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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

A conceptual evaluative framework for the management of virtual learning environments in UK universities

Aslam, F. January 2014 (has links)
Virtual Learning Environments (VLEs)/E-Learning has been adopted extensively by Higher Education (HE) in the UK and in the case study Coventry University (CU). Frameworks predicated upon pedagogic considerations evaluate VLEs/E-Learning but the evaluation of the management of VLEs/E-Learning through Knowledge Management (KM) Critical Systems Heuristics (CSH) and Soft Systems Methodology (SSM) has not been considered. Furthermore there are no frameworks that seek to reconcile the intent of VLEs/E-Learning with the resultant instantiation. Therefore, a conceptual framework to evaluate the management of VLEs/E-Learning has been derived. Action Research has been used by exposing every stage of the development of the conceptual framework to critique by stakeholders. The drivers for the uptake of VLEs/E-Learning have been identified and classified according to two schema, one schema is into people, processes and technology and the other into strategic/tactical or operational types. Existing evaluative frameworks have, on review, been classified according to a schema incorporating a purpose, theory, context, evaluative criteria, evaluative processes and management activities. VLEs/E-Learning can be considered to be a specialized computer system and therefore the fields of Knowledge management (KM), Critical Systems Heuristics (CSH) and Soft Systems Methodology (SSM) have been investigated, salient concepts extracted. From KM, knowledge appositions (know why; know-what; know who; know-when; know-where and know-how) are mapped onto tacit and explicit knowledge; people, processes and technology. From SSM, CATWOE (customer, actor, transformation, weltanschauung, owner, environment); and from CSH the concept of ‘is’ and ‘ought’ has also been mapped across the knowledge appositions. The resultant framework can be used by HE organisations as a tool for self development and also by external auditing agencies which wish to evaluate the management of VLEs/E-Learning.
2

Evaluating a virtual learning environment in medical education

Ellaway, Rachel Helen January 2006 (has links)
The use of technology-supported teaching and learning in higher education has moved from a position of peripheral interest a few years ago to become a fundamental ingredient in the experience of many if not most students today. A major part of that change has been wrought by the widespread introduction and use of ‘virtual learning environments’ (VLEs). A defining characteristic of VLEs is that they combine a variety of tools and resources into a single integrated system. To use a VLE is not just to employ a single intervention but to change the very fabric of the students’ experience of study and the university. Despite this, much of the literature on VLEs has concentrated on producing typologies by listing and comparing system functions, describing small scale and short duration applications or providing speculative theories and predictions. Little attention has so far been paid to analysing what effects a VLE’s use has on the participants and the context of use, particularly across a large group of users and over a substantial period of time. This work presents the evaluation of a VLE developed and used to support undergraduate medical education at the University of Edinburgh since 1999. This system is called ‘EEMeC’ and was developed specifically within and in support of its context of use. EEMeC provides a large number of features and functions to many different kinds of user, it has evolved continuously since it was introduced and it has had a significant impact on teaching and learning in the undergraduate medical degree programme (MBChB). In such circumstances evaluation methodologies that depend on controls and single variables are nether applicable or practical. In order to approach the task of evaluating such a complex entity a multi-modal evaluation framework has been developed based on taking a series of metaphor-informed perspectives derived from the organisational theories of Gareth Morgan(Morgan 1997). The framework takes seven approaches to evaluation of EEMeC covering a range of quantitative and qualitative methodologies. These are combined in a dialectical analysis of EEMeC from these different evaluation perspectives. This work provides a detailed and multi-faceted account of a VLE-in-use and the ways in which it interacts with its user community in its context of use. Furthermore, the method of taking different metaphor-based evaluation perspectives of a complex problem space is presented as a viable approach for studying and evaluating similar learning support systems. The evaluation framework that has been developed would be particularly useful to those practitioners who have a pressing and practical need for meaningful evaluation techniques to inform and shape how complex systems such as VLEs are deployed and used. As such, this work can provide insights not just into EEMeC, but into the way VLEs are changing the environments and contexts in which they are used across the tertiary sector as a whole.
3

