Dissertations / Theses on the topic 'Computer Science Educational SMEs'
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Dimitrios, Rekleitis. "Cloud-based Knowledge Management in Greek SME’s." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-78715.
Full textGibson, Benjamin Ian. "Educational Games for Teaching Computer Science." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.
Full textAl, Haraizah Ahed Saket. "E-commerce technology acceptance (ECTA) framework for SMEs in Middle Eastern countries with reference to Jordan : empirical evidence from electronic commerce in SMEs." Thesis, Kingston University, 2010. http://eprints.kingston.ac.uk/20307/.
Full textMellor, Robert Brooke. "Innovation nuclei in SMEs involved in Internet B2C e-commerce." Thesis, Kingston University, 2006. http://eprints.kingston.ac.uk/20297/.
Full textBehnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.
Full textThis thesis investigates the impact of gamification on student motivation and learning in several introductory computer science educational activities. The use of game design techniques in education offers the potential to make learning more motivating and more enjoyable for students. However, the design, implementation, and evaluation of game elements that actually realize this promise remains a largely unmet challenge. This research examines whether the introduction of game elements into curriculum positively impacts student motivation and intended learning outcomes for entry-level computer science education in four settings that apply similar game design techniques in different introductory computer science educational settings. The results of these studies are evaluated using mixed methods to compare the effects of game elements on student motivation and learning in both formal and non-formal learning environments.
Pesaran, Behbahani Masoud. "EBusiness analytics framework (EBAF) : to enable SMEs to gain business intelligence for competitive advantage." Thesis, Kingston University, 2014. http://eprints.kingston.ac.uk/30603/.
Full textLi, Chun. "SMS-based vocabulary learning for ESL students a dissertation submitted to Auckland University of Technology in partial fulfillment of the requirements for the degree of Master of Computer and Information Sciences (MCIS), 2009 /." Click here to access resource online, 2009. http://aut.researchgateway.ac.nz/handle/10292/746.
Full textIncludes bibliographical references. Also held in print ( ix,139 leaves : ill., charts. ; 30 cm.) in the Archive at the City Campus (T 371.33 LI)
Shu, Chang. "Location based Educational mobile application design and implementation." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1492704740266491.
Full textXu, Han. "Location Based Educational Web System Design and Implementation." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1492710083528591.
Full textJacknis, Michael L. 1975. "Introductory educational laboratory experience for computer engineering undergraduates." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80643.
Full textIncludes bibliographical references (leaf 68).
by Michael L. Jacknis.
M.Eng.
Che, Pee Naim. "Computer games use in an educational system." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12297/.
Full textMohamed, Morwan Nour I. "An end to end solution for complex open educational resources." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/11410.
Full textThe main objective of this thesis is to provide content creators and educators with a solution that simplifies the process of depositing into digital repositories. We created a desktop tool named ORchiD, Open educational Resources Depositor, to achieve this goal. The tool encompasses educational metadata and content packaging standards to create packages while conforming to a deposit protocol to ingest resources to repositories.
Pedzai, Calvin. "Adapting a novel public display system for an educational context." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/11051.
Full textUniversities in developing nations are viewed as gateways to global knowledge and as the source of human capital for their countries' economies (Juma, 2008). However, these universities face challenges in accessing educational information over the Internet due to high bandwidth costs, low literacy rates and the difficulty of setting up expensive computer labs. For example, at the University of Cape Town, labs are often overcrowded and fewer learners gaining access to information. One innovative solution to this problem has been realized through the adoption of mobile phones as PC terminal replacements in developing countries. There has been a steady increase in the adoption of mobile phones due to their ease of use and affordability (Juma, 2008). By harnessing this technology's potential, we believe a sustainable and cost-effective solution to support student needs can be developed for universities in developing countries.
Mohamed, Nour Morwan I. "An end-to-end solution for complex open educational resources." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/6419.
Full textMoritz, Johan. "Developing tools in educational applications to promote learning." Thesis, Umeå universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-47886.
Full textGaffney, Bradley R. "Cooperative learning in educational gaming." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (page 59).
This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuses were modularity of design and opportunity for procedural generation of content. Two versions of the game were used to explore the difference in learning between them; we created both a single-player experience and a cooperative version. We expected that players of the cooperative game would learn more quickly through discussion and coordination. Students played both versions, and then answered short questions regarding their experience. Contrary to our expectations students did not appear to show a difference in learning between the two versions; understanding seemed to take place at the same point regardless of game type.
by Bradley R. Gaffney.
