• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 5
  • Tagged with
  • 5
  • 5
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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

THE EDUCATIONAL EFFECTIVENESS OF A COOPERATIVE AND COMPETITIVE VIDEO GAME FOR TEACHING INTRODUCTORY PROGRAMMING / A VIDEO GAME FOR TEACHING INTRODUCTORY PROGRAMMING

Chan, Samantha January 2014 (has links)
The subject of computer programming is highly practical and it is crucial that beginners participate in hands-on experimentation as part of the learning process. Unfortunately, many first year engineering students that are new to this discipline are often intimidated by the material and unmotivated to review or practice the concepts on their own. The purpose of this study is to measure the success of using a cooperative and competitive video game as a pedagogical tool in software engineering education. The video game that was developed for this research is called Space Race and it harnesses the power of group discussion to encourage students to share their individual understandings of basic programming concepts. This dissemination of knowledge within groups was able to teach many students new concepts that they did not understand previously.At least 67% of the students stated that the game motivates them to review course material. The game was wellreceived with at least 82% of the students that played Space Race agreeing that they would recommend that others also learn basic programming concepts with this game. Although the game does not directly teach students new concepts, it allows the instructors to identify what concepts students struggle with. Space Race encourages students to ask the instructor questions when they do not understand. In some cases, game participants outperform nonparticipants on course exams. On the final course exam, all of the statistically significant (p<0:05) comparisons (42% of the relevant questions) showed a performance improvement of game participants, with a maximum grade improvement of 41%. The findings also suggest that some students can retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a video game can be a successful pedagogical tool for software engineering education. / Thesis / Master of Applied Science (MASc)
2

Simply Cooking - an interaction design project for children aged 8-12

Houlberg-Laursen, Maria January 2013 (has links)
The skill of cooking a meal from start to end is becoming a stressful every day activity in many homes in Denmark. Less and less parents focus on including their children in preparing dinner because they see it as a time-consuming activity that the child would rather be left out of. In this paper we examine the importance of teaching children how to cook from a young age as well as we investigate in why it can seem like such a big task for them to actually get started with cooking. The study focuses on how to develop an interactive tablet and smartphone application that provides children with an explorative platform for them to develop their cooking skills on. The detailed process of developing a simple tablet/smartphone application is explored in order to arrive at an understand of the challenges children face when cooking, how we encourage them to cook and how we facilitate them with the best possible options for this. By doing several explorative workshops and studying previous research about how children learn, understand and explore their creativity, we arrive at an understanding of the challenges, limits and benefits there would be with an application like this.
3

Designing a tablet application for an emergency department : The implications of context on concept development and interface design

Kronsell, Victoria January 2013 (has links)
Mobile devices are becoming more common in health care and studies show that they can contribute with a lot of benefits. The purpose of this thesis is to investigate what important factors should be considered when designing an application for a tablet computer to be used at an emergency department. The project involved creating a prototype for an application that would be used as a decision support system for doctors when a stroke patient arrives to the emergency department – a case where time and accuracy are both equally important. Research was conducted by doing field studies and interviews, and the results from these helped to develop a prototype. Usability tests were conducted on the prototype and changes were made accordingly. The study showed that there are many important factors to consider; e.g. identifying the workflows, creating a non-linear system and overview support.
4

Smart Future Solutions for Maintenance of Aircraft : Enhancing Aircraft Maintenance at Saab AB

Bergkvist, Erik, Sabbagh, Tommy January 2021 (has links)
This master thesis has the purpose to analyse and identify smart efficient future solutions within the Maintenance, Repair and Overhaul (MRO) process for aircraft. The efficiency solutions, in form of new technologies and tools, should present a foundation that MRO suppliers can continue to develop to enhance and streamline their maintenance processes. The project was performed as a case study at the aerospace and defense company Saab AB in Linköping, where the company's MRO process was investigated. Through identifying possibilities and alternative technologies available today and in the near future, one continues to have a competitive and future-proof position in the market.  Through an own constructed course of action influenced from established methods, the thesis' purpose and aim was attained. The method was based on authentic approaches for case studies but also inspired by the so-called "Requirement Engineering". The combination of the methods resulted in a precise focus on the relevant subjects, together with a clear structure of the requirements on the technologies to reach a successful implementation. Through a detailed data collection comprised of study visits, interviews, literature studies, market analyses, and document reviews, multiple relevant technologies and requirement-lists for utilization were identified.  To concretize the use and potential improvements with the technologies, the project had the objective to develop a demonstrator with one of the technologies presented. The demonstrator should focus on minimizing the use of paper, which is a common problem among many market actors today. The most promising technology was considered to be a tablet application with an accommodated application. The selection of the tablet solution was based on the motivation that it is a well-established technology and a favorable first step from paperwork.  To conclude this master thesis, a tablet application was developed in Novacura Flow Studio, where the majority of the identified requirements were fulfilled. Beyond the demonstrator, an introduction and analysis of technologies, such as AR-glasses, voice guidance, additive manufacturing, and a digital twin, was presented.
5

SimPad - a drawing-based modeling tablet web application to support science education

Olsson, Axel January 2013 (has links)
With the increase of use with tablet computers comes new ways of interaction butalso new possibilities for learning. This creates a challenge for designers to create aviable interaction design. In this research, a set of interaction design guidelines andinteraction qualities are identi ed. Speci cally when designing natural user interfacesfor drawing-based modeling on tablet devices to support learning. The existingtablet computer manufacturer design guidelines are reviewed. Additionally, a webbasedtablet prototype designed and developed using an iterative design approachconsisting of design and creation coupled with design-based research and interactiondesign. The prototype is evaluated with eight representative end-users at a middleschoolin southern Sweden using a usability evaluation that is recorded with videoand analyzed through a signi cant event analysis. The results show that users enjoyworking with the prototype and they think that it can help them in their learning.The results also shows guidelines and a ordances for interaction design of interfacesfor drawing-based modeling tablet applications. The reasoning behind identifyingguidelines and a ordances is to provide researchers, designers, and others with themeans to minimize problems that may arise in the design of their own drawing-basedmodeling tools for education.

Page generated in 0.3352 seconds