Service oriented computing for dynamic virtual learning environments

Al-Ajlan, Ajlan Suliman January 2009 (has links)
Using the Internet for teaching and learning has become a trend in modern higher education, facilitated through the exploitation of advanced computing technologies. Virtual Learning Environment (VLE) applications support online learning over the Internet, and VLEs have thus emerged as e-learning domains that are essential prerequisites in cutting edge design and implementation technologies in education. Service Oriented Computing (SOC), as a novel software development and implementation approach, has become an active area of research and development. Web services, as an example of SOC, support the integration of software applications in an incremental way, using existing platforms and languages that utilize and adopt existing legacy systems. Thus, VLEs should be particularly well suited to Web services through the SOC approach. VLE services is a field subjected to continuous development but VLEs as Web services are still not generally accessible for academic institutions, although they have been adopted by some scientific projects. The next generation of VLEs should address the limitations of the current online systems by providing a richer context for online learning, one that is sensitive to the specific domain requirements of e-learning. Web Services Matching and Selection (WSMS), as a part of the functional requirements of Web services, has received less attention from SOC researchers. It involves discovering a set of semantically equivalent services by filtering a set of available services based on service metadata, and instantaneously selecting the best possible service. WSMS is the discovery of a service by a user, where correspondence is established between the objectives of the consumer and the capabilities of the service. It thereby aims to match and select the optimal service that best meets the requestor's needs. The main aim of this doctoral work is to explore novel architectural designs for VLEs, based on the SOC paradigm and its related techniques. In addition, this investigation aims to extend the core ideas behind VLE tools, which are gradually becoming dominant within academic institutes. Another aim is to devise a policy- based technique to enforce security requirements for VLEs and to build a test-bed for VLE security based on Modular Moodle. The fundamental contribution of this thesis that it demonstrates that VLEs can be considered as services, which can be published, discovered and composed as perceived in the SOC paradigm. An additional contribution to the knowledge is that it has built a new extension to the structure of Web services: the Web Services Matching and Selection (WSMS) system. Another contribution to the knowledge is that traditional security requirements have been modified to cater for the highly mobile and changeable environment of VLEs; this has been achieved through policy- based techniques. These contributions to the body of knowledge have been published in learned journals and at conferences.
4

Adoção e difusão de ambientes virtuais de aprendizagem no ensino superior presencial

Oliveira, Daniel Thomé de January 2014 (has links)
A conectividade e interação proporcionada pela web 2.0 permitiu o desenvolvimento de Ambientes Virtuais de Aprendizagem que rapidamente tornaram-se amplamente empregados na educação a distância. Ao mesmo tempo, esta tecnologia vem ganhando espaço como ferramentas de apoio aos processos de ensino-aprendizagem também na educação presencial, em especial na educação superior, favorecendo o desenvolvimento de novas práticas pedagógicas. Assim, torna-se crescente a preocupação com os processos de adoção e difusão da tecnologia. Esta pesquisa objetiva investigar a adoção e a difusão dos Ambientes Virtuais de Aprendizagem em uma Universidade Federal que os disponibiliza para uso facultativo dos docentes. O fenômeno é investigado sob a ótica do adotante – o professor – a partir de uma abordagem multiteórica, valendo-se de elementos e conceitos da Teoria da Difusão da Inovação (IDT), do Modelo de Adoção Baseado em Preocupações (CBAM) e da Teoria Unificada de Aceitação e Uso da Tecnologia (UTAUT). Os resultados indicam um processo de difusão bastante desigual nas instâncias da Universidade, explicado pelas diferentes oportunidades de experimentação mediante incentivos externos e contato com tecnologia ao longo do tempo. Além disso, identificaram-se duas orientações básicas no uso dos ambientes – gestão e aprendizagem – e as respectivas preocupações dos docentes em relação à implementação da inovação. / The connectivity and interaction provided by the Web 2.0 allowed the development of Virtual Learning Environments that quickly became widely used in distance education. Simultaneously this technology has been used as a tool to support teaching and learning also in face-to-face education and it is stimulating the development of new pedagogical practices. Thus there is a growing concern with understanding adoption and diffusion process of virtual environments. This research aims to investigate the adoption and diffusion of this technology in a Federal University which provides it for teachers in a free and optional way. The phenomenon is investigated from the perspective of the adopter – the teacher – using a multitheoretical approach drawing on elements and concepts from the Innovation Diffusion Theory (IDT), Adoption Model Based Concerns (CBAM) and Unified Theory of Acceptance and Use of Technology (UTAUT). The results indicate very unequal diffusion in the University explained by academic units's differences in opportunities of experimentation with the technology by external incentives and contact with it over time. Furthermore, we identified two basic orientations in the use of the e-learning environments – managing and learning – and the faculty concerns regarding the implementation of innovation.
5