M. Eng.
Dancy, Isaac. "Educational hardware for feedback systems." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/33128.
Full textIncludes bibliographical references (p. 85-86).
This thesis explores a variety of educational feedback systems with an emphasis on developing them for in-class demonstrations and in-depth student projects. The nature of feedback systems means there is never a shortage of demonstrations or assignments that can truly capture the students' imagination and enthusiasm for class material. Unfortunately, it is sometimes the case that the feedback systems with the most potential for greatness are also unreliable, inaccurate, and inconsistent. This thesis attempts to narrow the gap by exploring, analyzing, and building a variety of exciting feedback systems. A comparison of general-purpose and high-performance operational amplifiers is created. Hardware for a web-based laboratory on canonical second-order systems is implemented. Cheap magnetic levitation kits for in-term projects are made even cheaper. And finally, the inverted pendulum - a decades-old Course VI heirloom and featured demonstration - is restored to its past glory.
by Isaac Dancy.
M.Eng.
Rich, Warren Charles. "Design attributes of educational computer software for optimising girls' participation in educational game playing." Curtin University of Technology, Science and Mathematics Education Centre, 2004. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=16035.
Full textFrazer, Alex. "Towards better gameplay in educational computer games." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/172421/.
Full textArvidsson, Jonas, Fredrik Bruks, and Christopher Hamilton. "EDI-invoicing : A study on the process and SMEs´experiences." Thesis, Jönköping University, Jönköping International Business School, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-60.
Full textElectronic commerce is one of the most discussed business-to-business(B2B) topics of today. IT has become a tool for adapting and rendering business processes towards an integrated supply chain (www svensktnaringsliv.se). Electronic Data Interchange (EDI) has been used as a technique for communicating between different computer systems since the 1960’s. However, it took another 20 years for EDI to support different types of business processes (Malonis, 2002). Electronic invoices can be deduced from when companies in the 1970´s started to exchange invoice files (Dykert & Fredholm, 2004).
Earlier studies within this area of interest have focused on the business-tocustomer (B2C) electronic invoicing. This thesis has chosen a different point of view, where the focus will be on Small and Medium Sized Enterprises (SMEs) use of EDI- invoicing for B2B processes. This thesis purpose can be divided into two parts, the first is to investigate how EDI- invoice solutions are realized and the second is to describe the effects use and implementation of an EDI- invoice solution have brought to SMEs.
Data for the first part have been collected from Internet sources as well as from literature. Empirical findings to address this part are gathered from an interview with an employee at Scandinavian PC Systems (SPCS). What we concluded of this study was that SMEs opportunity to implement EDI- invoicing derives from the initiative taken by system developers together with Value Added Network (VAN) providers. They have made a complex technology, with confusion about standards and function, to an easy understood and familiar interface to SMEs.
Data for the second part of the purpose have been collected from telephone interviews with SMEs in the Jönköping region. Six SMEs who were connected to Pri- Handel, a competitor to SPCS, were interviewed.The most prominent experience SMEs mean that an EDI- invoice solution brings is reduce of administrative cost.
Chao, Wesley S. (Wesley Shuan-Chung) 1979. "Integrated test cases in educational fusion." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86643.
Full textIncludes bibliographical references (leaves 68-69).
by Wesley S. Chao.
M.Eng.
Rubindal, Robin. "Educational reading for youths with special needs." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-81866.
Full textVargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 59).
Recent innovations in Virtual Reality technology has made it more affordable and accessible to consumers and classrooms. This research works toward investigating the impact of VR in a collaborative learning environment as part of a larger cross- platform system. We have explored three primary research objectives: 1) how do we engage players in a cross platform education game 2) is it possible for VR to be one of these platforms effectively and 3) how do we design the game so that the players have to collaborate? For all of these tasks, I helped develop the collaborative aspect of a project called CLEVR, which is a multiplayer game that places one user inside of a biological cell through a VR headset while connecting another on a touch screen tablet. After discussing the progress made on the project and the contribu- tions I made, we discuss the results of various play test opportunities through our design-based iterative research and the conclusions drawn from them. Our results show promise for the impact of VR on education and the effect it could have on the engagement of students as part of a multiplayer cross-platform system.
by David Anthony Vargas.
M. Eng.
Lipscomb, Skyler A. "Creating AlphaBoodle: A Children's Educational iOS Application." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/scripps_theses/172.
