model of organisational change is developed which suggests how the treatment of these contingencies can lead to organisational capability.
9

Challenges and proposed solutions to the technical skills base within the mining industry

Norman, Rustum 18 June 2011 (has links)
Within the South African context, the mining industry is a major employer and a significant contributor to the economy. Production costs are ever increasing and for this industry to survive and remain financially viable, efficient technologies are continuously being explored and implemented to ensure the industries sustainability now and in the future. In order for this to be achieved, sufficient and competent technical skills, in the form of artisans, technicians and engineers are required. The mining industry is currently experiencing a shortage of these skills. Twenty-one persons were interviewed, who are representative of three stakeholder groups: namely, regulatory bodies, educational institutions and mining companies to ascertain the challenges in terms of the technical skills and thereby, derive solutions for the industry. The data used to uncover the above was obtained using qualitative techniques applied to the three stakeholder groups. This research presents the responses of those in-depth interviews from the various stakeholders obtained over several months of research. The challenges within the industry are disclosed and practical solutions presented to mitigate those challenges.Copyright / Dissertation (MBA)--University of Pretoria, 2010. / Gordon Institute of Business Science (GIBS) / unrestricted
10

Developing A Translator Career Path: a New Approach to In-House Translator Development Evaluation

Alowedi, Noha 01 December 2015 (has links)
No description available.

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