Virtual Learning Environments' Impact on Adult Learners' Motivation in the Workplace

Bashshar, Clarence Eugene 01 January 2017 (has links)
Virtual learning environments have become prevalent in the workplace to improve talent development. However, because there are so many different types of design options, not all learners are finding success in the virtual learning environment. This mismatch can negatively impact employees' motivation and learning outcomes. The purpose of this study was to explore how design features of a virtual learning environment impacted adult learners' motivation in the workplace. Constructivist and self-determination theories were used as theoretical frameworks. The research question in this study explored how social and external contextual factors influence an adult learner's motivation to learn in a virtual learning environment. A qualitative case study was used to explore the data collected from 8 federal employees who used a virtual learning environment for professional development. Data were collected from interviews, surveys, and direct observations and analyzed using inductive coding to determined patterns and themes for study. The results from the study indicated the participants viewed visual learning, learner control, ease of use, technical competence, instructor support, and technical support as critical factors that must be addressed when using a virtual learning environment to improve talent development. The findings from the study can provide insights that could be used by training developers for how to design virtual learning environments to provide a positive environment. The social change impact will be to improve the virtual learning environments for the federal workforce to improve motivation and create a culture of talent development for individual growth and organizational capabilities.
6

Martian Boneyards: Sustained Scientific Inquiry in a Social Digital Game

Asbell-Clarke, Jordis Jodi 05 January 2012 (has links)
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players’ time was spent in scientific inquiry activities and about 30% of the players’ in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players’ activity, and players’ progress.
7

Martian Boneyards: Sustained Scientific Inquiry in a Social Digital Game

Asbell-Clarke, Jordis Jodi 05 January 2012 (has links)
Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players’ time was spent in scientific inquiry activities and about 30% of the players’ in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players’ activity, and players’ progress.
8

A Distributed Online Curriculum And Courseware Development Model

Onay Durdu, Pinar 01 November 2007 (has links) (PDF)
A distributed online curriculum and courseware (DONC2) development model is proposed in this study. Collaborative courseware development teams which may work in distributed academic or private institutions who need to develop higher quality, reduced cost, on time products are the users of DONC2 development model. The related features from the disciplines of instructional design and software engineering were combined and concepts like usability, especially in terms of formative and summative evaluation, interoperability and reusability were integrated into the model. The research is conducted as a collective case study, including four cases with distinctive characteristics to reveal the several practices in online curriculum and courseware development work. The DONC2 development model was proposed using the results gathered from the investigated cases and a literature survey. The model uses the iterative incremental and agile software development approaches in order to overcome the disadvantages of other linear system development approaches. This enables building releasable products in short time periods with increased quality. Furthermore, continuous communication, evaluation and feedback as well as good project management and readiness to adapt to changes are integrated as the essential characteristics. DONC2 development model is different than previous linear and non-adaptive models in all of these aspects.
9

Virtualios mokymo aplinkos Moodle įrankių lyginamoji analizė - tyrimas / Comparative analysis – research of Moodle virtual learning environment tools

Ponomariov, Konstantin 05 June 2006 (has links)
Summary Distant Learning (DL) in Lithuania is rapidly developing, various Virtual Learning Environments (VLE) emerge. The most popular of them are WebCT, Moodle, Atutor. Therefore I have decided to analyse Moodle Virtual Learning Environment as it is widely used by many institutions of high and secondary education. Purpose of the paper To analyse the tools of virtual learning environments, in order to select those that could be added to Moodle environment and help achieve efficient usage of Moodle in creating and providing DL courses. Objectives: a) Analyse the concept and functions of VLE. b) Provide general analysis of VLE. c) Provide a comparative analysis of Moodle, File3, WebCT environments. d) Determine which functions should be added to VLE Moodle. e) Integrate the selected tools to Moodle environment. f) Prepare methodical material of Moodle environment for teachers and students. Methods of the study: a) Search and systemization of information. b) Analysis and generalization of scientific and informational material. c) Data processing. d) Comparative data analysis. In order to achieve the set objective I have compared Moodle and WebCT, which have proven to be the most popular VLE, as well as File3 – an average level VLE created in Finland. By comparing these VLE becomes apparent that Moodle VLE contains a number of various teaching and handling tools however the distributed versions of this program are short of some tools: they have no internal e-mail, which is... [to full text]
10