Full textSun, Ranbel F. (Ranbel Field). "Low-cost educational stochastic optical reconstruction microscopy (eSTORM)." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85508.
Full textCataloged from PDF version of thesis. "August 2013."
Includes bibliographical references (pages 97-100).
A stochastic optical reconstruction microscope was built and demonstrated for under $20,000, enabling hands-on learning of single-molecule localization concepts in teaching laboratories. This was accomplished by replacing the most expensive parts of $500,000 commercial instruments, namely the laser, camera, and objective, with lower cost alternatives. Since lower cost also comes with higher noise, we characterized the optical and noise characteristics of the microscope. A new sample protocol, consisting of microspheres labeled with streptavidin-Alexa 647 conjugates, was developed to test the system, compare the image quality of two reconstruction programs (QuickPALM and rapidSTORM), and evaluate trade-offs in camera selection. Finally, by imaging defined actin features in 3T3 cells, the instrument was estimated to have a sub-diffraction resolution between 70 -100 nm.
by Ranbel F. Sun.
M. Eng.
Johnson, Caitlin R. "A user study of an educational video system." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66428.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 79).
This thesis describes the creation of an educational video system and the results of introducing it in a large MIT class. Experience shows that there is a high demand for recorded, course-specific, educational content. While there are several solutions for recording and sharing general instructional interactions, there are not as many are not many easy ways for instructors to record and share individual interactions. The system is meant to supplement existing course material with recordings of these interactions.
by Caitlin R. Johnson.
M.Eng.
Umapathy, Vijay. "An adaptive user interface for open educational content." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66706.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 67).
For my Masters of Engineering thesis project, I have developed a framework of meta- data around open educational resources that are used by students to master a given concept. Based on the assumption that a course can be broken down into specfic concepts and that there are several resources available to students both on sites such as OpenCourseWare and also peer-managed resources like Wikipedia, I develop a model for "relevance" of a resource to the learning of a given concept, where relevance is defined by assignment to a concept by a teacher as well as usage data from students viewing the resources. I combine both active feedback (clicking a "like" button) and passive feedback (view duration and count across all users) to score each resource for a given concept. This score is then used to create an adaptive user interface that indicates which resources may be the most relevant for students learning a given concept based on their peers' feedback. In addition to designing this framework, I provide an implementation of the adaptive user interface on Apple's iPad device, and I provide an evaluation of the educational benefits of this adaptive interface by designing and executing a controlled user study on students in MIT's introductory physics course.
by Vijay Umapathy.
M.Eng.
Pratusevich, Michele. "EdVidParse : detecting people and content in educational videos." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100647.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 61-65).
There are thousands of hours of educational content on the Internet, with services like edX, Coursera, Berkeley WebCasts, and others offering hundreds of courses to hundreds of thousands of learners. Consequently, researchers are interested in the effectiveness of video learning. While educational videos vary, they share two common attributes: people and textual content. People are presenting content to learners in the form of text, graphs, charts, tables, and diagrams. With an annotation of people and textual content in an educational video, researchers can study the relationship between video learning and retention. This thesis presents EdVidParse, an automatic tool that takes an educational video and annotates it with bounding boxes around the people and textual content. EdVidParse uses internal features from deep convolutional neural networks to estimate the bounding boxes, achieving a 0.43 AP score on a test set. Three applications of EdVidParse, including identifying the video type, identifying people and textual content for interface design, and removing a person from a picture-in-picture video are presented. EdVidParse provides an easy interface for identifying people and textual content inside educational videos for use in video annotation, interface design, and video reconfiguration.
by Michele Pratusevich.
M. Eng. in Computer Science and Engineering
Boyd, Aaron T. T. (Aaron Thomas Thalman) 1976. "Educational fusion : a distributed visual environment for teaching algorithms." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80222.
Full textIncludes bibliographical references (leaves 56-58).
by Aaron T.T. Boyd
S.B.and M.Eng.
Porter, Brandon W. (Brandon William) 1974. "Educational fusion : an instructional, web-based, software development platform." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/50393.
Full textIncludes bibliographical references (p. 96-98).
by Brandon W. Porter.
B.S.
M.Eng.
Glazer, Joshua E. (Joshua Eric) 1977. "Improved algorithm visualization and witness detection in educational fusion." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/86664.
Full textIncludes bibliographical references (p. 106-108).
by Joshua E. Glazer.
M.Eng.
Zhu, Kevin(Kevin F. ). "An educational approach to machine learning with mobile applications." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122989.
Full textThesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 81-82).
Machine learning has increasingly become a major topic in computer science for students to learn. However, it can be quite technical and thus difficult for students to grasp, especially those in high school and under. To make machine learning and its applications more accessible to younger students, we developed a series of machine learning extensions for MIT App Inventor. MIT App Inventor is a web application for users with minimal programming experience to easily and quickly build mobile applications, and these extensions allow users to build applications that incorporate powerful machine learning functionality. These extensions were tested over a 6-week class with about 10 students and can be used as an educational tool.
by Kevin Zhu.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Li, Shang-Wen Ph D. Massachusetts Institute of Technology. "Improving learning experience in MOOCs with educational content linking." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/108989.
Full textThesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 153-163).
Since the first MOOC (Massive Open Online Course) in 2011, there have been over 4,000 MOOCs on various subjects on the Web, serving over 35 million learners. MOOCs have shown the ability to transcend time and space, democratize knowledge dissemination, and bring the best education in the world to every learner. However, the disparate distances between participants, the size of the learner population, and the heterogeneity of the learner backgrounds make it difficult for instructors to interact with learners in a timely manner, which adversely affects their learning outcome. To address these challenges, in this thesis, we propose a framework of educational content linking. By linking pieces of learning content scattered in the various course materials into an easily accessible structure, we hypothesize that this framework will guide learners and improve content navigation.
Since most instruction and knowledge acquisition in MOOCs takes place when learners are surveying course materials, better content navigation may help learners find supporting information to clear up confusion and improve the learning outcome. To support our conjecture, we present end-to-end studies to investigate our framework around two research questions. We first ask, does manually generated linking improve learning? To investigate this question, we choose two STEM courses, statistics and programming language, and demonstrate how the annotation of linking among course materials can be accomplished with collaboration between course staff and online workers. With this annotation, we implement an interface that can simultaneously present learning materials and visualize the linking among them. In a large-scale user study, we observe that this interface enables users to find desired course materials more efficiently, and retain more concepts more readily.
This result supports the notion that manual linking does indeed improve learning outcomes. Second, we ask, can learning content be generated using machine learning methods? For this question, we propose an automatic linking algorithm based on conditional random fields. We demonstrate that automatically generated linking can still lead to better learning, although the magnitude of the improvement over the unlinked interface is smaller. We conclude that the proposed linking framework can be implemented at scale with machine learning techniques.
by Shang-Wen Li.
Ph. D.
Ph.D. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Ryu, Mike Dongyub. "Improving Introductory Computer Science Education with DRaCO." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1943.
Full textRomeo, Michael Joseph. "BioMedTech Virtual Clinic: Building a Virtual Interactive Simulation for Educational Research." Kent State University Honors College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1355177747.
Full textRitzenthaler, Mark D. "Integrating Technology into Classroom Instruction." Ashland University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ashland1245087949.
Full textNg, Matthew M. Eng Massachusetts Institute of Technology. "UbiqGames : casual, educational, multiplayer games for mobile and desktop platforms." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61295.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 90).
The mission of the UbiqGames project is to develop a suite of casual, educational, multiplayer games that are playable across a wide variety of operating systems and devices. To accomplish this goal, we plan on making use of the expanding availability of wireless networks and the increasing capabilities of mobile browsers to build engaging and dynamic web-based games. This paper will document the progression of the UbiqGames project and take a deeper technical look at the first two games built under its heading: Virus and Weatherlings. Initial questions we wanted to answer were whether mobile browsers could handle complex web applications and whether the small screen size would significantly hinder game play. Results from multiple play tests have demonstrated that these games can be executed successfully, and user feedback has shown that players are receptive of the educational aspects of the game and enjoy the overall experience.
by Matthew Ng.
M.Eng.
Martelly, Daniel A. "A system for automatically grading graphs in an educational setting." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/105975.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 87).
Online educational tools which automatically grade student answers are typically restricted to structured input such as multiple choice, numbers, or structured text. This thesis describes the design and implementation of a tool which can automatically grade the unstructured graphical input of 2D graphs. Student answers are captured on a web interface which allows freeform drawings on a grid similar to drawing on graph paper. Automatic grading is accomplished by running a series of independent tests on a student's drawing. Using six criteria, a large variety of drawings can be graded, and the result of automatically grading a criterion often matches that of a human grader. In addition, to make this system accessible to teachers, an interface for choosing criteria has been designed and tested for use by teachers with little to no programming experience.
by Daniel A. Martelly.