Proposta de uma abordagem computacional para detec??o autom?tica de estilos de aprendizagem utilizando modelos ocultos de Markov e FSLSM

Sena, Edson Batista de 20 October 2016 (has links)
Submitted by Jos? Henrique Henrique (jose.neves@ufvjm.edu.br) on 2017-05-09T18:11:27Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) edson_batista_sena.pdf: 2251476 bytes, checksum: 028f563476a851ba89cf53a932fe2ba7 (MD5) / Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2017-05-16T18:51:42Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) edson_batista_sena.pdf: 2251476 bytes, checksum: 028f563476a851ba89cf53a932fe2ba7 (MD5) / Made available in DSpace on 2017-05-16T18:51:42Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) edson_batista_sena.pdf: 2251476 bytes, checksum: 028f563476a851ba89cf53a932fe2ba7 (MD5) Previous issue date: 2016 / Um dos grandes desafios dos dias atuais no desenvolvimento de tecnologias computacionais aplicadas ao processo educacional ? produzir solu??es que sejam capazes de atender corretamente ao processo de ensino e aprendizagem, al?m de definir a forma mais adequada de incorporar esses mecanismos no ambiente escolar. Esta inser??o deve ocorrer de forma que alunos e professores aproveitem ao m?ximo esses instrumentos, e passem a utiliz?-los com o intuito de agregar mais valor aos processos de ensino e aprendizagem. Para que isso ocorra, ? fundamental que os ambientes virtuais forne?am conte?do adequado, objetos de aprendizagem atraentes, al?m de serem din?micos e altamente adapt?veis ?s necessidades e interesses dos estudantes durante as sess?es de aprendizagem, visando a melhoria cont?nua do processo educacional para professores, tutores e estudantes. O presente trabalho tem como objetivo principal apresentar um modelo computacional probabil?stico, que pode ser incorporado ?s estruturas dos ambientes virtuais de aprendizagem, a fim de auxiliar no processo de detec??o autom?tica das tend?ncias e prefer?ncias dos estilos de aprendizagem do estudante, utilizando uma combina??o do modelo proposto por Felder e Silverman para estilos de aprendizagem, o FSLSM, com as t?cnicas de infer?ncia probabil?stica dos modelos ocultos de Markov (HMM). Para a valida??o do modelo, foram realizados experimentos em um simulador computacional capaz de reproduzir parcialmente o processo de intera??o do estudante com o ambiente virtual de aprendizagem, realizando um processo de infer?ncia com base no comportamento do estudante, ao qual foi utilizado o algoritmo de Viterbi para este prop?sito. Ao final, os resultados dos experimentos s?o apresentados e demonstraram um elevado grau de precis?o no processo de infer?ncia do estilo de aprendizagem probabil?stico. / Disserta??o (Mestrado Profissional) ? Programa de P?s-Gradua??o em Educa??o, Universidade Federal dos Vales do Jequitinhonha e Mucuri, 2016. / The great challenges of the present day in the development of computer technologies in educational process is to produce solutions that are able to respond properly to the teaching and learning methods, and define the most appropriate way to incorporate these mechanisms at school. This integration should take place so that students and teachers make the most of these instruments, and start to use them in order to add more value to teaching and learning processes. For this to happen, it is critical that virtual environments provide appropriate content, appealing learning objects, and are dynamic and highly adaptable to the needs and interests of students during the learning sessions, aimed at continuous improvement of the educational process for teachers, tutors and student. This study aims to present a probabilistic computational model, which can be incorporated into the structures of virtual learning environments, auxiliary order in the automatic detection process of the trends and preferences of student learning styles using a combination of the proposed model by Felder and Silverman to learning styles the FSLSM, with the probabilistic inference techniques of hidden Markov models (HMM). To validate the model, experiments were performed on a computer simulator able to partially reproduce the student interaction process with the virtual learning environment, making an inference process based on the student?s behavior, where we used the Viterbi algorithm to this purpose. At the end, the results of the experiments are presented and demonstrated a high degree precision in the process of inference of probabilistic learning style.

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