M. Eng.
Conrad, Shawn (Shawn S. ). "Experiment centered design in a massively multiplayer online educational game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85411.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 73-74).
With the United States of America suffering from a lack of scientifically literate grade and secondary school students, educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Learning assessment techniques coupled with machine learning algorithms can be utilized to record student's in-game actions and formulate a model of the student's knowledge. This paper describes "Experiment Centered Assessment Design" (XCD), a framework for structuring a learning assessment feedback loop. XCD builds on the "Evidence Centered Assessment Design" (ECD) approach, which uses tasks to elicit evidence about a student and his learning. XCD defines every task as an experiment in the scientific method, where an experiment maps a test of factors to observable outcomes. This XCD framework was applied to prototype quests in a massively multiplayer online (MMO) educational game. Future work would apply machine learning techniques to the information captured from XCD to provide feedback to students, teachers, and researchers.
by Shawn Conrad.
M. Eng.
Bruen, Charles James. "Secondary school computing in the State of New Jersey /." Access Digital Full Text version, 1994. http://pocketknowledge.tc.columbia.edu/home.php/bybib/11586102.
Full textIncludes tables and appendices. Typescript; issued also on microfilm. Sponsor: Bruce R. Vogeli. Dissertation Committee: J. Philip Smith. Includes bibliographical references (leaves 110-116).
Jamonnak, Suphanut. "LITTLE BOTANY: A MOBILE EDUCATIONAL GAME FOR GARDENING." University of Akron / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=akron1479080799053076.
Full textCheung, Priscilla 1980. "Charles River City : an educational augmented reality simulation pocket PC game." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/27096.
Full textIncludes bibliographical references (p. 79).
This thesis has designed and implemented Charles River City, an educational, location-based augmented reality simulation game that uses Pocket PC devices and GPS technology. As mobile devices and processing power become more common and affordable, high school teachers can take advantage of these technological advances to explore new channels for teaching and motivating students. The Charles River City game seeks to engage middle to high school students in learning science in a fun and innovative way. The story and background in the game is loosely based on a previous work called River City, a desktop multi-player virtual simulation game. In Charles River City, students work in teams to investigate the cause of several illnesses in a virtual town. Through interviewing virtual characters, gathering water samples, and analyzing collected data, students learn to think and solve problems as a scientist would. A test run of the game shows that the simulation game is an effective teaching tool that gives students a hands on experience in solving a real world problem that is fun and challenging.
by Priscilla Cheung.
M.Eng.
George, Dwyane B. "Distributed sensor network for sensing educational interaction in early childhood classrooms." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106023.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 59-60).
For teachers in Montessori schools, making notes of their observations of students is difficult, error prone, and does not scale well. Observations help teachers individualize their methods in early childhood classrooms. Sensei is the first system designed to measure social and classroom interaction using a distributed sensor network. Unobtrusive sensors measure proximity between each node in a dynamic range-based mesh network and establish interaction context through motion and ambient sound data. In this system, I designed a distributed sensor network protocol to collect sensory data, a synchronized network event scheduling scheme to establish a shared time basis, and a wireless data transfer protocol to facilitate data collection from the network. The network protocol interfaces with the sensor's hardware facilities to capture a high fidelity data set. The network event scheduling scheme creates a synchronized time basis that allows battery efficient data collection at a high time resolution for social interaction. The wireless data transfer protocol provides a teacher-friendly interface for extracting data stored in the network. This system is useful for further research in understanding learning and social networks in early childhood environments. Sensei is currently deployed in three Montessori schools and I have evaluated the effectiveness of the system with teachers. My contributions in this system are a protocol that captures sensory data, an event scheduling scheme that establishes a synchronized time basis, and a wireless data transfer protocol that facilitates data transfer from the network. Sensei helps discover observation insights that would have otherwise been lost.
by Dwyane B. George.
M. Eng.
Horton, Christopher A. (Christopher Andrea). "The digital dissector--a study of design issues in educational multimedia." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34058.
Full textIncludes bibliographical references (leaves 129-130).
by Christopher A. Horton.
M.Eng.
Zakaria, Mohamed Ramzy. "The hybrid model, and adaptive educational hypermedia frameworks." Thesis, University of Nottingham, 2004. http://eprints.nottingham.ac.uk/14247/.
Full textJohansson, Björn. "Deciding on Using Application Service Provision in SMEs." Licentiate thesis, Linköping University, Linköping University, CSE - Cognitive Systems Engineering Laboratory, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-5525.
Full textThe use of external providers for the provision of information and communication technology (ICT) in small and medium-sized enterprises (SMEs) is expected to increase. At the end of the 1990s the concept of Application Service Provision (ASP) and Application Service Providers (ASPs) was introduced. This is described as one way for SMEs to provide themselves with software applications. However, it
can be stated that the concept has not taken off. This study examines what reasons influence the decision-making when deciding to use or not use ASP. The research question is: How do SMEs decide on using an Application Service Provider for the provision and maintenance of ICT? In order to answer the question decision-making processes in SMEs have been investigated in an interpretive case study. This study
consisted of mainly semi-structured interviews that were done with three different ASPs and customers related to them. It also consisted of a questionnaire to the customers of one of the service providers. The analysis was then made as a withincase analysis, consisting of detailed write-ups for each site. The interviews and a literature survey of the ASP concept and theories that have been used to explain the ASP decision-making process generated seven constructs. From the presented and discussed theories, models and proposed constructs seven propositions were formulated. These propositions were used for the analysis and presentation of the findings in the study. The main conclusion of the study is the disparate view of what affects the adoption or non-adoption of the ASP concept. The service providers express the decision as a wish from the prospective customer to decrease costs and increase the predictability of costs. The customers on the other hand express it as a wish to increase accessibility; the cost perspective is found to be secondary.
Watkins, Mark N. "Technology and the history-social science framework." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1055.
Full textBogojevski, Aleksandar, Edelson Buanahagi, and Patrik Svensson. "Web-based ERP Systems : With a focus on SMEs." Thesis, Jönköping University, JIBS, Business Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12501.
Full textWeb-based Enterprise Resource Planning (ERP) Systems deployed through theSoftware-as-a-Service (SaaS) model are a major disruptive technology in the fieldof ERP systems. The defining features of the SaaS are that they are hosted remotelyand are completely used through the web; they are subscription-payment basedand they operate on a multi-tenant fashion. This technological innovation redefinestraditional technical and economic ERP paradigms.
This Bachelor’s thesis aims through interviews with vendors, users and consultants,as well as by researching various academical and professional publications onthe subject of Web-based (SaaS) ERPs to study these pehomena, and produce a listof their benefits to SMEs. It also analyses their opportunities and challenges via anumber of interesting facts, thus allowing for thought-provoking observations andspawning of stirring discussions.
The benefits of Web-based ERPs were reported to be similar to the ones characteristicfor the On-premise ERPs. They furthermore included remote data access, costefficiency,flexibility, scalability, as well as the esublishment of a new customerdrivenrelationship with the ERP vendor. The major disadvantages of SaaS wereconsidered to be security, cost (in the long run), and customizability. These disadvantages,which were first reported years ago, are continuously dismissed by theadavncements and innovations made in Web-based solutions. Findings from previousstudies and trends suggest that issues of security, cost and customizabilityare gradually disappearing as technology improves and industry dynamics becomesmore customer-centric. Security, which was a major issue in 2007 slowlyfaded and is not regarded as the concern it used to be. From 2008 till now the issuesof customizability and TCO have been heavily disputed about Web-based ERPsolutions. The problem of customizability has also been found to be diminishingdue to technologically advanced capabilities of these systems; new systems haveemerged and old systems have improved enough to provide this feature. Cost hasnever been a transparent issue when it comes to IT investments and has beenshown to be higher in On-Premise solutions through the TVO approach whichlooks at other hidden and non-financial costs. All of the above sheds new light intothe once-‘static’ benefits and drawbacks of Web-based solutions, and provides afresh insight into this developing phenomenon.
Chiang, Yen-Hsi. "Advising module: Graduate application system for the Computer Science Graduate Program." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2725.
Full textKelley, Anne K. M. Eng Massachusetts Institute of Technology. "A system for classifying and clarifying Python syntax errors for educational purposes." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119750.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 65-66).
Many students learning Python frequently encounter syntax errors but have difficulty understanding the error messages and correcting their code. In this thesis, we designed, implemented, and performed preliminary testing of a system for classification of syntax errors commonly made by beginning coders. Errors are classified by constructing a partial syntax tree and analyzing the node containing the error with respect to its surrounding nodes. The system aims to use the classified errors to provide more precise and instructive error messages to aid students in the debugging process.
by Anne K. Kelley.
M. Eng.